mirror of https://github.com/AxioDL/boo.git
Updates for HECL support
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ddcbc102ba
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@ -15,12 +15,13 @@ class GLDataFactory : public IGraphicsDataFactory
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IGraphicsContext* m_parent;
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IGraphicsData* m_deferredData = nullptr;
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std::unordered_set<IGraphicsData*> m_committedData;
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std::vector<int> m_texUnis;
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public:
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GLDataFactory(IGraphicsContext* parent);
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~GLDataFactory() {}
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Platform platform() const {return PlatformOGL;}
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const char* platformName() const {return "OpenGL";}
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const char* platformName() const {return "OGL";}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
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IGraphicsBufferS* newStaticBuffer(BufferUse use, std::unique_ptr<uint8_t[]>&& data, size_t stride, size_t count);
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@ -36,14 +37,15 @@ public:
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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size_t texCount, const char* texArrayName,
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size_t uniformBlockCount, const char** uniformBlockNames,
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BlendFactor srcFac, BlendFactor dstFac,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ibo,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs);
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@ -193,7 +193,7 @@ struct IGraphicsDataFactory
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virtual IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ibo,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs)=0;
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@ -46,7 +46,7 @@ public:
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IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ebo,
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IGraphicsBuffer* vbo, IGraphicsBuffer* ibo,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs);
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@ -439,7 +439,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
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struct D3D11CommandQueue : IGraphicsCommandQueue
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{
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Platform platform() const {return IGraphicsDataFactory::PlatformD3D11;}
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const char* platformName() const {return "Direct3D 11";}
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const char* platformName() const {return "D3D11";}
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D3D11Context* m_ctx;
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D3D11Context::Window* m_windowCtx;
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IGraphicsContext* m_parent;
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@ -712,7 +712,7 @@ public:
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~D3D11DataFactory() = default;
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Platform platform() const {return PlatformD3D11;}
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const char* platformName() const {return "Direct3D 11";}
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const char* platformName() const {return "D3D11";}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
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{
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@ -636,7 +636,7 @@ static ID3D12GraphicsCommandList* WaitForLoadList(D3D12Context* ctx)
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struct D3D12CommandQueue : IGraphicsCommandQueue
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{
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Platform platform() const {return IGraphicsDataFactory::PlatformD3D12;}
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const char* platformName() const {return "Direct 3D 12";}
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const char* platformName() const {return "D3D12";}
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D3D12Context* m_ctx;
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D3D12Context::Window* m_windowCtx;
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IGraphicsContext* m_parent;
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@ -959,7 +959,7 @@ public:
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~D3D12DataFactory() = default;
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Platform platform() const {return PlatformD3D12;}
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const char* platformName() const {return "Direct3D 12";}
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const char* platformName() const {return "D3D12";}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
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{
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@ -210,6 +210,7 @@ GLDataFactory::newStaticTexture(size_t width, size_t height, size_t mips, Textur
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class GLShaderPipeline : public IShaderPipeline
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{
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friend class GLDataFactory;
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friend struct GLShaderDataBinding;
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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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@ -218,6 +219,7 @@ class GLShaderPipeline : public IShaderPipeline
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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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std::vector<GLint> m_uniLocs;
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bool initObjects()
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{
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m_vert = glCreateShader(GL_VERTEX_SHADER);
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@ -307,7 +309,8 @@ static const GLenum BLEND_FACTOR_TABLE[] =
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IShaderPipeline* GLDataFactory::newShaderPipeline
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(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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size_t texCount, const char* texArrayName,
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size_t uniformBlockCount, const char** uniformBlockNames,
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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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@ -366,13 +369,28 @@ IShaderPipeline* GLDataFactory::newShaderPipeline
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}
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glUseProgram(shader.m_prog);
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for (size_t i=0 ; i<texCount ; ++i)
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if (uniformBlockCount)
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{
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GLint loc;
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if ((loc = glGetUniformLocation(shader.m_prog, texNames[i])) >= 0)
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glUniform1i(loc, i);
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else
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Log.report(LogVisor::FatalError, "unable to find sampler variable '%s'", texNames[i]);
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shader.m_uniLocs.reserve(uniformBlockCount);
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for (size_t i=0 ; i<uniformBlockCount ; ++i)
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{
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GLint uniLoc = glGetUniformBlockIndex(shader.m_prog, uniformBlockNames[i]);
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if (uniLoc < 0)
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Log.report(LogVisor::FatalError, "unable to find uniform block '%s'", uniformBlockNames[i]);
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shader.m_uniLocs.push_back(uniLoc);
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}
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}
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if (texCount && texArrayName)
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{
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GLint texLoc = glGetUniformLocation(shader.m_prog, texArrayName);
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if (texLoc < 0)
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Log.report(LogVisor::FatalError, "unable to find sampler variable '%s'", texArrayName);
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if (texCount > m_texUnis.size())
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for (size_t i=m_texUnis.size() ; i<texCount ; ++i)
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m_texUnis.push_back(i);
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glUniform1iv(texLoc, m_texUnis.size(), m_texUnis.data());
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}
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GLShaderPipeline* retval = new GLShaderPipeline(std::move(shader));
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@ -425,8 +443,8 @@ struct GLShaderDataBinding : IShaderDataBinding
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if (m_ubufs[i]->dynamic())
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static_cast<GLGraphicsBufferD*>(m_ubufs[i])->bindUniform(i);
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else
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static_cast<GLGraphicsBufferD*>(m_ubufs[i])->bindUniform(i);
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glUniformBlockBinding(prog, i, i);
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static_cast<GLGraphicsBufferS*>(m_ubufs[i])->bindUniform(i);
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glUniformBlockBinding(prog, m_pipeline->m_uniLocs.at(i), i);
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}
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for (size_t i=0 ; i<m_texCount ; ++i)
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{
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@ -516,7 +534,7 @@ static const GLenum SEMANTIC_TYPE_TABLE[] =
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struct GLCommandQueue : IGraphicsCommandQueue
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{
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Platform platform() const {return IGraphicsDataFactory::PlatformOGL;}
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const char* platformName() const {return "OpenGL ES 3.0";}
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const char* platformName() const {return "OGL";}
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IGraphicsContext* m_parent = nullptr;
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struct Command
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@ -3949,6 +3949,7 @@ static GLboolean _glewInit_GL_VERSION_3_2 (GLEW_CONTEXT_ARG_DEF_INIT)
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static GLboolean _glewInit_GL_ARB_vertex_array_object (GLEW_CONTEXT_ARG_DEF_INIT);
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static GLboolean _glewInit_GL_ARB_framebuffer_object (GLEW_CONTEXT_ARG_DEF_INIT);
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static GLboolean _glewInit_GL_ARB_uniform_buffer_object (GLEW_CONTEXT_ARG_DEF_INIT);
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static GLboolean _glewInit_GL_VERSION_3_3 (GLEW_CONTEXT_ARG_DEF_INIT)
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{
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GLboolean r = GL_FALSE;
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@ -3956,6 +3957,7 @@ static GLboolean _glewInit_GL_VERSION_3_3 (GLEW_CONTEXT_ARG_DEF_INIT)
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r = ((glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)glewGetProcAddress((const GLubyte*)"glVertexAttribDivisor")) == NULL) || r;
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_glewInit_GL_ARB_vertex_array_object();
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_glewInit_GL_ARB_framebuffer_object();
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_glewInit_GL_ARB_uniform_buffer_object();
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return r;
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}
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@ -295,17 +295,17 @@ struct TestApplicationCallback : IApplicationCallback
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static const char* FS =
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"#version 330\n"
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"precision highp float;\n"
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"uniform sampler2D smplr;\n"
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"uniform sampler2D texs[1];\n"
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"layout(location=0) out vec4 out_frag;\n"
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"in vec2 out_uv;\n"
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"void main()\n"
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"{\n"
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" out_frag = texture(smplr, out_uv);\n"
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" out_frag = texture(texs[0], out_uv);\n"
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"}\n";
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static const char* TexNames[] = {"smplr"};
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pipeline = glF->newShaderPipeline(VS, FS, 1, TexNames, BlendFactorOne, BlendFactorZero, true, true, false);
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pipeline = glF->newShaderPipeline(VS, FS, 1, "texs", 0, nullptr,
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BlendFactorOne, BlendFactorZero,
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true, true, false);
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}
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#if _WIN32
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else if (factory->platform() == IGraphicsDataFactory::PlatformD3D12 ||
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