#include "boo/graphicsdev/GL.hpp" #include "boo/graphicsdev/glew.h" #include "boo/IGraphicsContext.hpp" #include #include #include #include #include namespace boo { static LogVisor::LogModule Log("boo::GL"); struct GLData : IGraphicsData { std::vector> m_SPs; std::vector> m_SBinds; std::vector> m_SBufs; std::vector> m_DBufs; std::vector> m_STexs; std::vector> m_DTexs; std::vector> m_RTexs; std::vector> m_VFmts; }; static const GLenum USE_TABLE[] = { GL_INVALID_ENUM, GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_UNIFORM_BUFFER }; class GLGraphicsBufferS : public IGraphicsBufferS { friend class GLDataFactory; friend struct GLCommandQueue; GLuint m_buf; GLenum m_target; GLGraphicsBufferS(BufferUse use, const void* data, size_t sz) { m_target = USE_TABLE[use]; glGenBuffers(1, &m_buf); glBindBuffer(m_target, m_buf); glBufferData(m_target, sz, data, GL_STATIC_DRAW); } public: ~GLGraphicsBufferS() {glDeleteBuffers(1, &m_buf);} void bindVertex() const {glBindBuffer(GL_ARRAY_BUFFER, m_buf);} void bindIndex() const {glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buf);} void bindUniform(size_t idx) const {glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_buf);} }; class GLGraphicsBufferD : public IGraphicsBufferD { friend class GLDataFactory; friend struct GLCommandQueue; struct GLCommandQueue* m_q; GLuint m_bufs[3]; GLenum m_target; void* m_mappedBuf = nullptr; size_t m_mappedSize = 0; GLGraphicsBufferD(GLCommandQueue* q, BufferUse use) : m_q(q) { m_target = USE_TABLE[use]; glGenBuffers(3, m_bufs); } public: ~GLGraphicsBufferD() {glDeleteBuffers(3, m_bufs);} void load(const void* data, size_t sz); void* map(size_t sz); void unmap(); void bindVertex() const; void bindIndex() const; void bindUniform(size_t idx) const; }; IGraphicsBufferS* GLDataFactory::newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count) { GLGraphicsBufferS* retval = new GLGraphicsBufferS(use, data, stride * count); static_cast(m_deferredData)->m_SBufs.emplace_back(retval); return retval; } IGraphicsBufferS* GLDataFactory::newStaticBuffer(BufferUse use, std::unique_ptr&& data, size_t stride, size_t count) { std::unique_ptr d = std::move(data); GLGraphicsBufferS* retval = new GLGraphicsBufferS(use, d.get(), stride * count); static_cast(m_deferredData)->m_SBufs.emplace_back(retval); return retval; } class GLTextureS : public ITextureS { friend class GLDataFactory; GLuint m_tex; GLTextureS(size_t width, size_t height, size_t mips, TextureFormat fmt, const void* data, size_t sz) { const uint8_t* dataIt = static_cast(data); glGenTextures(1, &m_tex); glBindTexture(GL_TEXTURE_2D, m_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (mips > 1) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); if (fmt == TextureFormatRGBA8) { for (size_t i=0 ; i(m_deferredData)->m_STexs.emplace_back(retval); return retval; } ITextureS* GLDataFactory::newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt, std::unique_ptr&& data, size_t sz) { std::unique_ptr d = std::move(data); GLTextureS* retval = new GLTextureS(width, height, mips, fmt, d.get(), sz); static_cast(m_deferredData)->m_STexs.emplace_back(retval); return retval; } class GLShaderPipeline : public IShaderPipeline { friend class GLDataFactory; GLuint m_vert = 0; GLuint m_frag = 0; GLuint m_prog = 0; GLenum m_sfactor = GL_ONE; GLenum m_dfactor = GL_ZERO; bool m_depthTest = true; bool m_depthWrite = true; bool m_backfaceCulling = true; bool initObjects() { m_vert = glCreateShader(GL_VERTEX_SHADER); m_frag = glCreateShader(GL_FRAGMENT_SHADER); m_prog = glCreateProgram(); if (!m_vert || !m_frag || !m_prog) { glDeleteShader(m_vert); m_vert = 0; glDeleteShader(m_frag); m_frag = 0; glDeleteProgram(m_prog); m_prog = 0; return false; } glAttachShader(m_prog, m_vert); glAttachShader(m_prog, m_frag); return true; } void clearObjects() { if (m_vert) glDeleteShader(m_vert); if (m_frag) glDeleteShader(m_frag); if (m_prog) glDeleteProgram(m_prog); } GLShaderPipeline() = default; public: operator bool() const {return m_prog != 0;} ~GLShaderPipeline() {clearObjects();} GLShaderPipeline& operator=(const GLShaderPipeline&) = delete; GLShaderPipeline(const GLShaderPipeline&) = delete; GLShaderPipeline& operator=(GLShaderPipeline&& other) { m_vert = other.m_vert; other.m_vert = 0; m_frag = other.m_frag; other.m_frag = 0; m_prog = other.m_prog; other.m_prog = 0; return *this; } GLShaderPipeline(GLShaderPipeline&& other) {*this = std::move(other);} GLuint bind() const { glUseProgram(m_prog); if (m_dfactor != GL_ZERO) { glEnable(GL_BLEND); glBlendFunc(m_sfactor, m_dfactor); } else glDisable(GL_BLEND); 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[] = { GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA }; IShaderPipeline* GLDataFactory::newShaderPipeline (const char* vertSource, const char* fragSource, size_t texCount, const char** texNames, BlendFactor srcFac, BlendFactor dstFac, bool depthTest, bool depthWrite, bool backfaceCulling) { GLShaderPipeline shader; if (!shader.initObjects()) { Log.report(LogVisor::Error, "unable to create shader objects\n"); return nullptr; } 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); GLint status; glGetShaderiv(shader.m_vert, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { GLint logLen; glGetShaderiv(shader.m_vert, GL_INFO_LOG_LENGTH, &logLen); char* log = (char*)malloc(logLen); glGetShaderInfoLog(shader.m_vert, logLen, nullptr, log); Log.report(LogVisor::Error, "unable to compile vert source\n%s\n%s\n", log, vertSource); free(log); return nullptr; } glShaderSource(shader.m_frag, 1, &fragSource, nullptr); glCompileShader(shader.m_frag); glGetShaderiv(shader.m_frag, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { GLint logLen; glGetShaderiv(shader.m_frag, GL_INFO_LOG_LENGTH, &logLen); char* log = (char*)malloc(logLen); glGetShaderInfoLog(shader.m_frag, logLen, nullptr, log); Log.report(LogVisor::Error, "unable to compile frag source\n%s\n%s\n", log, fragSource); free(log); return nullptr; } glLinkProgram(shader.m_prog); glGetProgramiv(shader.m_prog, GL_LINK_STATUS, &status); if (status != GL_TRUE) { GLint logLen; glGetProgramiv(shader.m_prog, GL_INFO_LOG_LENGTH, &logLen); char* log = (char*)malloc(logLen); glGetProgramInfoLog(shader.m_prog, logLen, nullptr, log); Log.report(LogVisor::Error, "unable to link shader program\n%s\n", log); free(log); return nullptr; } glUseProgram(shader.m_prog); for (size_t i=0 ; i= 0) glUniform1i(loc, i); else Log.report(LogVisor::FatalError, "unable to find sampler variable '%s'", texNames[i]); } GLShaderPipeline* retval = new GLShaderPipeline(std::move(shader)); static_cast(m_deferredData)->m_SPs.emplace_back(retval); return retval; } struct GLVertexFormat : IVertexFormat { GLCommandQueue* m_q; GLuint m_vao = 0; size_t m_elementCount; std::unique_ptr m_elements; GLVertexFormat(GLCommandQueue* q, size_t elementCount, const VertexElementDescriptor* elements); ~GLVertexFormat(); void bind() const {glBindVertexArray(m_vao);} }; struct GLShaderDataBinding : IShaderDataBinding { const GLShaderPipeline* m_pipeline; const GLVertexFormat* m_vtxFormat; size_t m_ubufCount; std::unique_ptr m_ubufs; size_t m_texCount; std::unique_ptr m_texs; GLShaderDataBinding(IShaderPipeline* pipeline, IVertexFormat* vtxFormat, size_t ubufCount, IGraphicsBuffer** ubufs, size_t texCount, ITexture** texs) : m_pipeline(static_cast(pipeline)), m_vtxFormat(static_cast(vtxFormat)), m_ubufCount(ubufCount), m_ubufs(new IGraphicsBuffer*[ubufCount]), m_texCount(texCount), m_texs(new ITexture*[texCount]) { for (size_t i=0 ; ibind(); m_vtxFormat->bind(); for (size_t i=0 ; idynamic()) static_cast(m_ubufs[i])->bindUniform(i); else static_cast(m_ubufs[i])->bindUniform(i); glUniformBlockBinding(prog, i, i); } for (size_t i=0 ; itype() == ITexture::TextureDynamic) static_cast(m_texs[i])->bind(i); else if (m_texs[i]->type() == ITexture::TextureStatic) static_cast(m_texs[i])->bind(i); } } }; IShaderDataBinding* GLDataFactory::newShaderDataBinding(IShaderPipeline* pipeline, IVertexFormat* vtxFormat, IGraphicsBuffer*, IGraphicsBuffer*, size_t ubufCount, IGraphicsBuffer** ubufs, size_t texCount, ITexture** texs) { GLShaderDataBinding* retval = new GLShaderDataBinding(pipeline, vtxFormat, ubufCount, ubufs, texCount, texs); static_cast(m_deferredData)->m_SBinds.emplace_back(retval); return retval; } GLDataFactory::GLDataFactory(IGraphicsContext* parent) : m_parent(parent), m_deferredData(new struct GLData()) {} void GLDataFactory::reset() { delete static_cast(m_deferredData); m_deferredData = new struct GLData(); } IGraphicsData* GLDataFactory::commit() { IGraphicsData* retval = m_deferredData; m_deferredData = new struct GLData(); m_committedData.insert(retval); /* Let's go ahead and flush to ensure our data gets to the GPU While this isn't strictly required, some drivers might behave differently */ glFlush(); return retval; } void GLDataFactory::destroyData(IGraphicsData* d) { GLData* data = static_cast(d); m_committedData.erase(data); delete data; } void GLDataFactory::destroyAllData() { for (IGraphicsData* data : m_committedData) delete static_cast(data); m_committedData.clear(); } 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 GLCommandQueue : IGraphicsCommandQueue { Platform platform() const {return IGraphicsDataFactory::PlatformOGL;} const char* platformName() const {return "OpenGL ES 3.0";} IGraphicsContext* m_parent = nullptr; struct Command { enum Op { OpSetShaderDataBinding, OpSetRenderTarget, OpSetViewport, OpResizeRenderTexture, OpSetClearColor, OpClearTarget, OpSetDrawPrimitive, OpDraw, OpDrawIndexed, OpDrawInstances, OpDrawInstancesIndexed, OpPresent } m_op; union { const IShaderDataBinding* binding; const ITextureR* target; const ITextureR* source; SWindowRect rect; float rgba[4]; GLbitfield flags; GLenum prim; struct { size_t start; size_t count; size_t instCount; }; struct { ITextureR* tex; size_t width; size_t height; } resize; }; Command(Op op) : m_op(op) {} }; std::vector m_cmdBufs[3]; size_t m_fillBuf = 0; size_t m_completeBuf = 0; size_t m_drawBuf = 0; bool m_running = true; std::mutex m_mt; std::condition_variable m_cv; std::mutex m_initmt; std::condition_variable m_initcv; std::unique_lock m_initlk; std::thread m_thr; /* These members are locked for multithreaded access */ std::vector m_pendingFmtAdds; std::vector m_pendingFmtDels; std::vector m_pendingFboAdds; std::vector m_pendingFboDels; static void ConfigureVertexFormat(GLVertexFormat* fmt) { glGenVertexArrays(1, &fmt->m_vao); size_t stride = 0; for (size_t i=0 ; im_elementCount ; ++i) { const 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 ; im_elementCount ; ++i) { const VertexElementDescriptor* desc = &fmt->m_elements[i]; if (desc->vertBuffer != lastVBO) { lastVBO = desc->vertBuffer; if (lastVBO->dynamic()) static_cast(lastVBO)->bindVertex(); else static_cast(lastVBO)->bindVertex(); } if (desc->indexBuffer != lastEBO) { lastEBO = desc->indexBuffer; if (lastEBO->dynamic()) static_cast(lastEBO)->bindIndex(); else static_cast(lastEBO)->bindIndex(); } glEnableVertexAttribArray(i); 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(GLTextureR* 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(GLCommandQueue* self) { { std::unique_lock lk(self->m_initmt); self->m_parent->makeCurrent(); if (glewInit() != GLEW_OK) Log.report(LogVisor::FatalError, "unable to init glew"); self->m_parent->postInit(); } self->m_initcv.notify_one(); while (self->m_running) { { std::unique_lock lk(self->m_mt); self->m_cv.wait(lk); if (!self->m_running) break; self->m_drawBuf = self->m_completeBuf; if (self->m_pendingFmtAdds.size()) for (GLVertexFormat* 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 (GLTextureR* 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& 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(cmd.binding)->bind(); break; case Command::OpSetRenderTarget: { const GLTextureR* tex = static_cast(cmd.target); if (!tex) glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); else glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_fbo); break; } case Command::OpSetViewport: glViewport(cmd.rect.location[0], cmd.rect.location[1], cmd.rect.size[0], cmd.rect.size[1]); break; case Command::OpResizeRenderTexture: { GLTextureR* tex = static_cast(cmd.resize.tex); tex->resize(cmd.resize.width, cmd.resize.height); } 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: prim = cmd.prim; 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; case Command::OpPresent: { const GLTextureR* tex = static_cast(cmd.source); if (tex) { glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBlitFramebuffer(0, 0, tex->m_width, tex->m_height, 0, 0, tex->m_width, tex->m_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); } self->m_parent->present(); break; } default: break; } } cmds.clear(); } } GLCommandQueue(IGraphicsContext* parent) : m_parent(parent), m_initlk(m_initmt), m_thr(RenderingWorker, this) { m_initcv.wait(m_initlk); m_initlk.unlock(); } ~GLCommandQueue() { m_running = false; m_cv.notify_one(); m_thr.join(); } void setShaderDataBinding(IShaderDataBinding* binding) { std::vector& cmds = m_cmdBufs[m_fillBuf]; cmds.emplace_back(Command::OpSetShaderDataBinding); cmds.back().binding = binding; } void setRenderTarget(ITextureR* target) { std::vector& cmds = m_cmdBufs[m_fillBuf]; cmds.emplace_back(Command::OpSetRenderTarget); cmds.back().target = target; } void setViewport(const SWindowRect& rect) { std::vector& cmds = m_cmdBufs[m_fillBuf]; cmds.emplace_back(Command::OpSetViewport); cmds.back().rect = rect; } void resizeRenderTexture(ITextureR* tex, size_t width, size_t height) { std::vector& cmds = m_cmdBufs[m_fillBuf]; cmds.emplace_back(Command::OpResizeRenderTexture); cmds.back().resize.tex = tex; cmds.back().resize.width = width; cmds.back().resize.height = height; } void setClearColor(const float rgba[4]) { std::vector& 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& 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& cmds = m_cmdBufs[m_fillBuf]; cmds.emplace_back(Command::OpSetDrawPrimitive); if (prim == PrimitiveTriangles) cmds.back().prim = GL_TRIANGLES; else if (prim == PrimitiveTriStrips) cmds.back().prim = GL_TRIANGLE_STRIP; } void draw(size_t start, size_t count) { std::vector& 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& 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& 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& cmds = m_cmdBufs[m_fillBuf]; cmds.emplace_back(Command::OpDrawInstancesIndexed); cmds.back().start = start; cmds.back().count = count; cmds.back().instCount = instCount; } void resolveDisplay(ITextureR* source) { std::vector& cmds = m_cmdBufs[m_fillBuf]; cmds.emplace_back(Command::OpPresent); cmds.back().source = source; } void addVertexFormat(GLVertexFormat* fmt) { std::unique_lock lk(m_mt); m_pendingFmtAdds.push_back(fmt); } void delVertexFormat(GLVertexFormat* fmt) { std::unique_lock lk(m_mt); m_pendingFmtDels.push_back(fmt->m_vao); } void addFBO(GLTextureR* tex) { std::unique_lock lk(m_mt); m_pendingFboAdds.push_back(tex); } void delFBO(GLTextureR* tex) { std::unique_lock lk(m_mt); m_pendingFboDels.push_back(tex->m_fbo); } void execute() { std::unique_lock 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(); } }; void GLGraphicsBufferD::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* GLGraphicsBufferD::map(size_t sz) { if (m_mappedBuf) free(m_mappedBuf); m_mappedBuf = malloc(sz); m_mappedSize = sz; return m_mappedBuf; } void GLGraphicsBufferD::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 GLGraphicsBufferD::bindVertex() const {glBindBuffer(GL_ARRAY_BUFFER, m_bufs[m_q->m_drawBuf]);} void GLGraphicsBufferD::bindIndex() const {glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufs[m_q->m_drawBuf]);} void GLGraphicsBufferD::bindUniform(size_t idx) const {glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_bufs[m_q->m_drawBuf]);} IGraphicsBufferD* GLDataFactory::newDynamicBuffer(BufferUse use, size_t stride, size_t count) { GLCommandQueue* q = static_cast(m_parent->getCommandQueue()); GLGraphicsBufferD* retval = new GLGraphicsBufferD(q, use); static_cast(m_deferredData)->m_DBufs.emplace_back(retval); return retval; } GLTextureD::GLTextureD(GLCommandQueue* q, size_t width, size_t height, TextureFormat fmt) : m_q(q), m_width(width), m_height(height) { glGenTextures(3, 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_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, m_texs[2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); } GLTextureD::~GLTextureD() {glDeleteTextures(3, m_texs);} void GLTextureD::load(const void* data, size_t sz) { glBindTexture(GL_TEXTURE_2D, m_texs[m_q->m_fillBuf]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); } void* GLTextureD::map(size_t sz) { if (m_mappedBuf) free(m_mappedBuf); m_mappedBuf = malloc(sz); m_mappedSize = sz; return m_mappedBuf; } void GLTextureD::unmap() { glBindTexture(GL_TEXTURE_2D, m_texs[m_q->m_fillBuf]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_mappedBuf); free(m_mappedBuf); m_mappedBuf = nullptr; } void GLTextureD::bind(size_t idx) const { glActiveTexture(GL_TEXTURE0 + idx); glBindTexture(GL_TEXTURE_2D, m_texs[0]); } ITextureD* GLDataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt) { GLCommandQueue* q = static_cast(m_parent->getCommandQueue()); GLTextureD* retval = new GLTextureD(q, width, height, fmt); static_cast(m_deferredData)->m_DTexs.emplace_back(retval); return retval; } GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples) : m_q(q), m_width(width), m_height(height), m_samples(samples) { 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); } GLTextureR::~GLTextureR() {glDeleteTextures(2, m_texs); m_q->delFBO(this);} ITextureR* GLDataFactory::newRenderTexture(size_t width, size_t height, size_t samples) { GLCommandQueue* q = static_cast(m_parent->getCommandQueue()); GLTextureR* retval = new GLTextureR(q, width, height, samples); static_cast(m_deferredData)->m_RTexs.emplace_back(retval); return retval; } GLVertexFormat::GLVertexFormat(GLCommandQueue* q, size_t elementCount, const VertexElementDescriptor* elements) : m_q(q), m_elementCount(elementCount), m_elements(new VertexElementDescriptor[elementCount]) { for (size_t i=0 ; iaddVertexFormat(this); } GLVertexFormat::~GLVertexFormat() {m_q->delVertexFormat(this);} IVertexFormat* GLDataFactory::newVertexFormat (size_t elementCount, const VertexElementDescriptor* elements) { GLCommandQueue* q = static_cast(m_parent->getCommandQueue()); GLVertexFormat* retval = new struct GLVertexFormat(q, elementCount, elements); static_cast(m_deferredData)->m_VFmts.emplace_back(retval); return retval; } IGraphicsCommandQueue* _NewGLCommandQueue(IGraphicsContext* parent) { return new struct GLCommandQueue(parent); } }