Updates for HECL support

This commit is contained in:
Jack Andersen 2015-11-15 18:29:31 -10:00
parent ddcbc102ba
commit d75c675f7a
8 changed files with 49 additions and 27 deletions

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@ -15,12 +15,13 @@ class GLDataFactory : public IGraphicsDataFactory
IGraphicsContext* m_parent;
IGraphicsData* m_deferredData = nullptr;
std::unordered_set<IGraphicsData*> m_committedData;
std::vector<int> m_texUnis;
public:
GLDataFactory(IGraphicsContext* parent);
~GLDataFactory() {}
Platform platform() const {return PlatformOGL;}
const char* platformName() const {return "OpenGL";}
const char* platformName() const {return "OGL";}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
IGraphicsBufferS* newStaticBuffer(BufferUse use, std::unique_ptr<uint8_t[]>&& data, size_t stride, size_t count);
@ -36,14 +37,15 @@ public:
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
size_t texCount, const char** texNames,
size_t texCount, const char* texArrayName,
size_t uniformBlockCount, const char** uniformBlockNames,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling);
IShaderDataBinding*
newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
IGraphicsBuffer* vbo, IGraphicsBuffer* ibo,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs);

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@ -193,7 +193,7 @@ struct IGraphicsDataFactory
virtual IShaderDataBinding*
newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
IGraphicsBuffer* vbo, IGraphicsBuffer* ibo,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)=0;

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@ -46,7 +46,7 @@ public:
IShaderDataBinding*
newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
IGraphicsBuffer* vbo, IGraphicsBuffer* ibo,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs);

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@ -439,7 +439,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
struct D3D11CommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::PlatformD3D11;}
const char* platformName() const {return "Direct3D 11";}
const char* platformName() const {return "D3D11";}
D3D11Context* m_ctx;
D3D11Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
@ -712,7 +712,7 @@ public:
~D3D11DataFactory() = default;
Platform platform() const {return PlatformD3D11;}
const char* platformName() const {return "Direct3D 11";}
const char* platformName() const {return "D3D11";}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{

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@ -636,7 +636,7 @@ static ID3D12GraphicsCommandList* WaitForLoadList(D3D12Context* ctx)
struct D3D12CommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::PlatformD3D12;}
const char* platformName() const {return "Direct 3D 12";}
const char* platformName() const {return "D3D12";}
D3D12Context* m_ctx;
D3D12Context::Window* m_windowCtx;
IGraphicsContext* m_parent;
@ -959,7 +959,7 @@ public:
~D3D12DataFactory() = default;
Platform platform() const {return PlatformD3D12;}
const char* platformName() const {return "Direct3D 12";}
const char* platformName() const {return "D3D12";}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
{

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@ -210,6 +210,7 @@ GLDataFactory::newStaticTexture(size_t width, size_t height, size_t mips, Textur
class GLShaderPipeline : public IShaderPipeline
{
friend class GLDataFactory;
friend struct GLShaderDataBinding;
GLuint m_vert = 0;
GLuint m_frag = 0;
GLuint m_prog = 0;
@ -218,6 +219,7 @@ class GLShaderPipeline : public IShaderPipeline
bool m_depthTest = true;
bool m_depthWrite = true;
bool m_backfaceCulling = true;
std::vector<GLint> m_uniLocs;
bool initObjects()
{
m_vert = glCreateShader(GL_VERTEX_SHADER);
@ -307,7 +309,8 @@ static const GLenum BLEND_FACTOR_TABLE[] =
IShaderPipeline* GLDataFactory::newShaderPipeline
(const char* vertSource, const char* fragSource,
size_t texCount, const char** texNames,
size_t texCount, const char* texArrayName,
size_t uniformBlockCount, const char** uniformBlockNames,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling)
{
@ -366,13 +369,28 @@ IShaderPipeline* GLDataFactory::newShaderPipeline
}
glUseProgram(shader.m_prog);
for (size_t i=0 ; i<texCount ; ++i)
if (uniformBlockCount)
{
GLint loc;
if ((loc = glGetUniformLocation(shader.m_prog, texNames[i])) >= 0)
glUniform1i(loc, i);
else
Log.report(LogVisor::FatalError, "unable to find sampler variable '%s'", texNames[i]);
shader.m_uniLocs.reserve(uniformBlockCount);
for (size_t i=0 ; i<uniformBlockCount ; ++i)
{
GLint uniLoc = glGetUniformBlockIndex(shader.m_prog, uniformBlockNames[i]);
if (uniLoc < 0)
Log.report(LogVisor::FatalError, "unable to find uniform block '%s'", uniformBlockNames[i]);
shader.m_uniLocs.push_back(uniLoc);
}
}
if (texCount && texArrayName)
{
GLint texLoc = glGetUniformLocation(shader.m_prog, texArrayName);
if (texLoc < 0)
Log.report(LogVisor::FatalError, "unable to find sampler variable '%s'", texArrayName);
if (texCount > m_texUnis.size())
for (size_t i=m_texUnis.size() ; i<texCount ; ++i)
m_texUnis.push_back(i);
glUniform1iv(texLoc, m_texUnis.size(), m_texUnis.data());
}
GLShaderPipeline* retval = new GLShaderPipeline(std::move(shader));
@ -401,9 +419,9 @@ struct GLShaderDataBinding : IShaderDataBinding
size_t m_texCount;
std::unique_ptr<ITexture*[]> m_texs;
GLShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
IVertexFormat* vtxFormat,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs)
: m_pipeline(static_cast<GLShaderPipeline*>(pipeline)),
m_vtxFormat(static_cast<GLVertexFormat*>(vtxFormat)),
m_ubufCount(ubufCount),
@ -425,8 +443,8 @@ struct GLShaderDataBinding : IShaderDataBinding
if (m_ubufs[i]->dynamic())
static_cast<GLGraphicsBufferD*>(m_ubufs[i])->bindUniform(i);
else
static_cast<GLGraphicsBufferD*>(m_ubufs[i])->bindUniform(i);
glUniformBlockBinding(prog, i, i);
static_cast<GLGraphicsBufferS*>(m_ubufs[i])->bindUniform(i);
glUniformBlockBinding(prog, m_pipeline->m_uniLocs.at(i), i);
}
for (size_t i=0 ; i<m_texCount ; ++i)
{
@ -516,7 +534,7 @@ static const GLenum SEMANTIC_TYPE_TABLE[] =
struct GLCommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::PlatformOGL;}
const char* platformName() const {return "OpenGL ES 3.0";}
const char* platformName() const {return "OGL";}
IGraphicsContext* m_parent = nullptr;
struct Command

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@ -3949,6 +3949,7 @@ static GLboolean _glewInit_GL_VERSION_3_2 (GLEW_CONTEXT_ARG_DEF_INIT)
static GLboolean _glewInit_GL_ARB_vertex_array_object (GLEW_CONTEXT_ARG_DEF_INIT);
static GLboolean _glewInit_GL_ARB_framebuffer_object (GLEW_CONTEXT_ARG_DEF_INIT);
static GLboolean _glewInit_GL_ARB_uniform_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT);
static GLboolean _glewInit_GL_VERSION_3_3 (GLEW_CONTEXT_ARG_DEF_INIT)
{
GLboolean r = GL_FALSE;
@ -3956,6 +3957,7 @@ static GLboolean _glewInit_GL_VERSION_3_3 (GLEW_CONTEXT_ARG_DEF_INIT)
r = ((glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisor")) == NULL) || r;
_glewInit_GL_ARB_vertex_array_object();
_glewInit_GL_ARB_framebuffer_object();
_glewInit_GL_ARB_uniform_buffer_object();
return r;
}

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@ -295,17 +295,17 @@ struct TestApplicationCallback : IApplicationCallback
static const char* FS =
"#version 330\n"
"precision highp float;\n"
"uniform sampler2D smplr;\n"
"uniform sampler2D texs[1];\n"
"layout(location=0) out vec4 out_frag;\n"
"in vec2 out_uv;\n"
"void main()\n"
"{\n"
" out_frag = texture(smplr, out_uv);\n"
" out_frag = texture(texs[0], out_uv);\n"
"}\n";
static const char* TexNames[] = {"smplr"};
pipeline = glF->newShaderPipeline(VS, FS, 1, TexNames, BlendFactorOne, BlendFactorZero, true, true, false);
pipeline = glF->newShaderPipeline(VS, FS, 1, "texs", 0, nullptr,
BlendFactorOne, BlendFactorZero,
true, true, false);
}
#if _WIN32
else if (factory->platform() == IGraphicsDataFactory::PlatformD3D12 ||