mirror of https://github.com/AxioDL/boo.git
Further GLES3 implementation
This commit is contained in:
parent
5435f01d20
commit
2814da014f
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@ -14,7 +14,7 @@ class IApplication;
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struct IApplicationCallback
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{
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virtual int appMain(IApplication*) {}
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virtual int appMain(IApplication*) {return 0;}
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virtual void appQuitting(IApplication*) {}
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virtual void appFilesOpen(IApplication*, const std::vector<SystemString>&) {}
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};
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@ -47,8 +47,11 @@ public:
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virtual void initializeContext()=0;
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virtual void makeCurrent()=0;
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virtual std::unique_ptr<IGraphicsCommandQueue> createCommandQueue()=0;
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virtual std::unique_ptr<IGraphicsDataFactory> createDataFactory()=0;
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virtual IGraphicsCommandQueue* getCommandQueue()=0;
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virtual IGraphicsDataFactory* getDataFactory()=0;
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/* Creates a new context on current thread!! Call from client loading thread */
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virtual IGraphicsDataFactory* getLoadContextDataFactory()=0;
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};
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@ -3,38 +3,19 @@
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#include "IGraphicsDataFactory.hpp"
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#include "IGraphicsCommandQueue.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include <GLES3/gl3.h>
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#include <vector>
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namespace boo
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{
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class GLES3VertexArray
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{
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friend class GLES3DataFactory;
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GLuint m_vao = 0;
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bool initObjects();
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void clearObjects();
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GLES3VertexArray() = default;
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public:
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operator bool() const {return m_vao != 0;}
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~GLES3VertexArray() {clearObjects();}
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GLES3VertexArray& operator=(const GLES3VertexArray&) = delete;
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GLES3VertexArray(const GLES3VertexArray&) = delete;
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GLES3VertexArray& operator=(GLES3VertexArray&& other)
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{
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m_vao = other.m_vao;
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other.m_vao = 0;
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return *this;
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}
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GLES3VertexArray(GLES3VertexArray&& other) {*this = std::move(other);}
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};
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class GLES3DataFactory : public IGraphicsDataFactory
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{
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IGraphicsContext* m_parent;
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std::unique_ptr<IGraphicsData> m_deferredData;
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public:
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GLES3DataFactory();
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GLES3DataFactory(IGraphicsContext* parent);
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Platform platform() const {return PlatformOGLES3;}
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const char* platformName() const {return "OpenGL ES 3.0";}
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@ -42,19 +23,21 @@ public:
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const IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t sz);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use);
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GLES3VertexArray newVertexArray(size_t elementCount, const VertexElementDescriptor* elements);
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const ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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const IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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const IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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const IShaderDataBinding*
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newShaderDataBinding(const IShaderPipeline* pipeline,
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size_t bufCount, const IGraphicsBuffer** bufs,
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const IVertexFormat* vtxFormat,
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const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
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size_t ubufCount, const IGraphicsBuffer** ubufs,
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size_t texCount, const ITexture** texs);
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void reset();
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@ -10,6 +10,9 @@ namespace boo
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struct IGraphicsBuffer
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{
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bool dynamic() const {return m_dynamic;}
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virtual void bindVertex() const=0;
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virtual void bindIndex() const=0;
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virtual void bindUniform(size_t idx) const=0;
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protected:
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bool m_dynamic;
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IGraphicsBuffer(bool dynamic) : m_dynamic(dynamic) {}
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@ -35,6 +38,7 @@ protected:
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struct ITexture
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{
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bool dynamic() const {return m_dynamic;}
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virtual void bind(size_t idx) const=0;
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protected:
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bool m_dynamic;
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ITexture(bool dynamic) : m_dynamic(dynamic) {}
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@ -57,6 +61,11 @@ protected:
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ITextureD() : ITexture(true) {}
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};
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/** Opaque token for representing the data layout of a vertex
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* in a VBO. Also able to reference buffers for platforms like
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* OpenGL that cache object refs */
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struct IVertexFormat {};
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/** Opaque token for referencing a complete graphics pipeline state necessary
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* to rasterize geometry (shaders and blending modes mainly) */
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struct IShaderPipeline {};
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@ -104,6 +113,18 @@ struct IGraphicsDataFactory
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virtual IGraphicsBufferD*
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newDynamicBuffer(BufferUse use)=0;
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enum TextureFormat
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{
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TextureFormatRGBA8,
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TextureFormatDXT1,
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TextureFormatPVRTC4
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};
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virtual const ITextureS*
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newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz)=0;
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virtual ITextureD*
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newDynamicTexture(size_t width, size_t height, TextureFormat fmt)=0;
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struct VertexElementDescriptor
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{
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const IGraphicsBuffer* vertBuffer = nullptr;
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@ -117,18 +138,8 @@ struct IGraphicsDataFactory
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VertexSemanticWeight
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} semantic;
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};
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enum TextureFormat
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{
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TextureFormatRGBA8,
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TextureFormatDXT1,
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TextureFormatPVRTC4
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};
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virtual const ITextureS*
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newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz)=0;
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virtual ITextureD*
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newDynamicTexture(size_t width, size_t height, TextureFormat fmt)=0;
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virtual const IVertexFormat*
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newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements)=0;
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enum BlendFactor
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{
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@ -146,7 +157,9 @@ struct IGraphicsDataFactory
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virtual const IShaderDataBinding*
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newShaderDataBinding(const IShaderPipeline* pipeline,
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size_t bufCount, const IGraphicsBuffer** bufs,
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const IVertexFormat* vtxFormat,
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const IGraphicsBuffer* vbo, const IGraphicsBuffer* ebo,
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size_t ubufCount, const IGraphicsBuffer** ubufs,
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size_t texCount, const ITexture** texs)=0;
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virtual void reset()=0;
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@ -13,10 +13,12 @@ namespace boo
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struct GLES3Data : IGraphicsData
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{
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std::vector<std::unique_ptr<class GLES3ShaderPipeline>> m_SPs;
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std::vector<std::unique_ptr<struct GLES3ShaderDataBinding>> m_SBinds;
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std::vector<std::unique_ptr<class GLES3GraphicsBufferS>> m_SBufs;
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std::vector<std::unique_ptr<class GLES3GraphicsBufferD>> m_DBufs;
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std::vector<std::unique_ptr<class GLES3TextureS>> m_STexs;
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std::vector<std::unique_ptr<class GLES3TextureD>> m_DTexs;
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std::vector<std::unique_ptr<struct GLES3VertexFormat>> m_VFmts;
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};
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static const GLenum USE_TABLE[] =
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class GLES3GraphicsBufferS : IGraphicsBufferS
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{
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friend class GLES3DataFactory;
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friend struct GLES3CommandQueue;
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GLuint m_buf;
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GLenum m_target;
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GLES3GraphicsBufferS(IGraphicsDataFactory::BufferUse use, const void* data, size_t sz)
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@ -41,43 +44,40 @@ class GLES3GraphicsBufferS : IGraphicsBufferS
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}
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public:
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~GLES3GraphicsBufferS() {glDeleteBuffers(1, &m_buf);}
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void bindVertex() const
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{glBindBuffer(GL_ARRAY_BUFFER, m_buf);}
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void bindIndex() const
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{glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buf);}
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void bindUniform(size_t idx) const
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{glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_buf);}
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};
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class GLES3GraphicsBufferD : IGraphicsBufferD
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{
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friend class GLES3DataFactory;
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GLuint m_buf;
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friend struct GLES3CommandQueue;
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struct GLES3CommandQueue* m_q;
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GLuint m_bufs[3];
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GLenum m_target;
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void* m_mappedBuf = nullptr;
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size_t m_mappedSize = 0;
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GLES3GraphicsBufferD(IGraphicsDataFactory::BufferUse use)
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GLES3GraphicsBufferD(GLES3CommandQueue* q, IGraphicsDataFactory::BufferUse use)
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: m_q(q)
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{
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m_target = USE_TABLE[use];
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glGenBuffers(1, &m_buf);
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glGenBuffers(3, m_bufs);
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}
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public:
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~GLES3GraphicsBufferD() {glDeleteBuffers(1, &m_buf);}
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~GLES3GraphicsBufferD() {glDeleteBuffers(3, m_bufs);}
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void load(const void* data, size_t sz)
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{
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glBindBuffer(m_target, m_buf);
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glBufferData(m_target, sz, data, GL_DYNAMIC_DRAW);
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}
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void* map(size_t sz)
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{
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if (m_mappedBuf)
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free(m_mappedBuf);
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m_mappedBuf = malloc(sz);
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m_mappedSize = sz;
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return m_mappedBuf;
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}
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void unmap()
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{
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glBindBuffer(m_target, m_buf);
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glBufferData(m_target, m_mappedSize, m_mappedBuf, GL_DYNAMIC_DRAW);
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free(m_mappedBuf);
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m_mappedBuf = nullptr;
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}
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void load(const void* data, size_t sz);
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void* map(size_t sz);
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void unmap();
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void bindVertex() const;
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void bindIndex() const;
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void bindUniform(size_t idx) const;
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};
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const IGraphicsBufferS*
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return retval;
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}
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IGraphicsBufferD*
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GLES3DataFactory::newDynamicBuffer(BufferUse use)
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{
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GLES3GraphicsBufferD* retval = new GLES3GraphicsBufferD(use);
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static_cast<GLES3Data*>(m_deferredData.get())->m_DBufs.emplace_back(retval);
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return retval;
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}
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class GLES3TextureS : ITextureS
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{
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friend class GLES3DataFactory;
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@ -120,33 +112,33 @@ class GLES3TextureS : ITextureS
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}
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public:
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~GLES3TextureS() {glDeleteTextures(1, &m_tex);}
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void bind(size_t idx) const
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{
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glActiveTexture(GL_TEXTURE0 + idx);
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glBindTexture(GL_TEXTURE_2D, m_tex);
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}
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};
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class GLES3TextureD : ITextureD
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{
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friend class GLES3DataFactory;
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friend class GLES3CommandQueue;
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GLuint m_tex;
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GLuint m_fbo;
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friend struct GLES3CommandQueue;
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struct GLES3CommandQueue* m_q;
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GLuint m_texs[2];
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GLuint m_fbo = 0;
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void* m_mappedBuf = nullptr;
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size_t m_mappedSize = 0;
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size_t m_width = 0;
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size_t m_height = 0;
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GLES3TextureD(size_t width, size_t height,
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IGraphicsDataFactory::TextureFormat fmt)
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{
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m_width = width;
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m_height = height;
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glGenTextures(1, &m_tex);
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glBindTexture(GL_TEXTURE_2D, m_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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}
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GLES3TextureD(GLES3CommandQueue* q, size_t width, size_t height,
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IGraphicsDataFactory::TextureFormat fmt);
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public:
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~GLES3TextureD() {glDeleteTextures(1, &m_tex);}
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~GLES3TextureD();
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void load(const void* data, size_t sz)
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{
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glBindTexture(GL_TEXTURE_2D, m_tex);
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glBindTexture(GL_TEXTURE_2D, m_texs[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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}
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void* map(size_t sz)
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@ -159,11 +151,17 @@ public:
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}
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void unmap()
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{
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glBindTexture(GL_TEXTURE_2D, m_tex);
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glBindTexture(GL_TEXTURE_2D, m_texs[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_mappedBuf);
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free(m_mappedBuf);
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m_mappedBuf = nullptr;
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}
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void bind(size_t idx) const
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{
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glActiveTexture(GL_TEXTURE0 + idx);
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glBindTexture(GL_TEXTURE_2D, m_texs[0]);
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}
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};
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const ITextureS*
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@ -174,15 +172,8 @@ GLES3DataFactory::newStaticTexture(size_t width, size_t height, size_t mips, Tex
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static_cast<GLES3Data*>(m_deferredData.get())->m_STexs.emplace_back(retval);
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return retval;
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}
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ITextureD*
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GLES3DataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
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{
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GLES3TextureD* retval = new GLES3TextureD(width, height, fmt);
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static_cast<GLES3Data*>(m_deferredData.get())->m_DTexs.emplace_back(retval);
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return retval;
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}
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class GLES3ShaderPipeline : IShaderPipeline
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class GLES3ShaderPipeline : public IShaderPipeline
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{
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friend class GLES3DataFactory;
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GLuint m_vert = 0;
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@ -190,6 +181,9 @@ class GLES3ShaderPipeline : IShaderPipeline
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GLuint m_prog = 0;
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GLenum m_sfactor = GL_ONE;
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GLenum m_dfactor = GL_ZERO;
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bool m_depthTest = true;
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bool m_depthWrite = true;
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bool m_backfaceCulling = true;
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bool initObjects()
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{
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m_vert = glCreateShader(GL_VERTEX_SHADER);
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return *this;
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}
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GLES3ShaderPipeline(GLES3ShaderPipeline&& other) {*this = std::move(other);}
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};
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bool GLES3VertexArray::initObjects()
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{
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glGenVertexArrays(1, &m_vao);
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if (!m_vao)
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return false;
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return true;
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}
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void GLES3VertexArray::clearObjects()
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{
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glDeleteVertexArrays(1, &m_vao);
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m_vao = 0;
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}
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static const GLint SEMANTIC_COUNT_TABLE[] =
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{
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3,
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3,
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4,
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2,
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4
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};
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static const size_t SEMANTIC_SIZE_TABLE[] =
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{
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12,
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12,
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4,
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8,
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16
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};
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static const GLenum SEMANTIC_TYPE_TABLE[] =
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{
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GL_FLOAT,
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GL_FLOAT,
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GL_UNSIGNED_BYTE,
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GL_FLOAT,
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GL_FLOAT
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};
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GLES3VertexArray GLES3DataFactory::newVertexArray
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(size_t elementCount, const VertexElementDescriptor* elements)
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{
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GLES3VertexArray vertArray;
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if (!vertArray.initObjects())
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GLuint bind() const
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{
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fprintf(stderr, "unable to create vertex array object\n");
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return vertArray;
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}
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glUseProgram(m_prog);
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size_t stride = 0;
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for (size_t i=0 ; i<elementCount ; ++i)
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if (m_dfactor != GL_ZERO)
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{
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const VertexElementDescriptor* desc = &elements[i];
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stride += SEMANTIC_SIZE_TABLE[desc->semantic];
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}
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size_t offset = 0;
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glBindVertexArray(vertArray.m_vao);
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const IGraphicsBuffer* lastVBO = nullptr;
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const IGraphicsBuffer* lastEBO = nullptr;
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for (size_t i=0 ; i<elementCount ; ++i)
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{
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const VertexElementDescriptor* desc = &elements[i];
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if (desc->vertBuffer != lastVBO)
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{
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lastVBO = desc->vertBuffer;
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if (lastVBO->dynamic())
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{
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const GLES3GraphicsBufferD* vbo = static_cast<const GLES3GraphicsBufferD*>(lastVBO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo->m_buf);
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glEnable(GL_BLEND);
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glBlendFunc(m_sfactor, m_dfactor);
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}
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else
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{
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const GLES3GraphicsBufferS* vbo = static_cast<const GLES3GraphicsBufferS*>(lastVBO);
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glBindBuffer(GL_ARRAY_BUFFER, vbo->m_buf);
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}
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}
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if (desc->indexBuffer != lastEBO)
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{
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lastEBO = desc->indexBuffer;
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if (lastEBO->dynamic())
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{
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||||
const GLES3GraphicsBufferD* ebo = static_cast<const GLES3GraphicsBufferD*>(lastEBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo->m_buf);
|
||||
}
|
||||
else
|
||||
{
|
||||
const GLES3GraphicsBufferS* ebo = static_cast<const GLES3GraphicsBufferS*>(lastEBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo->m_buf);
|
||||
}
|
||||
}
|
||||
glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[desc->semantic],
|
||||
SEMANTIC_TYPE_TABLE[desc->semantic], GL_TRUE, stride, (void*)offset);
|
||||
offset += SEMANTIC_SIZE_TABLE[desc->semantic];
|
||||
}
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
return vertArray;
|
||||
}
|
||||
if (m_depthTest)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
else
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glDepthMask(m_depthWrite);
|
||||
|
||||
if (m_backfaceCulling)
|
||||
glEnable(GL_CULL_FACE);
|
||||
else
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
return m_prog;
|
||||
}
|
||||
};
|
||||
|
||||
static const GLenum BLEND_FACTOR_TABLE[] =
|
||||
{
|
||||
|
@ -366,6 +286,9 @@ const IShaderPipeline* GLES3DataFactory::newShaderPipeline
|
|||
}
|
||||
shader.m_sfactor = BLEND_FACTOR_TABLE[srcFac];
|
||||
shader.m_dfactor = BLEND_FACTOR_TABLE[dstFac];
|
||||
shader.m_depthTest = depthTest;
|
||||
shader.m_depthWrite = depthWrite;
|
||||
shader.m_backfaceCulling = backfaceCulling;
|
||||
|
||||
glShaderSource(shader.m_vert, 1, &vertSource, nullptr);
|
||||
glCompileShader(shader.m_vert);
|
||||
|
@ -414,23 +337,71 @@ const IShaderPipeline* GLES3DataFactory::newShaderPipeline
|
|||
return retval;
|
||||
}
|
||||
|
||||
struct GLES3VertexFormat : IVertexFormat
|
||||
{
|
||||
GLES3CommandQueue* m_q;
|
||||
GLuint m_vao = 0;
|
||||
size_t m_elementCount;
|
||||
std::unique_ptr<GLES3DataFactory::VertexElementDescriptor[]> m_elements;
|
||||
GLES3VertexFormat(GLES3CommandQueue* q, size_t elementCount,
|
||||
const GLES3DataFactory::VertexElementDescriptor* elements);
|
||||
~GLES3VertexFormat();
|
||||
void bind() const {glBindVertexArray(m_vao);}
|
||||
};
|
||||
|
||||
struct GLES3ShaderDataBinding : IShaderDataBinding
|
||||
{
|
||||
const GLES3ShaderPipeline* m_pipeline;
|
||||
const GLES3VertexFormat* m_vtxFormat;
|
||||
size_t m_ubufCount;
|
||||
std::unique_ptr<const IGraphicsBuffer*[]> m_ubufs;
|
||||
size_t m_texCount;
|
||||
std::unique_ptr<const ITexture*[]> m_texs;
|
||||
GLES3ShaderDataBinding(const IShaderPipeline* pipeline,
|
||||
const IVertexFormat* vtxFormat,
|
||||
size_t ubufCount, const IGraphicsBuffer** ubufs,
|
||||
size_t texCount, const ITexture** texs)
|
||||
: m_pipeline(static_cast<const GLES3ShaderPipeline*>(pipeline)),
|
||||
m_vtxFormat(static_cast<const GLES3VertexFormat*>(vtxFormat)),
|
||||
m_ubufCount(ubufCount),
|
||||
m_ubufs(new const IGraphicsBuffer*[ubufCount]),
|
||||
m_texCount(texCount),
|
||||
m_texs(new const ITexture*[texCount])
|
||||
{
|
||||
for (size_t i=0 ; i<ubufCount ; ++i)
|
||||
m_ubufs[i] = ubufs[i];
|
||||
for (size_t i=0 ; i<texCount ; ++i)
|
||||
m_texs[i] = texs[i];
|
||||
}
|
||||
void bind() const
|
||||
{
|
||||
GLuint prog = m_pipeline->bind();
|
||||
m_vtxFormat->bind();
|
||||
for (size_t i=0 ; i<m_ubufCount ; ++i)
|
||||
{
|
||||
m_ubufs[i]->bindUniform(i);
|
||||
glUniformBlockBinding(prog, i, i);
|
||||
}
|
||||
for (size_t i=0 ; i<m_texCount ; ++i)
|
||||
m_texs[i]->bind(i);
|
||||
}
|
||||
};
|
||||
|
||||
const IShaderDataBinding*
|
||||
GLES3DataFactory::newShaderDataBinding(const IShaderPipeline* pipeline,
|
||||
size_t bufCount, const IGraphicsBuffer** bufs,
|
||||
const IVertexFormat* vtxFormat,
|
||||
const IGraphicsBuffer*, const IGraphicsBuffer*,
|
||||
size_t ubufCount, const IGraphicsBuffer** ubufs,
|
||||
size_t texCount, const ITexture** texs)
|
||||
{
|
||||
return nullptr;
|
||||
GLES3ShaderDataBinding* retval =
|
||||
new GLES3ShaderDataBinding(pipeline, vtxFormat, ubufCount, ubufs, texCount, texs);
|
||||
static_cast<GLES3Data*>(m_deferredData.get())->m_SBinds.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
GLES3DataFactory::GLES3DataFactory()
|
||||
: m_deferredData(new struct GLES3Data()) {}
|
||||
GLES3DataFactory::GLES3DataFactory(IGraphicsContext* parent)
|
||||
: m_parent(parent), m_deferredData(new struct GLES3Data()) {}
|
||||
|
||||
void GLES3DataFactory::reset()
|
||||
{
|
||||
|
@ -444,11 +415,38 @@ std::unique_ptr<IGraphicsData> GLES3DataFactory::commit()
|
|||
return retval;
|
||||
}
|
||||
|
||||
static const GLint SEMANTIC_COUNT_TABLE[] =
|
||||
{
|
||||
3,
|
||||
3,
|
||||
4,
|
||||
2,
|
||||
4
|
||||
};
|
||||
|
||||
static const size_t SEMANTIC_SIZE_TABLE[] =
|
||||
{
|
||||
12,
|
||||
12,
|
||||
4,
|
||||
8,
|
||||
16
|
||||
};
|
||||
|
||||
static const GLenum SEMANTIC_TYPE_TABLE[] =
|
||||
{
|
||||
GL_FLOAT,
|
||||
GL_FLOAT,
|
||||
GL_UNSIGNED_BYTE,
|
||||
GL_FLOAT,
|
||||
GL_FLOAT
|
||||
};
|
||||
|
||||
struct GLES3CommandQueue : IGraphicsCommandQueue
|
||||
{
|
||||
Platform platform() const {return IGraphicsDataFactory::PlatformOGLES3;}
|
||||
const char* platformName() const {return "OpenGL ES 3.0";}
|
||||
IGraphicsContext& m_parent;
|
||||
IGraphicsContext* m_parent = nullptr;
|
||||
|
||||
struct Command
|
||||
{
|
||||
|
@ -489,9 +487,57 @@ struct GLES3CommandQueue : IGraphicsCommandQueue
|
|||
std::mutex m_mt;
|
||||
std::condition_variable m_cv;
|
||||
|
||||
/* These members are locked for multithreaded access */
|
||||
std::vector<GLES3VertexFormat*> m_pendingFmtAdds;
|
||||
std::vector<GLuint> m_pendingFmtDels;
|
||||
std::vector<GLES3TextureD*> m_pendingFboAdds;
|
||||
std::vector<GLuint> m_pendingFboDels;
|
||||
|
||||
static void ConfigureVertexFormat(GLES3VertexFormat* fmt)
|
||||
{
|
||||
glGenVertexArrays(1, &fmt->m_vao);
|
||||
|
||||
size_t stride = 0;
|
||||
for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
|
||||
{
|
||||
const IGraphicsDataFactory::VertexElementDescriptor* desc = &fmt->m_elements[i];
|
||||
stride += SEMANTIC_SIZE_TABLE[desc->semantic];
|
||||
}
|
||||
|
||||
size_t offset = 0;
|
||||
glBindVertexArray(fmt->m_vao);
|
||||
const IGraphicsBuffer* lastVBO = nullptr;
|
||||
const IGraphicsBuffer* lastEBO = nullptr;
|
||||
for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
|
||||
{
|
||||
const IGraphicsDataFactory::VertexElementDescriptor* desc = &fmt->m_elements[i];
|
||||
if (desc->vertBuffer != lastVBO)
|
||||
{
|
||||
lastVBO = desc->vertBuffer;
|
||||
lastVBO->bindVertex();
|
||||
}
|
||||
if (desc->indexBuffer != lastEBO)
|
||||
{
|
||||
lastEBO = desc->indexBuffer;
|
||||
lastEBO->bindIndex();
|
||||
}
|
||||
glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[desc->semantic],
|
||||
SEMANTIC_TYPE_TABLE[desc->semantic], GL_TRUE, stride, (void*)offset);
|
||||
offset += SEMANTIC_SIZE_TABLE[desc->semantic];
|
||||
}
|
||||
}
|
||||
|
||||
static void ConfigureFBO(GLES3TextureD* tex)
|
||||
{
|
||||
glGenFramebuffers(1, &tex->m_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_fbo);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->m_texs[0], 0);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex->m_texs[1], 0);
|
||||
}
|
||||
|
||||
static void RenderingWorker(GLES3CommandQueue* self)
|
||||
{
|
||||
self->m_parent.makeCurrent();
|
||||
self->m_parent->makeCurrent();
|
||||
while (self->m_running)
|
||||
{
|
||||
{
|
||||
|
@ -500,6 +546,26 @@ struct GLES3CommandQueue : IGraphicsCommandQueue
|
|||
if (!self->m_running)
|
||||
break;
|
||||
self->m_drawBuf = self->m_completeBuf;
|
||||
|
||||
if (self->m_pendingFmtAdds.size())
|
||||
for (GLES3VertexFormat* fmt : self->m_pendingFmtAdds)
|
||||
ConfigureVertexFormat(fmt);
|
||||
self->m_pendingFmtAdds.clear();
|
||||
|
||||
if (self->m_pendingFmtDels.size())
|
||||
for (GLuint fmt : self->m_pendingFmtDels)
|
||||
glDeleteVertexArrays(1, &fmt);
|
||||
self->m_pendingFmtDels.clear();
|
||||
|
||||
if (self->m_pendingFboAdds.size())
|
||||
for (GLES3TextureD* tex : self->m_pendingFboAdds)
|
||||
ConfigureFBO(tex);
|
||||
self->m_pendingFboAdds.clear();
|
||||
|
||||
if (self->m_pendingFboDels.size())
|
||||
for (GLuint fbo : self->m_pendingFboDels)
|
||||
glDeleteFramebuffers(1, &fbo);
|
||||
self->m_pendingFboDels.clear();
|
||||
}
|
||||
std::vector<Command>& cmds = self->m_cmdBufs[self->m_drawBuf];
|
||||
GLenum prim = GL_TRIANGLES;
|
||||
|
@ -547,7 +613,7 @@ struct GLES3CommandQueue : IGraphicsCommandQueue
|
|||
}
|
||||
}
|
||||
|
||||
GLES3CommandQueue(IGraphicsContext& parent)
|
||||
GLES3CommandQueue(IGraphicsContext* parent)
|
||||
: m_parent(parent),
|
||||
m_thr(RenderingWorker, this) {}
|
||||
|
||||
|
@ -628,6 +694,31 @@ struct GLES3CommandQueue : IGraphicsCommandQueue
|
|||
cmds.back().instCount = instCount;
|
||||
}
|
||||
|
||||
void addVertexFormat(GLES3VertexFormat* fmt)
|
||||
{
|
||||
std::unique_lock<std::mutex> lk(m_mt);
|
||||
m_pendingFmtAdds.push_back(fmt);
|
||||
}
|
||||
|
||||
void delVertexFormat(GLES3VertexFormat* fmt)
|
||||
{
|
||||
std::unique_lock<std::mutex> lk(m_mt);
|
||||
m_pendingFmtDels.push_back(fmt->m_vao);
|
||||
}
|
||||
|
||||
void addFBO(GLES3TextureD* tex)
|
||||
{
|
||||
std::unique_lock<std::mutex> lk(m_mt);
|
||||
m_pendingFboAdds.push_back(tex);
|
||||
}
|
||||
|
||||
void delFBO(GLES3TextureD* tex)
|
||||
{
|
||||
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);
|
||||
|
@ -645,7 +736,88 @@ struct GLES3CommandQueue : IGraphicsCommandQueue
|
|||
}
|
||||
};
|
||||
|
||||
IGraphicsCommandQueue* _NewGLES3CommandQueue(IGraphicsContext& parent)
|
||||
void GLES3GraphicsBufferD::load(const void* data, size_t sz)
|
||||
{
|
||||
glBindBuffer(m_target, m_bufs[m_q->m_fillBuf]);
|
||||
glBufferData(m_target, sz, data, GL_DYNAMIC_DRAW);
|
||||
}
|
||||
void* GLES3GraphicsBufferD::map(size_t sz)
|
||||
{
|
||||
if (m_mappedBuf)
|
||||
free(m_mappedBuf);
|
||||
m_mappedBuf = malloc(sz);
|
||||
m_mappedSize = sz;
|
||||
return m_mappedBuf;
|
||||
}
|
||||
void GLES3GraphicsBufferD::unmap()
|
||||
{
|
||||
glBindBuffer(m_target, m_bufs[m_q->m_fillBuf]);
|
||||
glBufferData(m_target, m_mappedSize, m_mappedBuf, GL_DYNAMIC_DRAW);
|
||||
free(m_mappedBuf);
|
||||
m_mappedBuf = nullptr;
|
||||
}
|
||||
void GLES3GraphicsBufferD::bindVertex() const
|
||||
{glBindBuffer(GL_ARRAY_BUFFER, m_bufs[m_q->m_drawBuf]);}
|
||||
void GLES3GraphicsBufferD::bindIndex() const
|
||||
{glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufs[m_q->m_drawBuf]);}
|
||||
void GLES3GraphicsBufferD::bindUniform(size_t idx) const
|
||||
{glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_bufs[m_q->m_drawBuf]);}
|
||||
|
||||
IGraphicsBufferD*
|
||||
GLES3DataFactory::newDynamicBuffer(BufferUse use)
|
||||
{
|
||||
GLES3CommandQueue* q = static_cast<GLES3CommandQueue*>(m_parent->getCommandQueue());
|
||||
GLES3GraphicsBufferD* retval = new GLES3GraphicsBufferD(q, use);
|
||||
static_cast<GLES3Data*>(m_deferredData.get())->m_DBufs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
GLES3TextureD::GLES3TextureD(GLES3CommandQueue* q, size_t width, size_t height,
|
||||
IGraphicsDataFactory::TextureFormat fmt)
|
||||
: m_q(q)
|
||||
{
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
glGenTextures(2, m_texs);
|
||||
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);
|
||||
m_q->addFBO(this);
|
||||
}
|
||||
GLES3TextureD::~GLES3TextureD() {glDeleteTextures(2, m_texs); m_q->delFBO(this);}
|
||||
|
||||
ITextureD*
|
||||
GLES3DataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
|
||||
{
|
||||
GLES3CommandQueue* q = static_cast<GLES3CommandQueue*>(m_parent->getCommandQueue());
|
||||
GLES3TextureD* retval = new GLES3TextureD(q, width, height, fmt);
|
||||
static_cast<GLES3Data*>(m_deferredData.get())->m_DTexs.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
GLES3VertexFormat::GLES3VertexFormat(GLES3CommandQueue* q, size_t elementCount,
|
||||
const GLES3DataFactory::VertexElementDescriptor* elements)
|
||||
: m_q(q),
|
||||
m_elementCount(elementCount),
|
||||
m_elements(new GLES3DataFactory::VertexElementDescriptor[elementCount])
|
||||
{
|
||||
for (size_t i=0 ; i<elementCount ; ++i)
|
||||
m_elements[i] = elements[i];
|
||||
m_q->addVertexFormat(this);
|
||||
}
|
||||
GLES3VertexFormat::~GLES3VertexFormat() {m_q->delVertexFormat(this);}
|
||||
|
||||
const IVertexFormat* GLES3DataFactory::newVertexFormat
|
||||
(size_t elementCount, const VertexElementDescriptor* elements)
|
||||
{
|
||||
GLES3CommandQueue* q = static_cast<GLES3CommandQueue*>(m_parent->getCommandQueue());
|
||||
GLES3VertexFormat* retval = new struct GLES3VertexFormat(q, elementCount, elements);
|
||||
static_cast<GLES3Data*>(m_deferredData.get())->m_VFmts.emplace_back(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
IGraphicsCommandQueue* _NewGLES3CommandQueue(IGraphicsContext* parent)
|
||||
{
|
||||
return new struct GLES3CommandQueue(parent);
|
||||
}
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
|
||||
int run()
|
||||
{
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
const std::string& getUniqueName() const
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
|
||||
namespace boo
|
||||
{
|
||||
IGraphicsCommandQueue* _NewGLES3CommandQueue(IGraphicsContext& parent);
|
||||
IGraphicsCommandQueue* _NewGLES3CommandQueue(IGraphicsContext* parent);
|
||||
|
||||
extern PFNGLXGETVIDEOSYNCSGIPROC FglXGetVideoSyncSGI;
|
||||
extern PFNGLXWAITVIDEOSYNCSGIPROC FglXWaitVideoSyncSGI;
|
||||
|
@ -168,6 +168,10 @@ struct GraphicsContextXCB : IGraphicsContext
|
|||
xcb_glx_context_t m_glxCtx = 0;
|
||||
xcb_glx_context_tag_t m_glxCtxTag = 0;
|
||||
|
||||
IGraphicsCommandQueue* m_commandQueue = nullptr;
|
||||
IGraphicsDataFactory* m_dataFactory = nullptr;
|
||||
xcb_glx_context_t m_loadCtx = 0;
|
||||
|
||||
public:
|
||||
IWindowCallback* m_callback;
|
||||
|
||||
|
@ -252,6 +256,8 @@ public:
|
|||
xcb_glx_destroy_context(m_xcbConn, m_glxCtx);
|
||||
if (m_glxWindow)
|
||||
xcb_glx_delete_window(m_xcbConn, m_glxWindow);
|
||||
if (m_loadCtx)
|
||||
xcb_glx_destroy_context(m_xcbConn, m_loadCtx);
|
||||
}
|
||||
|
||||
void _setCallback(IWindowCallback* cb)
|
||||
|
@ -295,14 +301,33 @@ public:
|
|||
free(reply);
|
||||
}
|
||||
|
||||
std::unique_ptr<IGraphicsCommandQueue> createCommandQueue()
|
||||
IGraphicsCommandQueue* getCommandQueue()
|
||||
{
|
||||
return std::unique_ptr<IGraphicsCommandQueue>(_NewGLES3CommandQueue(*this));
|
||||
if (!m_commandQueue)
|
||||
m_commandQueue = _NewGLES3CommandQueue(this);
|
||||
return m_commandQueue;
|
||||
}
|
||||
|
||||
std::unique_ptr<IGraphicsDataFactory> createDataFactory()
|
||||
IGraphicsDataFactory* getDataFactory()
|
||||
{
|
||||
return std::unique_ptr<IGraphicsDataFactory>(new struct GLES3DataFactory());
|
||||
if (!m_dataFactory)
|
||||
m_dataFactory = new struct GLES3DataFactory(this);
|
||||
return m_dataFactory;
|
||||
}
|
||||
|
||||
IGraphicsDataFactory* getLoadContextDataFactory()
|
||||
{
|
||||
if (!m_loadCtx)
|
||||
{
|
||||
m_loadCtx = xcb_generate_id(m_xcbConn);
|
||||
xcb_glx_create_context(m_xcbConn, m_loadCtx, m_visualid, 0, m_glxCtx, 1);
|
||||
xcb_generic_error_t* err = nullptr;
|
||||
xcb_glx_make_context_current_reply_t* reply =
|
||||
xcb_glx_make_context_current_reply(m_xcbConn,
|
||||
xcb_glx_make_context_current(m_xcbConn, 0, m_glxWindow, m_glxWindow, m_loadCtx), &err);
|
||||
free(reply);
|
||||
}
|
||||
return getDataFactory();
|
||||
}
|
||||
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue