OpenGL and metal rendering interface upgrades

This commit is contained in:
Jack Andersen
2017-03-13 21:02:53 -10:00
parent 73891af56a
commit 05c26a535b
14 changed files with 592 additions and 285 deletions

View File

@@ -65,7 +65,7 @@ public:
};
ThreadLocalPtr<struct GLData> GLDataFactoryImpl::m_deferredData;
struct GLData : IGraphicsDataPriv<GLData>
struct GLData : IGraphicsDataPriv
{
std::vector<std::unique_ptr<class GLShaderPipeline>> m_SPs;
std::vector<std::unique_ptr<struct GLShaderDataBinding>> m_SBinds;
@@ -78,9 +78,19 @@ struct GLData : IGraphicsDataPriv<GLData>
std::vector<std::unique_ptr<struct GLVertexFormat>> m_VFmts;
};
struct GLPoolItem : IGraphicsDataPriv
{
std::unique_ptr<class GLGraphicsBufferD> m_buf;
};
struct GLPool : IGraphicsBufferPool
{
std::unordered_map<class GLGraphicsBufferD*, std::unique_ptr<class GLGraphicsBufferD>> m_DBufs;
std::unordered_set<GLPoolItem*> m_items;
~GLPool()
{
for (auto& item : m_items)
item->decrement();
}
};
static const GLenum USE_TABLE[] =
@@ -97,7 +107,8 @@ class GLGraphicsBufferS : public IGraphicsBufferS
friend struct GLCommandQueue;
GLuint m_buf;
GLenum m_target;
GLGraphicsBufferS(BufferUse use, const void* data, size_t sz)
GLGraphicsBufferS(IGraphicsData* parent, BufferUse use, const void* data, size_t sz)
: IGraphicsBufferS(parent)
{
m_target = USE_TABLE[int(use)];
glGenBuffers(1, &m_buf);
@@ -127,8 +138,9 @@ class GLGraphicsBufferD : public IGraphicsBufferD
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)
GLGraphicsBufferD(IGraphicsData* parent, BufferUse use, size_t sz)
: boo::IGraphicsBufferD(parent),
m_target(USE_TABLE[int(use)]), m_cpuBuf(new uint8_t[sz]), m_cpuSz(sz)
{
glGenBuffers(3, m_bufs);
for (int i=0 ; i<3 ; ++i)
@@ -154,8 +166,9 @@ public:
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);
GLData* d = GLDataFactoryImpl::m_deferredData.get();
GLGraphicsBufferS* retval = new GLGraphicsBufferS(d, use, data, stride * count);
d->m_SBufs.emplace_back(retval);
return retval;
}
@@ -163,8 +176,9 @@ class GLTextureS : public ITextureS
{
friend class GLDataFactory;
GLuint m_tex;
GLTextureS(size_t width, size_t height, size_t mips,
GLTextureS(GLData* parent, size_t width, size_t height, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: ITextureS(parent)
{
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
glGenTextures(1, &m_tex);
@@ -241,8 +255,9 @@ class GLTextureSA : public ITextureSA
{
friend class GLDataFactory;
GLuint m_tex;
GLTextureSA(size_t width, size_t height, size_t layers, size_t mips,
GLTextureSA(GLData* parent, size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, const void* data, size_t sz)
: ITextureSA(parent)
{
const uint8_t* dataIt = static_cast<const uint8_t*>(data);
glGenTextures(1, &m_tex);
@@ -302,7 +317,7 @@ class GLTextureD : public ITextureD
size_t m_width = 0;
size_t m_height = 0;
int m_validMask = 0;
GLTextureD(size_t width, size_t height, TextureFormat fmt);
GLTextureD(IGraphicsData* parent, size_t width, size_t height, TextureFormat fmt);
void update(int b);
public:
~GLTextureD();
@@ -314,27 +329,29 @@ public:
void bind(size_t idx, int b);
};
#define MAX_BIND_TEXS 4
class GLTextureR : public ITextureR
{
friend class GLDataFactory;
friend struct GLCommandQueue;
struct GLCommandQueue* m_q;
GLuint m_texs[2] = {};
GLuint m_bindTexs[2] = {};
GLuint m_bindTexs[2][MAX_BIND_TEXS] = {};
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);
GLTextureR(IGraphicsData* parent, GLCommandQueue* q, size_t width, size_t height, size_t samples,
size_t colorBindCount, size_t depthBindCount);
public:
~GLTextureR();
void bind(size_t idx) const
void bind(size_t idx, int bindIdx, bool depth) const
{
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(m_target, m_bindTexs[0]);
glBindTexture(m_target, m_bindTexs[depth][bindIdx]);
}
void resize(size_t width, size_t height)
@@ -349,15 +366,22 @@ public:
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])
for (int i=0 ; i<MAX_BIND_TEXS ; ++i)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_RGBA, width, height, GL_FALSE);
if (m_bindTexs[0][i])
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0][i]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_RGBA, width, height, GL_FALSE);
}
}
if (m_bindTexs[1])
for (int i=0 ; i<MAX_BIND_TEXS ; ++i)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
if (m_bindTexs[1][i])
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1][i]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
}
}
}
else
@@ -371,15 +395,22 @@ public:
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_bindTexs[0])
for (int i=0 ; i<MAX_BIND_TEXS ; ++i)
{
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[0][i])
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0][i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
}
if (m_bindTexs[1])
for (int i=0 ; i<MAX_BIND_TEXS ; ++i)
{
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);
if (m_bindTexs[1][i])
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
}
}
}
}
@@ -389,8 +420,9 @@ 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);
GLData* d = GLDataFactoryImpl::m_deferredData.get();
GLTextureS* retval = new GLTextureS(d, width, height, mips, fmt, data, sz);
d->m_STexs.emplace_back(retval);
return retval;
}
@@ -398,8 +430,9 @@ ITextureSA*
GLDataFactory::Context::newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, const void *data, size_t sz)
{
GLTextureSA* retval = new GLTextureSA(width, height, layers, mips, fmt, data, sz);
GLDataFactoryImpl::m_deferredData->m_SATexs.emplace_back(retval);
GLData* d = GLDataFactoryImpl::m_deferredData.get();
GLTextureSA* retval = new GLTextureSA(d, width, height, layers, mips, fmt, data, sz);
d->m_SATexs.emplace_back(retval);
return retval;
}
@@ -414,11 +447,13 @@ class GLShaderPipeline : public IShaderPipeline
GLenum m_sfactor = GL_ONE;
GLenum m_dfactor = GL_ZERO;
GLenum m_drawPrim = GL_TRIANGLES;
bool m_depthTest = true;
ZTest m_depthTest = ZTest::LEqual;
bool m_depthWrite = true;
bool m_colorWrite = true;
bool m_alphaWrite = true;
CullMode m_culling;
std::vector<GLint> m_uniLocs;
GLShaderPipeline() = default;
GLShaderPipeline(GLData* parent) : IShaderPipeline(parent) {}
public:
operator bool() const {return m_prog != 0;}
~GLShaderPipeline() { if (m_prog) glDeleteProgram(m_prog); }
@@ -435,11 +470,14 @@ public:
m_drawPrim = other.m_drawPrim;
m_depthTest = other.m_depthTest;
m_depthWrite = other.m_depthWrite;
m_colorWrite = other.m_colorWrite;
m_alphaWrite = other.m_alphaWrite;
m_culling = other.m_culling;
m_uniLocs = std::move(other.m_uniLocs);
return *this;
}
GLShaderPipeline(GLShaderPipeline&& other) { *this = std::move(other); }
GLShaderPipeline(GLShaderPipeline&& other)
: IShaderPipeline(other.m_parentData) { *this = std::move(other); }
GLuint bind() const
{
@@ -448,17 +486,32 @@ public:
if (m_dfactor != GL_ZERO)
{
glEnable(GL_BLEND);
glBlendFunc(m_sfactor, m_dfactor);
glBlendFuncSeparate(m_sfactor, m_dfactor, GL_ONE, GL_ZERO);
}
else
glDisable(GL_BLEND);
if (m_depthTest)
if (m_depthTest != ZTest::None)
{
glEnable(GL_DEPTH_TEST);
switch (m_depthTest)
{
case ZTest::LEqual:
default:
glDepthFunc(GL_LEQUAL);
break;
case ZTest::Greater:
glDepthFunc(GL_GREATER);
break;
case ZTest::Equal:
glDepthFunc(GL_EQUAL);
break;
}
}
else
glDisable(GL_DEPTH_TEST);
glDepthMask(m_depthWrite);
glDepthFunc(GL_LEQUAL);
glColorMask(m_colorWrite, m_colorWrite, m_colorWrite, m_alphaWrite);
if (m_culling != CullMode::None)
{
@@ -499,10 +552,12 @@ IShaderPipeline* GLDataFactory::Context::newShaderPipeline
size_t texCount, const char** texNames,
size_t uniformBlockCount, const char** uniformBlockNames,
BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
bool depthTest, bool depthWrite, CullMode culling)
ZTest depthTest, bool depthWrite, bool colorWrite,
bool alphaWrite, CullMode culling)
{
GLData* d = GLDataFactoryImpl::m_deferredData.get();
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
GLShaderPipeline shader;
GLShaderPipeline shader(d);
XXH64_state_t hashState;
uint64_t hashes[2];
@@ -634,11 +689,13 @@ IShaderPipeline* GLDataFactory::Context::newShaderPipeline
shader.m_dfactor = BLEND_FACTOR_TABLE[int(dstFac)];
shader.m_depthTest = depthTest;
shader.m_depthWrite = depthWrite;
shader.m_colorWrite = colorWrite;
shader.m_alphaWrite = alphaWrite;
shader.m_culling = culling;
shader.m_drawPrim = PRIMITIVE_TABLE[int(prim)];
GLShaderPipeline* retval = new GLShaderPipeline(std::move(shader));
GLDataFactoryImpl::m_deferredData->m_SPs.emplace_back(retval);
d->m_SPs.emplace_back(retval);
return retval;
}
@@ -649,14 +706,14 @@ struct GLVertexFormat : IVertexFormat
size_t m_elementCount;
GLuint m_baseVert, m_baseInst;
std::unique_ptr<VertexElementDescriptor[]> m_elements;
GLVertexFormat(GLCommandQueue* q, size_t elementCount,
GLVertexFormat(IGraphicsData* parent, GLCommandQueue* q, size_t elementCount,
const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst);
~GLVertexFormat();
void bind(int idx) const {glBindVertexArray(m_vao[idx]);}
};
struct GLShaderDataBinding : IShaderDataBindingPriv<GLData>
struct GLShaderDataBinding : IShaderDataBindingPriv
{
const GLShaderPipeline* m_pipeline;
const GLVertexFormat* m_vtxFormat;
@@ -664,22 +721,32 @@ struct GLShaderDataBinding : IShaderDataBindingPriv<GLData>
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
std::vector<std::pair<size_t,size_t>> m_ubufOffs;
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
struct BoundTex
{
ITexture* tex;
int idx;
bool depth;
};
std::unique_ptr<BoundTex[]> m_texs;
GLShaderDataBinding(GLData* d,
IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
size_t ubufCount, IGraphicsBuffer** ubufs,
const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, ITexture** texs)
size_t texCount, ITexture** texs,
const int* bindTexIdx,
const bool* depthBind)
: IShaderDataBindingPriv(d),
m_pipeline(static_cast<GLShaderPipeline*>(pipeline)),
m_vtxFormat(static_cast<GLVertexFormat*>(vtxFormat)),
m_ubufCount(ubufCount),
m_ubufs(new IGraphicsBuffer*[ubufCount]),
m_texCount(texCount),
m_texs(new ITexture*[texCount])
m_texs(new BoundTex[texCount])
{
addDepData(m_pipeline->m_parentData);
addDepData(m_vtxFormat->m_parentData);
if (ubufOffs && ubufSizes)
{
m_ubufOffs.reserve(ubufCount);
@@ -699,9 +766,15 @@ struct GLShaderDataBinding : IShaderDataBindingPriv<GLData>
Log.report(logvisor::Fatal, "null uniform-buffer %d provided to newShaderDataBinding", int(i));
#endif
m_ubufs[i] = ubufs[i];
if (ubufs[i])
addDepData(ubufs[i]->m_parentData);
}
for (size_t i=0 ; i<texCount ; ++i)
m_texs[i] = texs[i];
{
m_texs[i] = {texs[i], bindTexIdx ? bindTexIdx[i] : 0, depthBind ? depthBind[i] : false};
if (texs[i])
addDepData(texs[i]->m_parentData);
}
}
void bind(int b) const
{
@@ -740,22 +813,22 @@ struct GLShaderDataBinding : IShaderDataBindingPriv<GLData>
}
for (size_t i=0 ; i<m_texCount ; ++i)
{
ITexture* tex = m_texs[i];
if (tex)
BoundTex& tex = m_texs[i];
if (tex.tex)
{
switch (tex->type())
switch (tex.tex->type())
{
case TextureType::Dynamic:
static_cast<GLTextureD*>(tex)->bind(i, b);
static_cast<GLTextureD*>(tex.tex)->bind(i, b);
break;
case TextureType::Static:
static_cast<GLTextureS*>(tex)->bind(i);
static_cast<GLTextureS*>(tex.tex)->bind(i);
break;
case TextureType::StaticArray:
static_cast<GLTextureSA*>(tex)->bind(i);
static_cast<GLTextureSA*>(tex.tex)->bind(i);
break;
case TextureType::Render:
static_cast<GLTextureR*>(tex)->bind(i);
static_cast<GLTextureR*>(tex.tex)->bind(i, tex.idx, tex.depth);
break;
default: break;
}
@@ -770,11 +843,13 @@ GLDataFactory::Context::newShaderDataBinding(IShaderPipeline* pipeline,
IGraphicsBuffer*, IGraphicsBuffer*, IGraphicsBuffer*,
size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages,
const size_t* ubufOffs, const size_t* ubufSizes,
size_t texCount, ITexture** texs, size_t baseVert, size_t baseInst)
size_t texCount, ITexture** texs,
const int* texBindIdx, const bool* depthBind,
size_t baseVert, size_t baseInst)
{
GLShaderDataBinding* retval =
new GLShaderDataBinding(GLDataFactoryImpl::m_deferredData.get(), pipeline, vtxFormat, ubufCount, ubufs,
ubufOffs, ubufSizes, texCount, texs);
ubufOffs, ubufSizes, texCount, texs, texBindIdx, depthBind);
GLDataFactoryImpl::m_deferredData->m_SBinds.emplace_back(retval);
return retval;
}
@@ -806,7 +881,7 @@ GraphicsDataToken GLDataFactoryImpl::commitTransaction(const FactoryCommitFunc&
/* 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();
//glFlush();
return GraphicsDataToken(this, retval);
}
@@ -831,8 +906,8 @@ void GLDataFactoryImpl::destroyAllData()
std::unique_lock<std::mutex> lk(m_committedMutex);
for (GLData* data : m_committedData)
data->decrement();
for (IGraphicsBufferPool* pool : m_committedPools)
delete static_cast<GLPool*>(pool);
for (GLPool* pool : m_committedPools)
delete pool;
m_committedData.clear();
m_committedPools.clear();
}
@@ -849,15 +924,22 @@ IGraphicsBufferD* GLDataFactoryImpl::newPoolBuffer(IGraphicsBufferPool* p, Buffe
size_t stride, size_t count)
{
GLPool* pool = static_cast<GLPool*>(p);
GLGraphicsBufferD* retval = new GLGraphicsBufferD(use, stride * count);
pool->m_DBufs.emplace(std::make_pair(retval, std::unique_ptr<GLGraphicsBufferD>(retval)));
GLPoolItem* item = new GLPoolItem;
GLGraphicsBufferD* retval = new GLGraphicsBufferD(item, use, stride * count);
item->m_buf.reset(retval);
pool->m_items.emplace(item);
return retval;
}
void GLDataFactoryImpl::deletePoolBuffer(IGraphicsBufferPool *p, IGraphicsBufferD *buf)
void GLDataFactoryImpl::deletePoolBuffer(IGraphicsBufferPool* p, IGraphicsBufferD* buf)
{
GLPool* pool = static_cast<GLPool*>(p);
pool->m_DBufs.erase(static_cast<GLGraphicsBufferD*>(buf));
auto search = pool->m_items.find(static_cast<GLPoolItem*>(buf->m_parentData));
if (search != pool->m_items.end())
{
(*search)->decrement();
pool->m_items.erase(search);
}
}
static const GLint SEMANTIC_COUNT_TABLE[] =
@@ -911,6 +993,13 @@ struct GLCommandQueue : IGraphicsCommandQueue
const SystemChar* platformName() const {return _S("OpenGL");}
IGraphicsContext* m_parent = nullptr;
std::mutex m_mt;
std::condition_variable m_cv;
std::mutex m_initmt;
std::condition_variable m_initcv;
std::unique_lock<std::mutex> m_initlk;
std::thread m_thr;
struct Command
{
enum class Op
@@ -947,8 +1036,9 @@ struct GLCommandQueue : IGraphicsCommandQueue
size_t instCount;
};
};
IShaderDataBindingPriv<GLData>::Token resToken;
IShaderDataBindingPriv::Token resToken;
const ITextureR* resolveTex;
int bindIdx;
bool resolveColor : 1;
bool resolveDepth : 1;
Command(Op op) : m_op(op) {}
@@ -963,13 +1053,6 @@ struct GLCommandQueue : IGraphicsCommandQueue
size_t m_drawBuf = 0;
bool m_running = true;
std::mutex m_mt;
std::condition_variable m_cv;
std::mutex m_initmt;
std::condition_variable m_initcv;
std::unique_lock<std::mutex> m_initlk;
std::thread m_thr;
struct RenderTextureResize
{
GLTextureR* tex;
@@ -1064,6 +1147,7 @@ struct GLCommandQueue : IGraphicsCommandQueue
const GLubyte* version = glGetString(GL_VERSION);
Log.report(logvisor::Info, "OpenGL Version: %s", version);
self->m_parent->postInit();
glClearColor(0.f, 0.f, 0.f, 0.f);
}
self->m_initcv.notify_one();
while (self->m_running)
@@ -1157,6 +1241,8 @@ struct GLCommandQueue : IGraphicsCommandQueue
glClearColor(cmd.rgba[0], cmd.rgba[1], cmd.rgba[2], cmd.rgba[3]);
break;
case Command::Op::ClearTarget:
if (cmd.flags & GL_COLOR_BUFFER_BIT)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (cmd.flags & GL_DEPTH_BUFFER_BIT)
glDepthMask(GL_TRUE);
glClear(cmd.flags);
@@ -1181,16 +1267,16 @@ struct GLCommandQueue : IGraphicsCommandQueue
GLenum target = (tex->m_samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo);
glActiveTexture(GL_TEXTURE9);
if (cmd.resolveColor && tex->m_bindTexs[0])
if (cmd.resolveColor && tex->m_bindTexs[0][cmd.bindIdx])
{
glBindTexture(target, tex->m_bindTexs[0]);
glBindTexture(target, tex->m_bindTexs[0][cmd.bindIdx]);
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]);
}
if (cmd.resolveDepth && tex->m_bindTexs[1])
if (cmd.resolveDepth && tex->m_bindTexs[1][cmd.bindIdx])
{
glBindTexture(target, tex->m_bindTexs[1]);
glBindTexture(target, tex->m_bindTexs[1][cmd.bindIdx]);
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]);
@@ -1230,14 +1316,20 @@ struct GLCommandQueue : IGraphicsCommandQueue
void stopRenderer()
{
m_running = false;
m_cv.notify_one();
m_thr.join();
if (m_running)
{
m_running = false;
m_cv.notify_one();
if (m_thr.joinable())
m_thr.join();
for (int i=0 ; i<3 ; ++i)
m_cmdBufs[i].clear();
}
}
~GLCommandQueue()
{
if (m_running) stopRenderer();
stopRenderer();
}
void setShaderDataBinding(IShaderDataBinding* binding)
@@ -1245,7 +1337,7 @@ struct GLCommandQueue : IGraphicsCommandQueue
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
cmds.emplace_back(Command::Op::SetShaderDataBinding);
cmds.back().binding = binding;
cmds.back().resToken = static_cast<IShaderDataBindingPriv<GLData>*>(binding)->lock();
cmds.back().resToken = static_cast<IShaderDataBindingPriv*>(binding)->lock();
}
void setRenderTarget(ITextureR* target)
@@ -1338,12 +1430,14 @@ struct GLCommandQueue : IGraphicsCommandQueue
cmds.back().instCount = instCount;
}
void resolveBindTexture(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, bool color, bool depth)
void resolveBindTexture(ITextureR* texture, const SWindowRect& rect, bool tlOrigin,
int bindIdx, 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;
cmds.back().bindIdx = bindIdx;
cmds.back().resolveColor = color;
cmds.back().resolveDepth = depth;
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
@@ -1421,11 +1515,11 @@ struct GLCommandQueue : IGraphicsCommandQueue
}
for (GLPool* p : gfxF->m_committedPools)
{
for (auto& b : p->m_DBufs)
b.second->update(m_completeBuf);
for (auto& b : p->m_items)
b->m_buf->update(m_completeBuf);
}
datalk.unlock();
glFlush();
//glFlush();
for (auto& p : m_pendingPosts1)
m_pendingPosts2.push_back(std::move(p));
@@ -1476,13 +1570,14 @@ void GLGraphicsBufferD::bindUniformRange(size_t idx, GLintptr off, GLsizeiptr si
IGraphicsBufferD*
GLDataFactory::Context::newDynamicBuffer(BufferUse use, size_t stride, size_t count)
{
GLGraphicsBufferD* retval = new GLGraphicsBufferD(use, stride * count);
GLDataFactoryImpl::m_deferredData->m_DBufs.emplace_back(retval);
GLData* d = GLDataFactoryImpl::m_deferredData.get();
GLGraphicsBufferD* retval = new GLGraphicsBufferD(d, use, stride * count);
d->m_DBufs.emplace_back(retval);
return retval;
}
GLTextureD::GLTextureD(size_t width, size_t height, TextureFormat fmt)
: m_width(width), m_height(height)
GLTextureD::GLTextureD(IGraphicsData* parent, size_t width, size_t height, TextureFormat fmt)
: boo::ITextureD(parent), m_width(width), m_height(height)
{
int pxPitch = 4;
switch (fmt)
@@ -1551,20 +1646,29 @@ void GLTextureD::bind(size_t idx, int b)
ITextureD*
GLDataFactory::Context::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
{
GLTextureD* retval = new GLTextureD(width, height, fmt);
GLDataFactoryImpl::m_deferredData->m_DTexs.emplace_back(retval);
GLData* d = GLDataFactoryImpl::m_deferredData.get();
GLTextureD* retval = new GLTextureD(d, width, height, fmt);
d->m_DTexs.emplace_back(retval);
return retval;
}
GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples,
bool enableShaderColorBinding, bool enableShaderDepthBinding)
: m_q(q), m_width(width), m_height(height), m_samples(samples)
GLTextureR::GLTextureR(IGraphicsData* parent, GLCommandQueue* q, size_t width, size_t height, size_t samples,
size_t colorBindingCount, size_t depthBindingCount)
: boo::ITextureR(parent), 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 (colorBindingCount)
{
if (colorBindingCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, "too many color bindings for render texture");
glGenTextures(colorBindingCount, m_bindTexs[0]);
}
if (depthBindingCount)
{
if (depthBindingCount > MAX_BIND_TEXS)
Log.report(logvisor::Fatal, "too many depth bindings for render texture");
glGenTextures(depthBindingCount, m_bindTexs[1]);
}
if (samples > 1)
{
m_target = GL_TEXTURE_2D_MULTISAMPLE;
@@ -1573,14 +1677,15 @@ GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t sa
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
if (enableShaderColorBinding)
for (int i=0 ; i<colorBindingCount ; ++i)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0]);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0][i]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA, width, height, GL_FALSE);
}
if (enableShaderDepthBinding)
for (int i=0 ; i<depthBindingCount ; ++i)
{
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1]);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1][i]);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
}
}
@@ -1592,16 +1697,16 @@ GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t sa
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)
for (int i=0 ; i<colorBindingCount ; ++i)
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0]);
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0][i]);
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)
for (int i=0 ; i<depthBindingCount ; ++i)
{
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1]);
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
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);
@@ -1612,27 +1717,29 @@ GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t sa
GLTextureR::~GLTextureR()
{
glDeleteTextures(2, m_texs);
glDeleteTextures(2, m_bindTexs);
glDeleteTextures(MAX_BIND_TEXS * 2, m_bindTexs[0]);
m_q->delFBO(this);
}
ITextureR*
GLDataFactory::Context::newRenderTexture(size_t width, size_t height,
bool enableShaderColorBinding, bool enableShaderDepthBinding)
size_t colorBindingCount, size_t depthBindingCount)
{
GLData* d = GLDataFactoryImpl::m_deferredData.get();
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);
GLTextureR* retval = new GLTextureR(d, q, width, height, factory.m_drawSamples,
colorBindingCount, depthBindingCount);
q->resizeRenderTexture(retval, width, height);
GLDataFactoryImpl::m_deferredData->m_RTexs.emplace_back(retval);
return retval;
}
GLVertexFormat::GLVertexFormat(GLCommandQueue* q, size_t elementCount,
GLVertexFormat::GLVertexFormat(IGraphicsData* parent, GLCommandQueue* q, size_t elementCount,
const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst)
: m_q(q),
: boo::IVertexFormat(parent),
m_q(q),
m_elementCount(elementCount),
m_elements(new VertexElementDescriptor[elementCount]),
m_baseVert(baseVert), m_baseInst(baseInst)
@@ -1647,10 +1754,11 @@ IVertexFormat* GLDataFactory::Context::newVertexFormat
(size_t elementCount, const VertexElementDescriptor* elements,
size_t baseVert, size_t baseInst)
{
GLData* d = GLDataFactoryImpl::m_deferredData.get();
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
GLCommandQueue* q = static_cast<GLCommandQueue*>(factory.m_parent->getCommandQueue());
GLVertexFormat* retval = new struct GLVertexFormat(q, elementCount, elements, baseVert, baseInst);
GLDataFactoryImpl::m_deferredData->m_VFmts.emplace_back(retval);
GLVertexFormat* retval = new struct GLVertexFormat(d, q, elementCount, elements, baseVert, baseInst);
d->m_VFmts.emplace_back(retval);
return retval;
}