boo/lib/graphicsdev/GL.cpp

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#include "boo/graphicsdev/GL.hpp"
#include "boo/graphicsdev/glew.h"
#include "boo/IGraphicsContext.hpp"
#include "Common.hpp"
#include <vector>
#include <thread>
#include <mutex>
#include <condition_variable>
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#include <array>
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#include <unordered_map>
#include <unordered_set>
#include <atomic>
#include <functional>
#include "xxhash.h"
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#include "logvisor/logvisor.hpp"
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#undef min
#undef max
namespace boo
{
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static logvisor::Module Log("boo::GL");
class GLDataFactoryImpl;
struct GLShareableShader : IShareableShader<GLDataFactoryImpl, GLShareableShader>
{
GLuint m_shader = 0;
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GLShareableShader(GLDataFactoryImpl& fac, uint64_t srcKey, GLuint s)
: IShareableShader(fac, srcKey, 0), m_shader(s) {}
~GLShareableShader() { glDeleteShader(m_shader); }
};
class GLDataFactoryImpl : public GLDataFactory
{
friend struct GLCommandQueue;
friend class GLDataFactory::Context;
IGraphicsContext* m_parent;
uint32_t m_drawSamples;
static ThreadLocalPtr<struct GLData> m_deferredData;
std::unordered_set<struct GLData*> m_committedData;
std::unordered_set<struct GLPool*> m_committedPools;
std::mutex m_committedMutex;
std::unordered_map<uint64_t, std::unique_ptr<GLShareableShader>> m_sharedShaders;
void destroyData(IGraphicsData*);
void destroyAllData();
void destroyPool(IGraphicsBufferPool*);
IGraphicsBufferD* newPoolBuffer(IGraphicsBufferPool* pool, BufferUse use,
size_t stride, size_t count);
void deletePoolBuffer(IGraphicsBufferPool* p, IGraphicsBufferD* buf);
public:
GLDataFactoryImpl(IGraphicsContext* parent, uint32_t drawSamples);
~GLDataFactoryImpl() {destroyAllData();}
Platform platform() const {return Platform::OpenGL;}
const SystemChar* platformName() const {return _S("OpenGL");}
GraphicsDataToken commitTransaction(const FactoryCommitFunc&);
GraphicsBufferPoolToken newBufferPool();
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void _unregisterShareableShader(uint64_t srcKey, uint64_t binKey)
{
m_sharedShaders.erase(srcKey);
}
};
ThreadLocalPtr<struct GLData> GLDataFactoryImpl::m_deferredData;
struct GLData : IGraphicsDataPriv<GLData>
{
std::vector<std::unique_ptr<class GLShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct GLShaderDataBinding>> m_SBinds;
std::vector<std::unique_ptr<class GLGraphicsBufferS>> m_SBufs;
std::vector<std::unique_ptr<class GLGraphicsBufferD>> m_DBufs;
std::vector<std::unique_ptr<class GLTextureS>> m_STexs;
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std::vector<std::unique_ptr<class GLTextureSA>> m_SATexs;
std::vector<std::unique_ptr<class GLTextureD>> m_DTexs;
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std::vector<std::unique_ptr<class GLTextureR>> m_RTexs;
std::vector<std::unique_ptr<struct GLVertexFormat>> m_VFmts;
};
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struct GLPool : IGraphicsBufferPool
{
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std::unordered_map<class GLGraphicsBufferD*, std::unique_ptr<class GLGraphicsBufferD>> m_DBufs;
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};
static const GLenum USE_TABLE[] =
{
GL_INVALID_ENUM,
GL_ARRAY_BUFFER,
GL_ELEMENT_ARRAY_BUFFER,
GL_UNIFORM_BUFFER
};
class GLGraphicsBufferS : public IGraphicsBufferS
{
friend class GLDataFactory;
friend struct GLCommandQueue;
GLuint m_buf;
GLenum m_target;
GLGraphicsBufferS(BufferUse use, const void* data, size_t sz)
{
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m_target = USE_TABLE[int(use)];
glGenBuffers(1, &m_buf);
glBindBuffer(m_target, m_buf);
glBufferData(m_target, sz, data, GL_STATIC_DRAW);
}
public:
~GLGraphicsBufferS() {glDeleteBuffers(1, &m_buf);}
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void bindVertex() const
{glBindBuffer(GL_ARRAY_BUFFER, m_buf);}
void bindIndex() const
{glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buf);}
void bindUniform(size_t idx) const
{glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_buf);}
void bindUniformRange(size_t idx, GLintptr off, GLsizeiptr size) const
{glBindBufferRange(GL_UNIFORM_BUFFER, idx, m_buf, off, size);}
};
class GLGraphicsBufferD : public IGraphicsBufferD
{
friend class GLDataFactory;
friend class GLDataFactoryImpl;
friend struct GLCommandQueue;
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GLuint m_bufs[3];
GLenum m_target;
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz = 0;
int m_validMask = 0;
GLGraphicsBufferD(BufferUse use, size_t sz)
: m_target(USE_TABLE[int(use)]), m_cpuBuf(new uint8_t[sz]), m_cpuSz(sz)
{
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glGenBuffers(3, m_bufs);
for (int i=0 ; i<3 ; ++i)
{
glBindBuffer(m_target, m_bufs[i]);
glBufferData(m_target, m_cpuSz, nullptr, GL_STREAM_DRAW);
}
}
void update(int b);
public:
~GLGraphicsBufferD() {glDeleteBuffers(3, m_bufs);}
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void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
void bindVertex(int b);
void bindIndex(int b);
void bindUniform(size_t idx, int b);
void bindUniformRange(size_t idx, GLintptr off, GLsizeiptr size, int b);
};
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IGraphicsBufferS*
GLDataFactory::Context::newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{
GLGraphicsBufferS* retval = new GLGraphicsBufferS(use, data, stride * count);
GLDataFactoryImpl::m_deferredData->m_SBufs.emplace_back(retval);
return retval;
}
class GLTextureS : public ITextureS
{
friend class GLDataFactory;
GLuint m_tex;
GLTextureS(size_t width, size_t height, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
{
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
glGenTextures(1, &m_tex);
glBindTexture(GL_TEXTURE_2D, m_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (mips > 1)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mips-1);
}
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else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GLenum intFormat, format;
int pxPitch;
bool compressed = false;
switch (fmt)
{
case TextureFormat::RGBA8:
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intFormat = GL_RGBA8;
format = GL_RGBA;
pxPitch = 4;
break;
case TextureFormat::I8:
intFormat = GL_R8;
format = GL_RED;
pxPitch = 1;
break;
case TextureFormat::DXT1:
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intFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
compressed = true;
break;
default:
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Log.report(logvisor::Fatal, "unsupported tex format");
}
if (compressed)
{
for (size_t i=0 ; i<mips ; ++i)
{
size_t dataSz = width * height / 2;
glCompressedTexImage2D(GL_TEXTURE_2D, i, intFormat, width, height, 0, dataSz, dataIt);
dataIt += dataSz;
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if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
}
}
else
{
for (size_t i=0 ; i<mips ; ++i)
{
glTexImage2D(GL_TEXTURE_2D, i, intFormat, width, height, 0, format, GL_UNSIGNED_BYTE, dataIt);
dataIt += width * height * pxPitch;
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if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
}
}
}
public:
~GLTextureS() {glDeleteTextures(1, &m_tex);}
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void bind(size_t idx) const
{
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(GL_TEXTURE_2D, m_tex);
}
};
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class GLTextureSA : public ITextureSA
{
friend class GLDataFactory;
GLuint m_tex;
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GLTextureSA(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)
{
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
glGenTextures(1, &m_tex);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (mips > 1)
{
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mips-1);
}
else
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GLenum intFormat, format;
int pxPitch;
if (fmt == TextureFormat::RGBA8)
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{
intFormat = GL_RGBA8;
format = GL_RGBA;
pxPitch = 4;
}
else if (fmt == TextureFormat::I8)
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{
intFormat = GL_R8;
format = GL_RED;
pxPitch = 1;
}
for (size_t i=0 ; i<mips ; ++i)
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, i, intFormat, width, height, layers, 0, format, GL_UNSIGNED_BYTE, dataIt);
dataIt += width * height * layers * pxPitch;
if (width > 1)
width /= 2;
if (height > 1)
height /= 2;
}
}
public:
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~GLTextureSA() {glDeleteTextures(1, &m_tex);}
void bind(size_t idx) const
{
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_tex);
}
};
class GLTextureD : public ITextureD
{
friend class GLDataFactory;
friend struct GLCommandQueue;
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GLuint m_texs[3];
std::unique_ptr<uint8_t[]> m_cpuBuf;
size_t m_cpuSz = 0;
GLenum m_intFormat, m_format;
size_t m_width = 0;
size_t m_height = 0;
int m_validMask = 0;
GLTextureD(size_t width, size_t height, TextureFormat fmt);
void update(int b);
public:
~GLTextureD();
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void load(const void* data, size_t sz);
void* map(size_t sz);
void unmap();
void bind(size_t idx, int b);
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};
class GLTextureR : public ITextureR
{
friend class GLDataFactory;
friend struct GLCommandQueue;
struct GLCommandQueue* m_q;
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GLuint m_texs[2] = {};
GLuint m_bindTexs[2] = {};
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GLuint m_fbo = 0;
size_t m_width = 0;
size_t m_height = 0;
size_t m_samples = 0;
GLenum m_target;
GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples,
bool enableShaderColorBinding, bool enableShaderDepthBinding);
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public:
~GLTextureR();
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void bind(size_t idx) const
{
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(m_target, m_bindTexs[0]);
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}
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void resize(size_t width, size_t height)
{
m_width = width;
m_height = height;
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if (m_samples > 1)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_RGBA, width, height, GL_FALSE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
if (m_bindTexs[0])
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_RGBA, width, height, GL_FALSE);
}
if (m_bindTexs[1])
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
}
}
else
{
glBindTexture(GL_TEXTURE_2D, m_texs[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_texs[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_bindTexs[0])
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
if (m_bindTexs[1])
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
}
}
};
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ITextureS*
GLDataFactory::Context::newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz)
{
GLTextureS* retval = new GLTextureS(width, height, mips, fmt, data, sz);
GLDataFactoryImpl::m_deferredData->m_STexs.emplace_back(retval);
return retval;
}
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ITextureSA*
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GLDataFactory::Context::newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, const void *data, size_t sz)
{
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GLTextureSA* retval = new GLTextureSA(width, height, layers, mips, fmt, data, sz);
GLDataFactoryImpl::m_deferredData->m_SATexs.emplace_back(retval);
return retval;
}
class GLShaderPipeline : public IShaderPipeline
{
friend class GLDataFactory;
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friend struct GLCommandQueue;
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friend struct GLShaderDataBinding;
GLShareableShader::Token m_vert;
GLShareableShader::Token m_frag;
GLuint m_prog = 0;
GLenum m_sfactor = GL_ONE;
GLenum m_dfactor = GL_ZERO;
GLenum m_drawPrim = GL_TRIANGLES;
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bool m_depthTest = true;
bool m_depthWrite = true;
bool m_backfaceCulling = true;
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std::vector<GLint> m_uniLocs;
GLShaderPipeline() = default;
public:
operator bool() const {return m_prog != 0;}
~GLShaderPipeline() { glDeleteProgram(m_prog); }
GLShaderPipeline& operator=(const GLShaderPipeline&) = delete;
GLShaderPipeline(const GLShaderPipeline&) = delete;
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GLShaderPipeline& operator=(GLShaderPipeline&& other) = default;
GLShaderPipeline(GLShaderPipeline&& other) = default;
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GLuint bind() const
{
glUseProgram(m_prog);
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if (m_dfactor != GL_ZERO)
{
glEnable(GL_BLEND);
glBlendFunc(m_sfactor, m_dfactor);
}
else
glDisable(GL_BLEND);
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if (m_depthTest)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
glDepthMask(m_depthWrite);
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glDepthFunc(GL_LEQUAL);
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if (m_backfaceCulling)
glEnable(GL_CULL_FACE);
else
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glDisable(GL_CULL_FACE);
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return m_prog;
}
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};
static const GLenum PRIMITIVE_TABLE[] =
{
GL_TRIANGLES,
GL_TRIANGLE_STRIP
};
static const GLenum BLEND_FACTOR_TABLE[] =
{
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA,
GL_SRC1_COLOR,
GL_ONE_MINUS_SRC1_COLOR
};
IShaderPipeline* GLDataFactory::Context::newShaderPipeline
(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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size_t uniformBlockCount, const char** uniformBlockNames,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
GLShaderPipeline shader;
XXH64_state_t hashState;
uint64_t hashes[2];
XXH64_reset(&hashState, 0);
XXH64_update(&hashState, vertSource, strlen(vertSource));
hashes[0] = XXH64_digest(&hashState);
XXH64_reset(&hashState, 0);
XXH64_update(&hashState, fragSource, strlen(fragSource));
hashes[1] = XXH64_digest(&hashState);
GLint status;
auto vertFind = factory.m_sharedShaders.find(hashes[0]);
if (vertFind != factory.m_sharedShaders.end())
{
shader.m_vert = vertFind->second->lock();
}
else
{
GLuint sobj = glCreateShader(GL_VERTEX_SHADER);
if (!sobj)
{
Log.report(logvisor::Error, "unable to create vert shader");
return nullptr;
}
glShaderSource(sobj, 1, &vertSource, nullptr);
glCompileShader(sobj);
glGetShaderiv(sobj, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
GLint logLen;
glGetShaderiv(sobj, GL_INFO_LOG_LENGTH, &logLen);
char* log = (char*)malloc(logLen);
glGetShaderInfoLog(sobj, logLen, nullptr, log);
Log.report(logvisor::Error, "unable to compile vert source\n%s\n%s\n", log, vertSource);
free(log);
return nullptr;
}
auto it =
factory.m_sharedShaders.emplace(std::make_pair(hashes[0],
std::make_unique<GLShareableShader>(factory, hashes[0], sobj))).first;
shader.m_vert = it->second->lock();
}
auto fragFind = factory.m_sharedShaders.find(hashes[1]);
if (fragFind != factory.m_sharedShaders.end())
{
shader.m_frag = fragFind->second->lock();
}
else
{
GLuint sobj = glCreateShader(GL_FRAGMENT_SHADER);
if (!sobj)
{
Log.report(logvisor::Error, "unable to create frag shader");
return nullptr;
}
glShaderSource(sobj, 1, &fragSource, nullptr);
glCompileShader(sobj);
glGetShaderiv(sobj, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
GLint logLen;
glGetShaderiv(sobj, GL_INFO_LOG_LENGTH, &logLen);
char* log = (char*)malloc(logLen);
glGetShaderInfoLog(sobj, logLen, nullptr, log);
Log.report(logvisor::Error, "unable to compile frag source\n%s\n%s\n", log, fragSource);
free(log);
return nullptr;
}
auto it =
factory.m_sharedShaders.emplace(std::make_pair(hashes[1],
std::make_unique<GLShareableShader>(factory, hashes[1], sobj))).first;
shader.m_frag = it->second->lock();
}
shader.m_prog = glCreateProgram();
if (!shader.m_prog)
{
Log.report(logvisor::Error, "unable to create shader program");
return nullptr;
}
glAttachShader(shader.m_prog, shader.m_vert.get().m_shader);
glAttachShader(shader.m_prog, shader.m_frag.get().m_shader);
glLinkProgram(shader.m_prog);
glGetProgramiv(shader.m_prog, GL_LINK_STATUS, &status);
if (status != GL_TRUE)
{
GLint logLen;
glGetProgramiv(shader.m_prog, GL_INFO_LOG_LENGTH, &logLen);
char* log = (char*)malloc(logLen);
glGetProgramInfoLog(shader.m_prog, logLen, nullptr, log);
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Log.report(logvisor::Error, "unable to link shader program\n%s\n", log);
free(log);
return nullptr;
}
glUseProgram(shader.m_prog);
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if (uniformBlockCount)
{
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shader.m_uniLocs.reserve(uniformBlockCount);
for (size_t i=0 ; i<uniformBlockCount ; ++i)
{
GLint uniLoc = glGetUniformBlockIndex(shader.m_prog, uniformBlockNames[i]);
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//if (uniLoc < 0)
// Log.report(logvisor::Warning, "unable to find uniform block '%s'", uniformBlockNames[i]);
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shader.m_uniLocs.push_back(uniLoc);
}
}
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if (texCount && texNames)
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{
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for (int i=0 ; i<texCount ; ++i)
{
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GLint texLoc = glGetUniformLocation(shader.m_prog, texNames[i]);
if (texLoc < 0)
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{ /* Log.report(logvisor::Warning, "unable to find sampler variable '%s'", texNames[i]); */ }
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else
glUniform1i(texLoc, i);
}
}
shader.m_sfactor = BLEND_FACTOR_TABLE[int(srcFac)];
shader.m_dfactor = BLEND_FACTOR_TABLE[int(dstFac)];
shader.m_depthTest = depthTest;
shader.m_depthWrite = depthWrite;
shader.m_backfaceCulling = backfaceCulling;
shader.m_drawPrim = PRIMITIVE_TABLE[int(prim)];
GLShaderPipeline* retval = new GLShaderPipeline(std::move(shader));
GLDataFactoryImpl::m_deferredData->m_SPs.emplace_back(retval);
return retval;
}
struct GLVertexFormat : IVertexFormat
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{
GLCommandQueue* m_q;
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GLuint m_vao[3] = {};
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size_t m_elementCount;
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GLuint m_baseVert, m_baseInst;
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std::unique_ptr<VertexElementDescriptor[]> m_elements;
GLVertexFormat(GLCommandQueue* q, size_t elementCount,
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const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst);
~GLVertexFormat();
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void bind(int idx) const {glBindVertexArray(m_vao[idx]);}
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};
struct GLShaderDataBinding : IShaderDataBindingPriv<GLData>
{
const GLShaderPipeline* m_pipeline;
const GLVertexFormat* m_vtxFormat;
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size_t m_ubufCount;
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std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
std::vector<std::pair<size_t,size_t>> m_ubufOffs;
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size_t m_texCount;
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std::unique_ptr<ITexture*[]> m_texs;
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GLShaderDataBinding(GLData* d,
IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
size_t ubufCount, IGraphicsBuffer** ubufs,
const size_t* ubufOffs, const size_t* ubufSizes,
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size_t texCount, ITexture** texs)
: IShaderDataBindingPriv(d),
m_pipeline(static_cast<GLShaderPipeline*>(pipeline)),
m_vtxFormat(static_cast<GLVertexFormat*>(vtxFormat)),
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m_ubufCount(ubufCount),
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m_ubufs(new IGraphicsBuffer*[ubufCount]),
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m_texCount(texCount),
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m_texs(new ITexture*[texCount])
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{
if (ubufOffs && ubufSizes)
{
m_ubufOffs.reserve(ubufCount);
for (size_t i=0 ; i<ubufCount ; ++i)
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{
#ifndef NDEBUG
if (ubufOffs[i] % 256)
Log.report(logvisor::Fatal, "non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding", int(i));
#endif
m_ubufOffs.emplace_back(ubufOffs[i], (ubufSizes[i] + 255) & ~255);
}
}
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for (size_t i=0 ; i<ubufCount ; ++i)
{
#ifndef NDEBUG
if (!ubufs[i])
Log.report(logvisor::Fatal, "null uniform-buffer %d provided to newShaderDataBinding", int(i));
#endif
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m_ubufs[i] = ubufs[i];
}
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for (size_t i=0 ; i<texCount ; ++i)
m_texs[i] = texs[i];
}
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void bind(int b) const
{
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GLuint prog = m_pipeline->bind();
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m_vtxFormat->bind(b);
if (m_ubufOffs.size())
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{
for (size_t i=0 ; i<m_ubufCount && i<m_pipeline->m_uniLocs.size() ; ++i)
{
GLint loc = m_pipeline->m_uniLocs[i];
if (loc < 0)
continue;
IGraphicsBuffer* ubuf = m_ubufs[i];
const std::pair<size_t,size_t>& offset = m_ubufOffs[i];
if (ubuf->dynamic())
static_cast<GLGraphicsBufferD*>(ubuf)->bindUniformRange(i, offset.first, offset.second, b);
else
static_cast<GLGraphicsBufferS*>(ubuf)->bindUniformRange(i, offset.first, offset.second);
glUniformBlockBinding(prog, loc, i);
}
}
else
{
for (size_t i=0 ; i<m_ubufCount && i<m_pipeline->m_uniLocs.size() ; ++i)
{
GLint loc = m_pipeline->m_uniLocs[i];
if (loc < 0)
continue;
IGraphicsBuffer* ubuf = m_ubufs[i];
if (ubuf->dynamic())
static_cast<GLGraphicsBufferD*>(ubuf)->bindUniform(i, b);
else
static_cast<GLGraphicsBufferS*>(ubuf)->bindUniform(i);
glUniformBlockBinding(prog, loc, i);
}
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}
for (size_t i=0 ; i<m_texCount ; ++i)
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{
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ITexture* tex = m_texs[i];
if (tex)
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{
switch (tex->type())
{
case TextureType::Dynamic:
static_cast<GLTextureD*>(tex)->bind(i, b);
break;
case TextureType::Static:
static_cast<GLTextureS*>(tex)->bind(i);
break;
case TextureType::StaticArray:
static_cast<GLTextureSA*>(tex)->bind(i);
break;
case TextureType::Render:
static_cast<GLTextureR*>(tex)->bind(i);
break;
default: break;
}
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}
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}
}
};
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IShaderDataBinding*
GLDataFactory::Context::newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer*, IGraphicsBuffer*, IGraphicsBuffer*,
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size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes,
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size_t texCount, ITexture** texs, size_t baseVert, size_t baseInst)
{
GLShaderDataBinding* retval =
new GLShaderDataBinding(GLDataFactoryImpl::m_deferredData.get(), pipeline, vtxFormat, ubufCount, ubufs,
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ubufOffs, ubufSizes, texCount, texs);
GLDataFactoryImpl::m_deferredData->m_SBinds.emplace_back(retval);
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return retval;
}
GLDataFactoryImpl::GLDataFactoryImpl(IGraphicsContext* parent, uint32_t drawSamples)
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: m_parent(parent), m_drawSamples(drawSamples) {}
GraphicsDataToken GLDataFactoryImpl::commitTransaction(const FactoryCommitFunc& trans)
{
if (m_deferredData.get())
Log.report(logvisor::Fatal, "nested commitTransaction usage detected");
m_deferredData.reset(new GLData());
GLDataFactory::Context ctx(*this);
if (!trans(ctx))
{
delete m_deferredData.get();
m_deferredData.reset();
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return GraphicsDataToken(this, nullptr);
}
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std::unique_lock<std::mutex> lk(m_committedMutex);
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GLData* retval = m_deferredData.get();
m_deferredData.reset();
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m_committedData.insert(retval);
lk.unlock();
/* Let's go ahead and flush to ensure our data gets to the GPU
While this isn't strictly required, some drivers might behave
differently */
glFlush();
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return GraphicsDataToken(this, retval);
}
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GraphicsBufferPoolToken GLDataFactoryImpl::newBufferPool()
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{
std::unique_lock<std::mutex> lk(m_committedMutex);
GLPool* retval = new GLPool;
m_committedPools.insert(retval);
return GraphicsBufferPoolToken(this, retval);
}
void GLDataFactoryImpl::destroyData(IGraphicsData* d)
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{
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std::unique_lock<std::mutex> lk(m_committedMutex);
GLData* data = static_cast<GLData*>(d);
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m_committedData.erase(data);
data->decrement();
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}
void GLDataFactoryImpl::destroyAllData()
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{
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std::unique_lock<std::mutex> lk(m_committedMutex);
for (GLData* data : m_committedData)
data->decrement();
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for (IGraphicsBufferPool* pool : m_committedPools)
delete static_cast<GLPool*>(pool);
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m_committedData.clear();
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m_committedPools.clear();
}
void GLDataFactoryImpl::destroyPool(IGraphicsBufferPool* p)
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{
std::unique_lock<std::mutex> lk(m_committedMutex);
GLPool* pool = static_cast<GLPool*>(p);
m_committedPools.erase(pool);
delete pool;
}
IGraphicsBufferD* GLDataFactoryImpl::newPoolBuffer(IGraphicsBufferPool* p, BufferUse use,
size_t stride, size_t count)
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{
GLPool* pool = static_cast<GLPool*>(p);
GLGraphicsBufferD* retval = new GLGraphicsBufferD(use, stride * count);
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pool->m_DBufs.emplace(std::make_pair(retval, std::unique_ptr<GLGraphicsBufferD>(retval)));
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return retval;
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}
void GLDataFactoryImpl::deletePoolBuffer(IGraphicsBufferPool *p, IGraphicsBufferD *buf)
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{
GLPool* pool = static_cast<GLPool*>(p);
pool->m_DBufs.erase(static_cast<GLGraphicsBufferD*>(buf));
}
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static const GLint SEMANTIC_COUNT_TABLE[] =
{
0,
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3,
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4,
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3,
4,
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4,
4,
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2,
4,
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4,
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4
};
static const size_t SEMANTIC_SIZE_TABLE[] =
{
0,
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12,
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16,
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12,
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16,
16,
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4,
8,
16,
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16,
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16
};
static const GLenum SEMANTIC_TYPE_TABLE[] =
{
GL_INVALID_ENUM,
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GL_FLOAT,
GL_FLOAT,
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GL_FLOAT,
GL_FLOAT,
GL_FLOAT,
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GL_UNSIGNED_BYTE,
GL_FLOAT,
GL_FLOAT,
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GL_FLOAT,
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GL_FLOAT
};
struct GLCommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::Platform::OpenGL;}
const SystemChar* platformName() const {return _S("OpenGL");}
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IGraphicsContext* m_parent = nullptr;
struct Command
{
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enum class Op
{
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SetShaderDataBinding,
SetRenderTarget,
SetViewport,
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SetScissor,
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SetClearColor,
ClearTarget,
Draw,
DrawIndexed,
DrawInstances,
DrawInstancesIndexed,
ResolveBindTexture,
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Present
} m_op;
union
{
const IShaderDataBinding* binding;
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const ITextureR* target;
const ITextureR* source;
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struct
{
SWindowRect rect;
float znear, zfar;
} viewport;
float rgba[4];
GLbitfield flags;
struct
{
size_t start;
size_t count;
size_t instCount;
};
};
IShaderDataBindingPriv<GLData>::Token resToken;
const ITextureR* resolveTex;
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bool resolveColor : 1;
bool resolveDepth : 1;
Command(Op op) : m_op(op) {}
Command(const Command&) = delete;
Command& operator=(const Command&) = delete;
Command(Command&&) = default;
Command& operator=(Command&&) = default;
};
std::vector<Command> m_cmdBufs[3];
size_t m_fillBuf = 0;
size_t m_completeBuf = 0;
size_t m_drawBuf = 0;
bool m_running = true;
std::mutex m_mt;
std::condition_variable m_cv;
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std::mutex m_initmt;
std::condition_variable m_initcv;
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std::unique_lock<std::mutex> m_initlk;
std::thread m_thr;
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struct RenderTextureResize
{
GLTextureR* tex;
size_t width;
size_t height;
};
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/* These members are locked for multithreaded access */
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std::vector<RenderTextureResize> m_pendingResizes;
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std::vector<std::function<void(void)>> m_pendingPosts1;
std::vector<std::function<void(void)>> m_pendingPosts2;
std::vector<GLVertexFormat*> m_pendingFmtAdds;
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std::vector<std::array<GLuint, 3>> m_pendingFmtDels;
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std::vector<GLTextureR*> m_pendingFboAdds;
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std::vector<GLuint> m_pendingFboDels;
static void ConfigureVertexFormat(GLVertexFormat* fmt)
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{
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glGenVertexArrays(3, fmt->m_vao);
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size_t stride = 0;
size_t instStride = 0;
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for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
{
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const VertexElementDescriptor* desc = &fmt->m_elements[i];
if ((desc->semantic & VertexSemantic::Instanced) != VertexSemantic::None)
instStride += SEMANTIC_SIZE_TABLE[int(desc->semantic & VertexSemantic::SemanticMask)];
else
stride += SEMANTIC_SIZE_TABLE[int(desc->semantic & VertexSemantic::SemanticMask)];
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}
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for (int b=0 ; b<3 ; ++b)
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{
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size_t offset = fmt->m_baseVert * stride;
size_t instOffset = fmt->m_baseInst * instStride;
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glBindVertexArray(fmt->m_vao[b]);
IGraphicsBuffer* lastVBO = nullptr;
IGraphicsBuffer* lastEBO = nullptr;
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for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
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{
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const VertexElementDescriptor* desc = &fmt->m_elements[i];
if (desc->vertBuffer != lastVBO)
{
lastVBO = desc->vertBuffer;
if (lastVBO->dynamic())
static_cast<GLGraphicsBufferD*>(lastVBO)->bindVertex(b);
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else
static_cast<GLGraphicsBufferS*>(lastVBO)->bindVertex();
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}
if (desc->indexBuffer != lastEBO)
{
lastEBO = desc->indexBuffer;
if (lastEBO->dynamic())
static_cast<GLGraphicsBufferD*>(lastEBO)->bindIndex(b);
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else
static_cast<GLGraphicsBufferS*>(lastEBO)->bindIndex();
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}
glEnableVertexAttribArray(i);
int maskedSem = int(desc->semantic & VertexSemantic::SemanticMask);
if ((desc->semantic & VertexSemantic::Instanced) != VertexSemantic::None)
{
glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[maskedSem],
SEMANTIC_TYPE_TABLE[maskedSem], GL_TRUE, instStride, (void*)instOffset);
glVertexAttribDivisor(i, 1);
instOffset += SEMANTIC_SIZE_TABLE[maskedSem];
}
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else
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{
glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[maskedSem],
SEMANTIC_TYPE_TABLE[maskedSem], GL_TRUE, stride, (void*)offset);
offset += SEMANTIC_SIZE_TABLE[maskedSem];
}
}
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}
}
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static void ConfigureFBO(GLTextureR* tex)
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{
glGenFramebuffers(1, &tex->m_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, tex->m_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->m_texs[0], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex->m_texs[1], 0);
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}
static void RenderingWorker(GLCommandQueue* self)
{
{
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std::unique_lock<std::mutex> lk(self->m_initmt);
self->m_parent->makeCurrent();
if (glewInit() != GLEW_OK)
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Log.report(logvisor::Fatal, "unable to init glew");
const GLubyte* version = glGetString(GL_VERSION);
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Log.report(logvisor::Info, "OpenGL Version: %s", version);
self->m_parent->postInit();
}
self->m_initcv.notify_one();
while (self->m_running)
{
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std::vector<std::function<void(void)>> posts;
{
std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->m_running)
break;
self->m_drawBuf = self->m_completeBuf;
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2016-04-02 04:24:46 +00:00
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (self->m_pendingFboAdds.size())
{
for (GLTextureR* tex : self->m_pendingFboAdds)
ConfigureFBO(tex);
self->m_pendingFboAdds.clear();
}
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if (self->m_pendingResizes.size())
{
for (const RenderTextureResize& resize : self->m_pendingResizes)
resize.tex->resize(resize.width, resize.height);
self->m_pendingResizes.clear();
}
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if (self->m_pendingFmtAdds.size())
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{
for (GLVertexFormat* fmt : self->m_pendingFmtAdds)
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if (fmt) ConfigureVertexFormat(fmt);
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self->m_pendingFmtAdds.clear();
}
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if (self->m_pendingFmtDels.size())
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{
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for (const auto& fmt : self->m_pendingFmtDels)
glDeleteVertexArrays(3, fmt.data());
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self->m_pendingFmtDels.clear();
}
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if (self->m_pendingFboDels.size())
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{
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for (GLuint fbo : self->m_pendingFboDels)
glDeleteFramebuffers(1, &fbo);
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self->m_pendingFboDels.clear();
}
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if (self->m_pendingPosts2.size())
posts.swap(self->m_pendingPosts2);
}
std::vector<Command>& cmds = self->m_cmdBufs[self->m_drawBuf];
GLenum currentPrim = GL_TRIANGLES;
for (const Command& cmd : cmds)
{
switch (cmd.m_op)
{
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case Command::Op::SetShaderDataBinding:
{
const GLShaderDataBinding* binding = static_cast<const GLShaderDataBinding*>(cmd.binding);
binding->bind(self->m_drawBuf);
currentPrim = binding->m_pipeline->m_drawPrim;
break;
}
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case Command::Op::SetRenderTarget:
{
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const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.target);
if (!tex)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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else
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glBindFramebuffer(GL_FRAMEBUFFER, tex->m_fbo);
break;
}
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case Command::Op::SetViewport:
glViewport(cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
glDepthRange(cmd.viewport.znear, cmd.viewport.zfar);
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break;
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case Command::Op::SetScissor:
if (cmd.viewport.rect.size[0] == 0 && cmd.viewport.rect.size[1] == 0)
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glDisable(GL_SCISSOR_TEST);
else
{
glEnable(GL_SCISSOR_TEST);
glScissor(cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
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}
break;
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case Command::Op::SetClearColor:
glClearColor(cmd.rgba[0], cmd.rgba[1], cmd.rgba[2], cmd.rgba[3]);
break;
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case Command::Op::ClearTarget:
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if (cmd.flags & GL_DEPTH_BUFFER_BIT)
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glDepthMask(GL_TRUE);
glClear(cmd.flags);
break;
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case Command::Op::Draw:
glDrawArrays(currentPrim, cmd.start, cmd.count);
break;
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case Command::Op::DrawIndexed:
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glDrawElements(currentPrim, cmd.count, GL_UNSIGNED_INT,
reinterpret_cast<void*>(cmd.start * 4));
break;
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case Command::Op::DrawInstances:
glDrawArraysInstanced(currentPrim, cmd.start, cmd.count, cmd.instCount);
break;
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case Command::Op::DrawInstancesIndexed:
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glDrawElementsInstanced(currentPrim, cmd.count, GL_UNSIGNED_INT,
reinterpret_cast<void*>(cmd.start * 4), cmd.instCount);
break;
case Command::Op::ResolveBindTexture:
{
const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.resolveTex);
GLenum target = (tex->m_samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo);
glActiveTexture(GL_TEXTURE9);
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if (cmd.resolveColor && tex->m_bindTexs[0])
{
glBindTexture(target, tex->m_bindTexs[0]);
glCopyTexSubImage2D(target, 0, cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
}
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if (cmd.resolveDepth && tex->m_bindTexs[1])
{
glBindTexture(target, tex->m_bindTexs[1]);
glCopyTexSubImage2D(target, 0, cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
}
break;
}
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case Command::Op::Present:
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{
const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.source);
if (tex)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, tex->m_width, tex->m_height, 0, 0,
tex->m_width, tex->m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
self->m_parent->present();
break;
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}
default: break;
}
}
cmds.clear();
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for (auto& p : posts)
p();
}
}
GLCommandQueue(IGraphicsContext* parent)
: m_parent(parent),
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m_initlk(m_initmt),
m_thr(RenderingWorker, this)
{
m_initcv.wait(m_initlk);
m_initlk.unlock();
}
void stopRenderer()
{
m_running = false;
m_cv.notify_one();
m_thr.join();
}
~GLCommandQueue()
{
if (m_running) stopRenderer();
}
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void setShaderDataBinding(IShaderDataBinding* binding)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::SetShaderDataBinding);
cmds.back().binding = binding;
cmds.back().resToken = static_cast<IShaderDataBindingPriv<GLData>*>(binding)->lock();
}
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void setRenderTarget(ITextureR* target)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::SetRenderTarget);
cmds.back().target = target;
}
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void setViewport(const SWindowRect& rect, float znear, float zfar)
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{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::SetViewport);
cmds.back().viewport.rect = rect;
cmds.back().viewport.znear = znear;
cmds.back().viewport.zfar = zfar;
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}
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void setScissor(const SWindowRect& rect)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
cmds.emplace_back(Command::Op::SetScissor);
cmds.back().viewport.rect = rect;
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}
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
{
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std::unique_lock<std::mutex> lk(m_mt);
GLTextureR* texgl = static_cast<GLTextureR*>(tex);
m_pendingResizes.push_back({texgl, width, height});
}
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void schedulePostFrameHandler(std::function<void(void)>&& func)
{
m_pendingPosts1.push_back(std::move(func));
}
void setClearColor(const float rgba[4])
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::SetClearColor);
cmds.back().rgba[0] = rgba[0];
cmds.back().rgba[1] = rgba[1];
cmds.back().rgba[2] = rgba[2];
cmds.back().rgba[3] = rgba[3];
}
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void clearTarget(bool render=true, bool depth=true)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::ClearTarget);
cmds.back().flags = 0;
if (render)
cmds.back().flags |= GL_COLOR_BUFFER_BIT;
if (depth)
cmds.back().flags |= GL_DEPTH_BUFFER_BIT;
}
void draw(size_t start, size_t count)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::Draw);
cmds.back().start = start;
cmds.back().count = count;
}
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void drawIndexed(size_t start, size_t count)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::DrawIndexed);
cmds.back().start = start;
cmds.back().count = count;
}
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void drawInstances(size_t start, size_t count, size_t instCount)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::DrawInstances);
cmds.back().start = start;
cmds.back().count = count;
cmds.back().instCount = instCount;
}
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void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::DrawInstancesIndexed);
cmds.back().start = start;
cmds.back().count = count;
cmds.back().instCount = instCount;
}
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void resolveBindTexture(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, bool color, bool depth)
{
GLTextureR* tex = static_cast<GLTextureR*>(texture);
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
cmds.emplace_back(Command::Op::ResolveBindTexture);
cmds.back().resolveTex = texture;
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cmds.back().resolveColor = color;
cmds.back().resolveDepth = depth;
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
SWindowRect& targetRect = cmds.back().viewport.rect;
targetRect.location[0] = intersectRect.location[0];
if (tlOrigin)
targetRect.location[1] = tex->m_height - intersectRect.location[1] - intersectRect.size[1];
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else
targetRect.location[1] = intersectRect.location[1];
targetRect.size[0] = intersectRect.size[0];
targetRect.size[1] = intersectRect.size[1];
}
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void resolveDisplay(ITextureR* source)
{
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
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cmds.emplace_back(Command::Op::Present);
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cmds.back().source = source;
}
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void addVertexFormat(GLVertexFormat* fmt)
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{
std::unique_lock<std::mutex> lk(m_mt);
m_pendingFmtAdds.push_back(fmt);
}
void delVertexFormat(GLVertexFormat* fmt)
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{
std::unique_lock<std::mutex> lk(m_mt);
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bool foundAdd = false;
for (GLVertexFormat*& afmt : m_pendingFmtAdds)
if (afmt == fmt)
{
foundAdd = true;
afmt = nullptr;
break;
}
if (!foundAdd)
m_pendingFmtDels.push_back({fmt->m_vao[0], fmt->m_vao[1], fmt->m_vao[2]});
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}
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void addFBO(GLTextureR* tex)
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{
std::unique_lock<std::mutex> lk(m_mt);
m_pendingFboAdds.push_back(tex);
}
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void delFBO(GLTextureR* tex)
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{
std::unique_lock<std::mutex> lk(m_mt);
m_pendingFboDels.push_back(tex->m_fbo);
}
void execute()
{
std::unique_lock<std::mutex> lk(m_mt);
m_completeBuf = m_fillBuf;
for (size_t i=0 ; i<3 ; ++i)
{
if (i == m_completeBuf || i == m_drawBuf)
continue;
m_fillBuf = i;
break;
}
/* Update dynamic data here */
GLDataFactoryImpl* gfxF = static_cast<GLDataFactoryImpl*>(m_parent->getDataFactory());
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std::unique_lock<std::mutex> datalk(gfxF->m_committedMutex);
for (GLData* d : gfxF->m_committedData)
{
for (std::unique_ptr<GLGraphicsBufferD>& b : d->m_DBufs)
b->update(m_completeBuf);
for (std::unique_ptr<GLTextureD>& t : d->m_DTexs)
t->update(m_completeBuf);
}
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for (GLPool* p : gfxF->m_committedPools)
{
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for (auto& b : p->m_DBufs)
b.second->update(m_completeBuf);
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}
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datalk.unlock();
glFlush();
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for (auto& p : m_pendingPosts1)
m_pendingPosts2.push_back(std::move(p));
m_pendingPosts1.clear();
lk.unlock();
m_cv.notify_one();
m_cmdBufs[m_fillBuf].clear();
}
};
void GLGraphicsBufferD::update(int b)
{
int slot = 1 << b;
if ((slot & m_validMask) == 0)
{
glBindBuffer(m_target, m_bufs[b]);
glBufferSubData(m_target, 0, m_cpuSz, m_cpuBuf.get());
m_validMask |= slot;
}
}
void GLGraphicsBufferD::load(const void* data, size_t sz)
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{
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validMask = 0;
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}
void* GLGraphicsBufferD::map(size_t sz)
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{
if (sz < m_cpuSz)
return nullptr;
return m_cpuBuf.get();
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}
void GLGraphicsBufferD::unmap()
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{
m_validMask = 0;
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}
void GLGraphicsBufferD::bindVertex(int b)
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{glBindBuffer(GL_ARRAY_BUFFER, m_bufs[b]);}
void GLGraphicsBufferD::bindIndex(int b)
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{glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufs[b]);}
void GLGraphicsBufferD::bindUniform(size_t idx, int b)
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{glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_bufs[b]);}
void GLGraphicsBufferD::bindUniformRange(size_t idx, GLintptr off, GLsizeiptr size, int b)
{glBindBufferRange(GL_UNIFORM_BUFFER, idx, m_bufs[b], off, size);}
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IGraphicsBufferD*
GLDataFactory::Context::newDynamicBuffer(BufferUse use, size_t stride, size_t count)
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{
GLGraphicsBufferD* retval = new GLGraphicsBufferD(use, stride * count);
GLDataFactoryImpl::m_deferredData->m_DBufs.emplace_back(retval);
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return retval;
}
GLTextureD::GLTextureD(size_t width, size_t height, TextureFormat fmt)
: m_width(width), m_height(height)
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{
int pxPitch = 4;
switch (fmt)
{
case TextureFormat::RGBA8:
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m_intFormat = GL_RGBA8;
m_format = GL_RGBA;
pxPitch = 4;
break;
case TextureFormat::I8:
m_intFormat = GL_R8;
m_format = GL_RED;
pxPitch = 1;
break;
default:
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Log.report(logvisor::Fatal, "unsupported tex format");
}
m_cpuSz = width * height * pxPitch;
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
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glGenTextures(3, m_texs);
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for (int i=0 ; i<3 ; ++i)
{
glBindTexture(GL_TEXTURE_2D, m_texs[i]);
glTexImage2D(GL_TEXTURE_2D, 0, m_intFormat, width, height, 0, m_format, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
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}
GLTextureD::~GLTextureD() {glDeleteTextures(3, m_texs);}
void GLTextureD::update(int b)
{
int slot = 1 << b;
if ((slot & m_validMask) == 0)
{
glBindTexture(GL_TEXTURE_2D, m_texs[b]);
glTexImage2D(GL_TEXTURE_2D, 0, m_intFormat, m_width, m_height, 0, m_format, GL_UNSIGNED_BYTE, m_cpuBuf.get());
m_validMask |= slot;
}
}
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void GLTextureD::load(const void* data, size_t sz)
{
size_t bufSz = std::min(sz, m_cpuSz);
memcpy(m_cpuBuf.get(), data, bufSz);
m_validMask = 0;
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}
void* GLTextureD::map(size_t sz)
{
if (sz > m_cpuSz)
return nullptr;
return m_cpuBuf.get();
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}
void GLTextureD::unmap()
{
m_validMask = 0;
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}
void GLTextureD::bind(size_t idx, int b)
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{
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(GL_TEXTURE_2D, m_texs[b]);
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}
ITextureD*
GLDataFactory::Context::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
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{
GLTextureD* retval = new GLTextureD(width, height, fmt);
GLDataFactoryImpl::m_deferredData->m_DTexs.emplace_back(retval);
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return retval;
}
GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples,
bool enableShaderColorBinding, bool enableShaderDepthBinding)
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: m_q(q), m_width(width), m_height(height), m_samples(samples)
{
glGenTextures(2, m_texs);
if (enableShaderColorBinding)
glGenTextures(1, &m_bindTexs[0]);
if (enableShaderDepthBinding)
glGenTextures(1, &m_bindTexs[1]);
if (samples > 1)
{
m_target = GL_TEXTURE_2D_MULTISAMPLE;
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA, width, height, GL_FALSE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
if (enableShaderColorBinding)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA, width, height, GL_FALSE);
}
if (enableShaderDepthBinding)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
}
}
else
{
m_target = GL_TEXTURE_2D;
glBindTexture(GL_TEXTURE_2D, m_texs[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, m_texs[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
if (enableShaderColorBinding)
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
if (enableShaderDepthBinding)
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
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m_q->addFBO(this);
}
GLTextureR::~GLTextureR()
{
glDeleteTextures(2, m_texs);
glDeleteTextures(2, m_bindTexs);
m_q->delFBO(this);
}
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ITextureR*
GLDataFactory::Context::newRenderTexture(size_t width, size_t height,
bool enableShaderColorBinding, bool enableShaderDepthBinding)
2015-11-04 01:02:05 +00:00
{
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
GLCommandQueue* q = static_cast<GLCommandQueue*>(factory.m_parent->getCommandQueue());
GLTextureR* retval = new GLTextureR(q, width, height, factory.m_drawSamples,
enableShaderColorBinding, enableShaderDepthBinding);
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q->resizeRenderTexture(retval, width, height);
GLDataFactoryImpl::m_deferredData->m_RTexs.emplace_back(retval);
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return retval;
}
GLVertexFormat::GLVertexFormat(GLCommandQueue* q, size_t elementCount,
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const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst)
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: m_q(q),
m_elementCount(elementCount),
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m_elements(new VertexElementDescriptor[elementCount]),
m_baseVert(baseVert), m_baseInst(baseInst)
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{
for (size_t i=0 ; i<elementCount ; ++i)
m_elements[i] = elements[i];
m_q->addVertexFormat(this);
}
GLVertexFormat::~GLVertexFormat() {m_q->delVertexFormat(this);}
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IVertexFormat* GLDataFactory::Context::newVertexFormat
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(size_t elementCount, const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst)
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{
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
GLCommandQueue* q = static_cast<GLCommandQueue*>(factory.m_parent->getCommandQueue());
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GLVertexFormat* retval = new struct GLVertexFormat(q, elementCount, elements, baseVert, baseInst);
GLDataFactoryImpl::m_deferredData->m_VFmts.emplace_back(retval);
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return retval;
}
IGraphicsCommandQueue* _NewGLCommandQueue(IGraphicsContext* parent)
{
return new struct GLCommandQueue(parent);
}
IGraphicsDataFactory* _NewGLDataFactory(IGraphicsContext* parent, uint32_t drawSamples)
{
return new class GLDataFactoryImpl(parent, drawSamples);
}
}