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https://github.com/AxioDL/boo.git
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lots of initial GLES3 renderer implementation
This commit is contained in:
653
lib/graphicsdev/GLES3.cpp
Normal file
653
lib/graphicsdev/GLES3.cpp
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@@ -0,0 +1,653 @@
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#include "boo/graphicsdev/GLES3.hpp"
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#include "boo/IGraphicsContext.hpp"
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#include <GLES3/gl3ext.h>
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#include <stdio.h>
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#include <vector>
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#include <thread>
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#include <mutex>
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#include <condition_variable>
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namespace boo
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{
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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<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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};
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static const GLenum USE_TABLE[] =
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{
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GL_INVALID_ENUM,
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GL_ARRAY_BUFFER,
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GL_ELEMENT_ARRAY_BUFFER,
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GL_UNIFORM_BUFFER
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};
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class GLES3GraphicsBufferS : IGraphicsBufferS
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{
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friend class GLES3DataFactory;
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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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{
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m_target = USE_TABLE[use];
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glGenBuffers(1, &m_buf);
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glBindBuffer(m_target, m_buf);
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glBufferData(m_target, sz, data, GL_STATIC_DRAW);
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}
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public:
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~GLES3GraphicsBufferS() {glDeleteBuffers(1, &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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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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{
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m_target = USE_TABLE[use];
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glGenBuffers(1, &m_buf);
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}
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public:
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~GLES3GraphicsBufferD() {glDeleteBuffers(1, &m_buf);}
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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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};
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const IGraphicsBufferS*
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GLES3DataFactory::newStaticBuffer(BufferUse use, const void* data, size_t sz)
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{
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GLES3GraphicsBufferS* retval = new GLES3GraphicsBufferS(use, data, sz);
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static_cast<GLES3Data*>(m_deferredData.get())->m_SBufs.emplace_back(retval);
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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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GLuint m_tex;
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GLES3TextureS(size_t width, size_t height, size_t mips,
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IGraphicsDataFactory::TextureFormat fmt,
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const void* data, size_t sz)
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{
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const uint8_t* dataIt = static_cast<const uint8_t*>(data);
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glGenTextures(1, &m_tex);
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glBindTexture(GL_TEXTURE_2D, m_tex);
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if (fmt == IGraphicsDataFactory::TextureFormatRGBA8)
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{
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for (size_t i=0 ; i<mips ; ++i)
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{
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glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataIt);
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dataIt += width * height * 4;
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width /= 2;
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height /= 2;
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}
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}
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}
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public:
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~GLES3TextureS() {glDeleteTextures(1, &m_tex);}
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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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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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public:
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~GLES3TextureD() {glDeleteTextures(1, &m_tex);}
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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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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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{
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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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glBindTexture(GL_TEXTURE_2D, m_tex);
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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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};
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const ITextureS*
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GLES3DataFactory::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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{
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GLES3TextureS* retval = new GLES3TextureS(width, height, mips, fmt, data, sz);
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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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{
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friend class GLES3DataFactory;
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GLuint m_vert = 0;
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GLuint m_frag = 0;
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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 initObjects()
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{
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m_vert = glCreateShader(GL_VERTEX_SHADER);
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m_frag = glCreateShader(GL_FRAGMENT_SHADER);
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m_prog = glCreateProgram();
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if (!m_vert || !m_frag || !m_prog)
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{
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glDeleteShader(m_vert);
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m_vert = 0;
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glDeleteShader(m_frag);
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m_frag = 0;
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glDeleteProgram(m_prog);
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m_prog = 0;
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return false;
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}
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glAttachShader(m_prog, m_vert);
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glAttachShader(m_prog, m_frag);
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return true;
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}
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void clearObjects()
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{
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if (m_vert)
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glDeleteShader(m_vert);
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if (m_frag)
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glDeleteShader(m_frag);
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if (m_prog)
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glDeleteProgram(m_prog);
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}
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GLES3ShaderPipeline() = default;
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public:
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operator bool() const {return m_prog != 0;}
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~GLES3ShaderPipeline() {clearObjects();}
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GLES3ShaderPipeline& operator=(const GLES3ShaderPipeline&) = delete;
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GLES3ShaderPipeline(const GLES3ShaderPipeline&) = delete;
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GLES3ShaderPipeline& operator=(GLES3ShaderPipeline&& other)
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{
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m_vert = other.m_vert;
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other.m_vert = 0;
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m_frag = other.m_frag;
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other.m_frag = 0;
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m_prog = other.m_prog;
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other.m_prog = 0;
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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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{
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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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size_t stride = 0;
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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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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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}
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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);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo->m_buf);
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}
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else
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{
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const GLES3GraphicsBufferS* ebo = static_cast<const GLES3GraphicsBufferS*>(lastEBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo->m_buf);
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}
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}
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glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[desc->semantic],
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SEMANTIC_TYPE_TABLE[desc->semantic], GL_TRUE, stride, (void*)offset);
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offset += SEMANTIC_SIZE_TABLE[desc->semantic];
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}
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return vertArray;
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}
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static const GLenum BLEND_FACTOR_TABLE[] =
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{
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GL_ZERO,
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GL_ONE,
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA
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};
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const IShaderPipeline* GLES3DataFactory::newShaderPipeline
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(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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{
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GLES3ShaderPipeline shader;
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if (!shader.initObjects())
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{
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fprintf(stderr, "unable to create shader objects\n");
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return nullptr;
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}
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shader.m_sfactor = BLEND_FACTOR_TABLE[srcFac];
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shader.m_dfactor = BLEND_FACTOR_TABLE[dstFac];
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glShaderSource(shader.m_vert, 1, &vertSource, nullptr);
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glCompileShader(shader.m_vert);
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GLint status;
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glGetShaderiv(shader.m_vert, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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GLint logLen;
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glGetShaderiv(shader.m_vert, GL_INFO_LOG_LENGTH, &logLen);
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char* log = (char*)malloc(logLen);
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glGetShaderInfoLog(shader.m_vert, logLen, nullptr, log);
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fprintf(stderr, "unable to compile vert source\n%s\n%s\n", log, vertSource);
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free(log);
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return nullptr;
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}
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glShaderSource(shader.m_frag, 1, &fragSource, nullptr);
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glCompileShader(shader.m_frag);
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glGetShaderiv(shader.m_frag, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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GLint logLen;
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glGetShaderiv(shader.m_frag, GL_INFO_LOG_LENGTH, &logLen);
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char* log = (char*)malloc(logLen);
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glGetShaderInfoLog(shader.m_frag, logLen, nullptr, log);
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fprintf(stderr, "unable to compile frag source\n%s\n%s\n", log, fragSource);
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free(log);
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return nullptr;
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}
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glLinkProgram(shader.m_prog);
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glGetProgramiv(shader.m_prog, GL_LINK_STATUS, &status);
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if (status != GL_TRUE)
|
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{
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||||
GLint logLen;
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glGetProgramiv(shader.m_prog, GL_INFO_LOG_LENGTH, &logLen);
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char* log = (char*)malloc(logLen);
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glGetProgramInfoLog(shader.m_prog, logLen, nullptr, log);
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fprintf(stderr, "unable to link shader program\n%s\n", log);
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free(log);
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||||
return nullptr;
|
||||
}
|
||||
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GLES3ShaderPipeline* retval = new GLES3ShaderPipeline(std::move(shader));
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static_cast<GLES3Data*>(m_deferredData.get())->m_SPs.emplace_back(retval);
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return retval;
|
||||
}
|
||||
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struct GLES3ShaderDataBinding : IShaderDataBinding
|
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{
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||||
void bind() const
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||||
{
|
||||
}
|
||||
};
|
||||
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||||
const IShaderDataBinding*
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GLES3DataFactory::newShaderDataBinding(const IShaderPipeline* pipeline,
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size_t bufCount, const IGraphicsBuffer** bufs,
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||||
size_t texCount, const ITexture** texs)
|
||||
{
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||||
return nullptr;
|
||||
}
|
||||
|
||||
GLES3DataFactory::GLES3DataFactory()
|
||||
: m_deferredData(new struct GLES3Data()) {}
|
||||
|
||||
void GLES3DataFactory::reset()
|
||||
{
|
||||
m_deferredData.reset(new struct GLES3Data());
|
||||
}
|
||||
|
||||
std::unique_ptr<IGraphicsData> GLES3DataFactory::commit()
|
||||
{
|
||||
std::unique_ptr<IGraphicsData> retval(new struct GLES3Data());
|
||||
m_deferredData.swap(retval);
|
||||
return retval;
|
||||
}
|
||||
|
||||
struct GLES3CommandQueue : IGraphicsCommandQueue
|
||||
{
|
||||
Platform platform() const {return IGraphicsDataFactory::PlatformOGLES3;}
|
||||
const char* platformName() const {return "OpenGL ES 3.0";}
|
||||
IGraphicsContext& m_parent;
|
||||
|
||||
struct Command
|
||||
{
|
||||
enum Op
|
||||
{
|
||||
OpSetShaderDataBinding,
|
||||
OpSetRenderTarget,
|
||||
OpSetClearColor,
|
||||
OpClearTarget,
|
||||
OpSetDrawPrimitive,
|
||||
OpDraw,
|
||||
OpDrawIndexed,
|
||||
OpDrawInstances,
|
||||
OpDrawInstancesIndexed
|
||||
} m_op;
|
||||
union
|
||||
{
|
||||
const IShaderDataBinding* binding;
|
||||
const ITextureD* target;
|
||||
float rgba[4];
|
||||
GLbitfield flags;
|
||||
Primitive prim;
|
||||
struct
|
||||
{
|
||||
size_t start;
|
||||
size_t count;
|
||||
size_t instCount;
|
||||
};
|
||||
};
|
||||
Command(Op op) : m_op(op) {}
|
||||
};
|
||||
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::thread m_thr;
|
||||
std::mutex m_mt;
|
||||
std::condition_variable m_cv;
|
||||
|
||||
static void RenderingWorker(GLES3CommandQueue* self)
|
||||
{
|
||||
self->m_parent.makeCurrent();
|
||||
while (self->m_running)
|
||||
{
|
||||
{
|
||||
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;
|
||||
}
|
||||
std::vector<Command>& cmds = self->m_cmdBufs[self->m_drawBuf];
|
||||
GLenum prim = GL_TRIANGLES;
|
||||
for (const Command& cmd : cmds)
|
||||
{
|
||||
switch (cmd.m_op)
|
||||
{
|
||||
case Command::OpSetShaderDataBinding:
|
||||
static_cast<const GLES3ShaderDataBinding*>(cmd.binding)->bind();
|
||||
break;
|
||||
case Command::OpSetRenderTarget:
|
||||
{
|
||||
const GLES3TextureD* tex = static_cast<const GLES3TextureD*>(cmd.target);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_fbo);
|
||||
break;
|
||||
}
|
||||
case Command::OpSetClearColor:
|
||||
glClearColor(cmd.rgba[0], cmd.rgba[1], cmd.rgba[2], cmd.rgba[3]);
|
||||
break;
|
||||
case Command::OpClearTarget:
|
||||
glClear(cmd.flags);
|
||||
break;
|
||||
case Command::OpSetDrawPrimitive:
|
||||
if (cmd.prim == PrimitiveTriangles)
|
||||
prim = GL_TRIANGLES;
|
||||
else if (cmd.prim == TrimitiveTriStrips)
|
||||
prim = GL_TRIANGLE_STRIP;
|
||||
break;
|
||||
case Command::OpDraw:
|
||||
glDrawArrays(prim, cmd.start, cmd.count);
|
||||
break;
|
||||
case Command::OpDrawIndexed:
|
||||
glDrawElements(prim, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start);
|
||||
break;
|
||||
case Command::OpDrawInstances:
|
||||
glDrawArraysInstanced(prim, cmd.start, cmd.count, cmd.instCount);
|
||||
break;
|
||||
case Command::OpDrawInstancesIndexed:
|
||||
glDrawElementsInstanced(prim, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start, cmd.instCount);
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
cmds.clear();
|
||||
}
|
||||
}
|
||||
|
||||
GLES3CommandQueue(IGraphicsContext& parent)
|
||||
: m_parent(parent),
|
||||
m_thr(RenderingWorker, this) {}
|
||||
|
||||
~GLES3CommandQueue()
|
||||
{
|
||||
m_running = false;
|
||||
m_cv.notify_one();
|
||||
m_thr.join();
|
||||
}
|
||||
|
||||
void setShaderDataBinding(const IShaderDataBinding* binding)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpSetShaderDataBinding);
|
||||
cmds.back().binding = binding;
|
||||
}
|
||||
void setRenderTarget(const ITextureD* target)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpSetRenderTarget);
|
||||
cmds.back().target = target;
|
||||
}
|
||||
|
||||
void setClearColor(const float rgba[4])
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpSetClearColor);
|
||||
cmds.back().rgba[0] = rgba[0];
|
||||
cmds.back().rgba[1] = rgba[1];
|
||||
cmds.back().rgba[2] = rgba[2];
|
||||
cmds.back().rgba[3] = rgba[3];
|
||||
}
|
||||
void clearTarget(bool render=true, bool depth=true)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpClearTarget);
|
||||
cmds.back().flags = 0;
|
||||
if (render)
|
||||
cmds.back().flags |= GL_COLOR_BUFFER_BIT;
|
||||
if (depth)
|
||||
cmds.back().flags |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
|
||||
void setDrawPrimitive(Primitive prim)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpSetDrawPrimitive);
|
||||
cmds.back().prim = prim;
|
||||
}
|
||||
void draw(size_t start, size_t count)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDraw);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
}
|
||||
void drawIndexed(size_t start, size_t count)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDrawIndexed);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
}
|
||||
void drawInstances(size_t start, size_t count, size_t instCount)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDrawInstances);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
cmds.back().instCount = instCount;
|
||||
}
|
||||
void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
|
||||
{
|
||||
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
||||
cmds.emplace_back(Command::OpDrawInstancesIndexed);
|
||||
cmds.back().start = start;
|
||||
cmds.back().count = count;
|
||||
cmds.back().instCount = instCount;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
lk.unlock();
|
||||
m_cv.notify_one();
|
||||
m_cmdBufs[m_fillBuf].clear();
|
||||
}
|
||||
};
|
||||
|
||||
IGraphicsCommandQueue* _NewGLES3CommandQueue(IGraphicsContext& parent)
|
||||
{
|
||||
return new struct GLES3CommandQueue(parent);
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user