mirror of https://github.com/AxioDL/boo.git
1493 lines
49 KiB
C++
1493 lines
49 KiB
C++
#include "boo/graphicsdev/GL.hpp"
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#include "boo/graphicsdev/glew.h"
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#include "boo/IGraphicsContext.hpp"
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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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#include <array>
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#include "logvisor/logvisor.hpp"
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#undef min
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#undef max
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namespace boo
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{
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static logvisor::Module Log("boo::GL");
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ThreadLocalPtr<struct GLData> GLDataFactory::m_deferredData;
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struct GLData : IGraphicsData
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{
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std::vector<std::unique_ptr<class GLShaderPipeline>> m_SPs;
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std::vector<std::unique_ptr<struct GLShaderDataBinding>> m_SBinds;
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std::vector<std::unique_ptr<class GLGraphicsBufferS>> m_SBufs;
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std::vector<std::unique_ptr<class GLGraphicsBufferD>> m_DBufs;
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std::vector<std::unique_ptr<class GLTextureS>> m_STexs;
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std::vector<std::unique_ptr<class GLTextureSA>> m_SATexs;
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std::vector<std::unique_ptr<class GLTextureD>> m_DTexs;
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std::vector<std::unique_ptr<class GLTextureR>> m_RTexs;
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std::vector<std::unique_ptr<struct GLVertexFormat>> m_VFmts;
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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 GLGraphicsBufferS : public IGraphicsBufferS
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{
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friend class GLDataFactory;
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friend struct GLCommandQueue;
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GLuint m_buf;
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GLenum m_target;
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GLGraphicsBufferS(BufferUse use, const void* data, size_t sz)
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{
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m_target = USE_TABLE[int(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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~GLGraphicsBufferS() {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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void bindUniformRange(size_t idx, GLintptr off, GLsizeiptr size) const
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{glBindBufferRange(GL_UNIFORM_BUFFER, idx, m_buf, off, size);}
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};
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class GLGraphicsBufferD : public IGraphicsBufferD
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{
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friend class GLDataFactory;
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friend struct GLCommandQueue;
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GLuint m_bufs[3];
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GLenum m_target;
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz = 0;
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int m_validMask = 0;
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GLGraphicsBufferD(BufferUse use, size_t sz)
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: m_target(USE_TABLE[int(use)]), m_cpuBuf(new uint8_t[sz]), m_cpuSz(sz)
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{
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glGenBuffers(3, m_bufs);
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for (int i=0 ; i<3 ; ++i)
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{
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glBindBuffer(m_target, m_bufs[i]);
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glBufferData(m_target, m_cpuSz, nullptr, GL_STREAM_DRAW);
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}
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}
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void update(int b);
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public:
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~GLGraphicsBufferD() {glDeleteBuffers(3, m_bufs);}
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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(int b);
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void bindIndex(int b);
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void bindUniform(size_t idx, int b);
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void bindUniformRange(size_t idx, GLintptr off, GLsizeiptr size, int b);
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};
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IGraphicsBufferS*
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GLDataFactory::Context::newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
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{
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GLGraphicsBufferS* retval = new GLGraphicsBufferS(use, data, stride * count);
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m_deferredData->m_SBufs.emplace_back(retval);
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return retval;
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}
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class GLTextureS : public ITextureS
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{
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friend class GLDataFactory;
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GLuint m_tex;
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GLTextureS(size_t width, size_t height, size_t mips,
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TextureFormat fmt, 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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (mips > 1)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mips-1);
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}
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else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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GLenum intFormat, format;
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int pxPitch;
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bool compressed = false;
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switch (fmt)
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{
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case TextureFormat::RGBA8:
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intFormat = GL_RGBA;
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format = GL_RGBA;
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pxPitch = 4;
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break;
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case TextureFormat::I8:
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intFormat = GL_R8;
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format = GL_RED;
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pxPitch = 1;
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break;
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case TextureFormat::DXT1:
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intFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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compressed = true;
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break;
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default:
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Log.report(logvisor::Fatal, "unsupported tex format");
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}
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if (compressed)
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{
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for (size_t i=0 ; i<mips ; ++i)
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{
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size_t dataSz = width * height / 2;
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glCompressedTexImage2D(GL_TEXTURE_2D, i, intFormat, width, height, 0, dataSz, dataIt);
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dataIt += dataSz;
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width /= 2;
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height /= 2;
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}
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}
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else
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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, intFormat, width, height, 0, format, GL_UNSIGNED_BYTE, dataIt);
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dataIt += width * height * pxPitch;
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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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~GLTextureS() {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 GLTextureSA : public ITextureSA
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{
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friend class GLDataFactory;
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GLuint m_tex;
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GLTextureSA(size_t width, size_t height, size_t layers,
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TextureFormat fmt, const void* data, size_t sz)
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{
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glGenTextures(1, &m_tex);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_tex);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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if (fmt == TextureFormat::RGBA8)
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, width, height, layers, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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else if (fmt == TextureFormat::I8)
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8, width, height, layers, 0, GL_RED, GL_UNSIGNED_BYTE, data);
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}
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public:
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~GLTextureSA() {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_ARRAY, m_tex);
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}
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};
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class GLTextureD : public ITextureD
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{
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friend class GLDataFactory;
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friend struct GLCommandQueue;
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GLuint m_texs[3];
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std::unique_ptr<uint8_t[]> m_cpuBuf;
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size_t m_cpuSz = 0;
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GLenum m_intFormat, m_format;
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size_t m_width = 0;
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size_t m_height = 0;
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int m_validMask = 0;
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GLTextureD(size_t width, size_t height, TextureFormat fmt);
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void update(int b);
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public:
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~GLTextureD();
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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 bind(size_t idx, int b);
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};
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class GLTextureR : public ITextureR
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{
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friend class GLDataFactory;
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friend struct GLCommandQueue;
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struct GLCommandQueue* m_q;
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GLuint m_texs[2] = {};
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GLuint m_bindTexs[2] = {};
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GLuint m_fbo = 0;
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size_t m_width = 0;
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size_t m_height = 0;
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size_t m_samples = 0;
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GLenum m_target;
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GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples,
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bool enableShaderColorBinding, bool enableShaderDepthBinding);
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public:
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~GLTextureR();
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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(m_target, m_bindTexs[0]);
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}
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void resize(size_t width, size_t height)
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{
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m_width = width;
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m_height = height;
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if (m_samples > 1)
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{
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_RGBA, width, height, GL_FALSE);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
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if (m_bindTexs[0])
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{
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_RGBA, width, height, GL_FALSE);
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}
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if (m_bindTexs[1])
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{
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1]);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
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}
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, m_texs[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glBindTexture(GL_TEXTURE_2D, m_texs[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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glDepthMask(GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (m_bindTexs[0])
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{
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glBindTexture(GL_TEXTURE_2D, m_bindTexs[0]);
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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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if (m_bindTexs[1])
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{
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glBindTexture(GL_TEXTURE_2D, m_bindTexs[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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}
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}
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}
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};
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ITextureS*
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GLDataFactory::Context::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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GLTextureS* retval = new GLTextureS(width, height, mips, fmt, data, sz);
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m_deferredData->m_STexs.emplace_back(retval);
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return retval;
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}
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ITextureSA*
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GLDataFactory::Context::newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
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const void *data, size_t sz)
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{
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GLTextureSA* retval = new GLTextureSA(width, height, layers, fmt, data, sz);
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m_deferredData->m_SATexs.emplace_back(retval);
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return retval;
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}
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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 GLCommandQueue;
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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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GLenum m_sfactor = GL_ONE;
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GLenum m_dfactor = GL_ZERO;
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GLenum m_drawPrim = GL_TRIANGLES;
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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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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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GLShaderPipeline() = default;
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public:
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operator bool() const {return m_prog != 0;}
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~GLShaderPipeline() {clearObjects();}
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GLShaderPipeline& operator=(const GLShaderPipeline&) = delete;
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GLShaderPipeline(const GLShaderPipeline&) = delete;
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GLShaderPipeline& operator=(GLShaderPipeline&& 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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m_sfactor = other.m_sfactor;
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m_dfactor = other.m_dfactor;
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m_depthTest = other.m_depthTest;
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m_depthWrite = other.m_depthWrite;
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m_backfaceCulling = other.m_backfaceCulling;
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m_uniLocs = std::move(other.m_uniLocs);
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m_drawPrim = other.m_drawPrim;
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return *this;
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}
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GLShaderPipeline(GLShaderPipeline&& other) {*this = std::move(other);}
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GLuint bind() const
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{
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glUseProgram(m_prog);
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if (m_dfactor != GL_ZERO)
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{
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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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glDisable(GL_BLEND);
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if (m_depthTest)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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glDepthMask(m_depthWrite);
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glDepthFunc(GL_LEQUAL);
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if (m_backfaceCulling)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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return m_prog;
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}
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};
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static const GLenum PRIMITIVE_TABLE[] =
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{
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP
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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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GL_SRC1_COLOR,
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GL_ONE_MINUS_SRC1_COLOR
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};
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IShaderPipeline* GLDataFactory::Context::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 uniformBlockCount, const char** uniformBlockNames,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling)
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{
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GLShaderPipeline shader;
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if (!shader.initObjects())
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{
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Log.report(logvisor::Error, "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[int(srcFac)];
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shader.m_dfactor = BLEND_FACTOR_TABLE[int(dstFac)];
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shader.m_depthTest = depthTest;
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shader.m_depthWrite = depthWrite;
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shader.m_backfaceCulling = backfaceCulling;
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shader.m_drawPrim = PRIMITIVE_TABLE[int(prim)];
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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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Log.report(logvisor::Error, "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;
|
|
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);
|
|
|
|
if (uniformBlockCount)
|
|
{
|
|
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::Warning, "unable to find uniform block '%s'", uniformBlockNames[i]);
|
|
shader.m_uniLocs.push_back(uniLoc);
|
|
}
|
|
}
|
|
|
|
if (texCount && texNames)
|
|
{
|
|
for (int i=0 ; i<texCount ; ++i)
|
|
{
|
|
GLint texLoc = glGetUniformLocation(shader.m_prog, texNames[i]);
|
|
if (texLoc < 0)
|
|
{ /* Log.report(logvisor::Warning, "unable to find sampler variable '%s'", texNames[i]); */ }
|
|
else
|
|
glUniform1i(texLoc, i);
|
|
}
|
|
}
|
|
|
|
GLShaderPipeline* retval = new GLShaderPipeline(std::move(shader));
|
|
m_deferredData->m_SPs.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
struct GLVertexFormat : IVertexFormat
|
|
{
|
|
GLCommandQueue* m_q;
|
|
GLuint m_vao[3] = {};
|
|
size_t m_elementCount;
|
|
std::unique_ptr<VertexElementDescriptor[]> m_elements;
|
|
GLVertexFormat(GLCommandQueue* q, size_t elementCount,
|
|
const VertexElementDescriptor* elements);
|
|
~GLVertexFormat();
|
|
void bind(int idx) const {glBindVertexArray(m_vao[idx]);}
|
|
};
|
|
|
|
struct GLShaderDataBinding : IShaderDataBinding
|
|
{
|
|
const GLShaderPipeline* m_pipeline;
|
|
const GLVertexFormat* m_vtxFormat;
|
|
size_t m_ubufCount;
|
|
std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
|
|
std::vector<std::pair<size_t,size_t>> m_ubufOffs;
|
|
size_t m_texCount;
|
|
std::unique_ptr<ITexture*[]> m_texs;
|
|
|
|
GLShaderDataBinding(IShaderPipeline* pipeline,
|
|
IVertexFormat* vtxFormat,
|
|
size_t ubufCount, IGraphicsBuffer** ubufs,
|
|
const size_t* ubufOffs, const size_t* ubufSizes,
|
|
size_t texCount, ITexture** texs)
|
|
: m_pipeline(static_cast<GLShaderPipeline*>(pipeline)),
|
|
m_vtxFormat(static_cast<GLVertexFormat*>(vtxFormat)),
|
|
m_ubufCount(ubufCount),
|
|
m_ubufs(new IGraphicsBuffer*[ubufCount]),
|
|
m_texCount(texCount),
|
|
m_texs(new ITexture*[texCount])
|
|
{
|
|
if (ubufOffs && ubufSizes)
|
|
{
|
|
m_ubufOffs.reserve(ubufCount);
|
|
for (size_t i=0 ; i<ubufCount ; ++i)
|
|
{
|
|
#ifndef NDEBUG
|
|
if (ubufOffs[i] % 256)
|
|
Log.report(logvisor::Fatal, "non-256-byte-aligned uniform-offset %d provided to newShaderDataBinding", int(i));
|
|
#endif
|
|
m_ubufOffs.emplace_back(ubufOffs[i], (ubufSizes[i] + 255) & ~255);
|
|
}
|
|
}
|
|
for (size_t i=0 ; i<ubufCount ; ++i)
|
|
{
|
|
#ifndef NDEBUG
|
|
if (!ubufs[i])
|
|
Log.report(logvisor::Fatal, "null uniform-buffer %d provided to newShaderDataBinding", int(i));
|
|
#endif
|
|
m_ubufs[i] = ubufs[i];
|
|
}
|
|
for (size_t i=0 ; i<texCount ; ++i)
|
|
m_texs[i] = texs[i];
|
|
}
|
|
void bind(int b) const
|
|
{
|
|
GLuint prog = m_pipeline->bind();
|
|
m_vtxFormat->bind(b);
|
|
if (m_ubufOffs.size())
|
|
{
|
|
for (size_t i=0 ; i<m_ubufCount && i<m_pipeline->m_uniLocs.size() ; ++i)
|
|
{
|
|
GLint loc = m_pipeline->m_uniLocs[i];
|
|
if (loc < 0)
|
|
continue;
|
|
IGraphicsBuffer* ubuf = m_ubufs[i];
|
|
const std::pair<size_t,size_t>& offset = m_ubufOffs[i];
|
|
if (ubuf->dynamic())
|
|
static_cast<GLGraphicsBufferD*>(ubuf)->bindUniformRange(i, offset.first, offset.second, b);
|
|
else
|
|
static_cast<GLGraphicsBufferS*>(ubuf)->bindUniformRange(i, offset.first, offset.second);
|
|
glUniformBlockBinding(prog, loc, i);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (size_t i=0 ; i<m_ubufCount && i<m_pipeline->m_uniLocs.size() ; ++i)
|
|
{
|
|
GLint loc = m_pipeline->m_uniLocs[i];
|
|
if (loc < 0)
|
|
continue;
|
|
IGraphicsBuffer* ubuf = m_ubufs[i];
|
|
if (ubuf->dynamic())
|
|
static_cast<GLGraphicsBufferD*>(ubuf)->bindUniform(i, b);
|
|
else
|
|
static_cast<GLGraphicsBufferS*>(ubuf)->bindUniform(i);
|
|
glUniformBlockBinding(prog, loc, i);
|
|
}
|
|
}
|
|
for (size_t i=0 ; i<m_texCount ; ++i)
|
|
{
|
|
ITexture* tex = m_texs[i];
|
|
if (tex)
|
|
{
|
|
switch (tex->type())
|
|
{
|
|
case TextureType::Dynamic:
|
|
static_cast<GLTextureD*>(tex)->bind(i, b);
|
|
break;
|
|
case TextureType::Static:
|
|
static_cast<GLTextureS*>(tex)->bind(i);
|
|
break;
|
|
case TextureType::StaticArray:
|
|
static_cast<GLTextureSA*>(tex)->bind(i);
|
|
break;
|
|
case TextureType::Render:
|
|
static_cast<GLTextureR*>(tex)->bind(i);
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
IShaderDataBinding*
|
|
GLDataFactory::Context::newShaderDataBinding(IShaderPipeline* pipeline,
|
|
IVertexFormat* vtxFormat,
|
|
IGraphicsBuffer*, IGraphicsBuffer*, IGraphicsBuffer*,
|
|
size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages,
|
|
const size_t* ubufOffs, const size_t* ubufSizes,
|
|
size_t texCount, ITexture** texs)
|
|
{
|
|
GLShaderDataBinding* retval =
|
|
new GLShaderDataBinding(pipeline, vtxFormat, ubufCount, ubufs, ubufOffs, ubufSizes, texCount, texs);
|
|
m_deferredData->m_SBinds.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
GLDataFactory::GLDataFactory(IGraphicsContext* parent, uint32_t drawSamples)
|
|
: m_parent(parent), m_drawSamples(drawSamples) {}
|
|
|
|
|
|
GraphicsDataToken GLDataFactory::commitTransaction(const FactoryCommitFunc& trans)
|
|
{
|
|
if (m_deferredData.get())
|
|
Log.report(logvisor::Fatal, "nested commitTransaction usage detected");
|
|
m_deferredData.reset(new GLData());
|
|
|
|
GLDataFactory::Context ctx(*this);
|
|
if (!trans(ctx))
|
|
{
|
|
delete m_deferredData.get();
|
|
m_deferredData.reset();
|
|
return GraphicsDataToken(this, nullptr);
|
|
}
|
|
|
|
std::unique_lock<std::mutex> lk(m_committedMutex);
|
|
GLData* retval = m_deferredData.get();
|
|
m_deferredData.reset();
|
|
m_committedData.insert(retval);
|
|
lk.unlock();
|
|
/* 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 GraphicsDataToken(this, retval);
|
|
}
|
|
|
|
void GLDataFactory::destroyData(IGraphicsData* d)
|
|
{
|
|
std::unique_lock<std::mutex> lk(m_committedMutex);
|
|
GLData* data = static_cast<GLData*>(d);
|
|
m_committedData.erase(data);
|
|
delete data;
|
|
}
|
|
|
|
void GLDataFactory::destroyAllData()
|
|
{
|
|
std::unique_lock<std::mutex> lk(m_committedMutex);
|
|
for (IGraphicsData* data : m_committedData)
|
|
delete static_cast<GLData*>(data);
|
|
m_committedData.clear();
|
|
}
|
|
|
|
static const GLint SEMANTIC_COUNT_TABLE[] =
|
|
{
|
|
0,
|
|
3,
|
|
4,
|
|
3,
|
|
4,
|
|
4,
|
|
4,
|
|
2,
|
|
4,
|
|
4,
|
|
4
|
|
};
|
|
|
|
static const size_t SEMANTIC_SIZE_TABLE[] =
|
|
{
|
|
0,
|
|
12,
|
|
16,
|
|
12,
|
|
16,
|
|
16,
|
|
4,
|
|
8,
|
|
16,
|
|
16,
|
|
16
|
|
};
|
|
|
|
static const GLenum SEMANTIC_TYPE_TABLE[] =
|
|
{
|
|
GL_INVALID_ENUM,
|
|
GL_FLOAT,
|
|
GL_FLOAT,
|
|
GL_FLOAT,
|
|
GL_FLOAT,
|
|
GL_FLOAT,
|
|
GL_UNSIGNED_BYTE,
|
|
GL_FLOAT,
|
|
GL_FLOAT,
|
|
GL_FLOAT,
|
|
GL_FLOAT
|
|
};
|
|
|
|
struct GLCommandQueue : IGraphicsCommandQueue
|
|
{
|
|
Platform platform() const {return IGraphicsDataFactory::Platform::OpenGL;}
|
|
const SystemChar* platformName() const {return _S("OpenGL");}
|
|
IGraphicsContext* m_parent = nullptr;
|
|
|
|
struct Command
|
|
{
|
|
enum class Op
|
|
{
|
|
SetShaderDataBinding,
|
|
SetRenderTarget,
|
|
SetViewport,
|
|
SetScissor,
|
|
SetClearColor,
|
|
ClearTarget,
|
|
Draw,
|
|
DrawIndexed,
|
|
DrawInstances,
|
|
DrawInstancesIndexed,
|
|
ResolveBindTexture,
|
|
Present
|
|
} m_op;
|
|
union
|
|
{
|
|
const IShaderDataBinding* binding;
|
|
const ITextureR* target;
|
|
const ITextureR* source;
|
|
struct
|
|
{
|
|
SWindowRect rect;
|
|
float znear, zfar;
|
|
} viewport;
|
|
float rgba[4];
|
|
GLbitfield flags;
|
|
struct
|
|
{
|
|
size_t start;
|
|
size_t count;
|
|
size_t instCount;
|
|
};
|
|
};
|
|
const ITextureR* resolveTex;
|
|
bool resolveColor : 1;
|
|
bool resolveDepth : 1;
|
|
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::mutex m_mt;
|
|
std::condition_variable m_cv;
|
|
std::mutex m_initmt;
|
|
std::condition_variable m_initcv;
|
|
std::unique_lock<std::mutex> m_initlk;
|
|
std::thread m_thr;
|
|
|
|
struct RenderTextureResize
|
|
{
|
|
GLTextureR* tex;
|
|
size_t width;
|
|
size_t height;
|
|
};
|
|
|
|
/* These members are locked for multithreaded access */
|
|
std::vector<RenderTextureResize> m_pendingResizes;
|
|
std::vector<std::function<void(void)>> m_pendingPosts1;
|
|
std::vector<std::function<void(void)>> m_pendingPosts2;
|
|
std::vector<GLVertexFormat*> m_pendingFmtAdds;
|
|
std::vector<std::array<GLuint, 3>> m_pendingFmtDels;
|
|
std::vector<GLTextureR*> m_pendingFboAdds;
|
|
std::vector<GLuint> m_pendingFboDels;
|
|
|
|
static void ConfigureVertexFormat(GLVertexFormat* fmt)
|
|
{
|
|
glGenVertexArrays(3, fmt->m_vao);
|
|
|
|
size_t stride = 0;
|
|
size_t instStride = 0;
|
|
for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
|
|
{
|
|
const VertexElementDescriptor* desc = &fmt->m_elements[i];
|
|
if ((desc->semantic & VertexSemantic::Instanced) != VertexSemantic::None)
|
|
instStride += SEMANTIC_SIZE_TABLE[int(desc->semantic & VertexSemantic::SemanticMask)];
|
|
else
|
|
stride += SEMANTIC_SIZE_TABLE[int(desc->semantic & VertexSemantic::SemanticMask)];
|
|
}
|
|
|
|
for (int b=0 ; b<3 ; ++b)
|
|
{
|
|
size_t offset = 0;
|
|
size_t instOffset = 0;
|
|
glBindVertexArray(fmt->m_vao[b]);
|
|
IGraphicsBuffer* lastVBO = nullptr;
|
|
IGraphicsBuffer* lastEBO = nullptr;
|
|
for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
|
|
{
|
|
const VertexElementDescriptor* desc = &fmt->m_elements[i];
|
|
if (desc->vertBuffer != lastVBO)
|
|
{
|
|
lastVBO = desc->vertBuffer;
|
|
if (lastVBO->dynamic())
|
|
static_cast<GLGraphicsBufferD*>(lastVBO)->bindVertex(b);
|
|
else
|
|
static_cast<GLGraphicsBufferS*>(lastVBO)->bindVertex();
|
|
}
|
|
if (desc->indexBuffer != lastEBO)
|
|
{
|
|
lastEBO = desc->indexBuffer;
|
|
if (lastEBO->dynamic())
|
|
static_cast<GLGraphicsBufferD*>(lastEBO)->bindIndex(b);
|
|
else
|
|
static_cast<GLGraphicsBufferS*>(lastEBO)->bindIndex();
|
|
}
|
|
glEnableVertexAttribArray(i);
|
|
int maskedSem = int(desc->semantic & VertexSemantic::SemanticMask);
|
|
if ((desc->semantic & VertexSemantic::Instanced) != VertexSemantic::None)
|
|
{
|
|
glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[maskedSem],
|
|
SEMANTIC_TYPE_TABLE[maskedSem], GL_TRUE, instStride, (void*)instOffset);
|
|
glVertexAttribDivisor(i, 1);
|
|
instOffset += SEMANTIC_SIZE_TABLE[maskedSem];
|
|
}
|
|
else
|
|
{
|
|
glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[maskedSem],
|
|
SEMANTIC_TYPE_TABLE[maskedSem], GL_TRUE, stride, (void*)offset);
|
|
offset += SEMANTIC_SIZE_TABLE[maskedSem];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ConfigureFBO(GLTextureR* tex)
|
|
{
|
|
glGenFramebuffers(1, &tex->m_fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, tex->m_fbo);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->m_texs[0], 0);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex->m_texs[1], 0);
|
|
}
|
|
|
|
static void RenderingWorker(GLCommandQueue* self)
|
|
{
|
|
{
|
|
std::unique_lock<std::mutex> lk(self->m_initmt);
|
|
self->m_parent->makeCurrent();
|
|
if (glewInit() != GLEW_OK)
|
|
Log.report(logvisor::Fatal, "unable to init glew");
|
|
const GLubyte* version = glGetString(GL_VERSION);
|
|
Log.report(logvisor::Info, "OpenGL Version: %s", version);
|
|
self->m_parent->postInit();
|
|
}
|
|
self->m_initcv.notify_one();
|
|
while (self->m_running)
|
|
{
|
|
std::vector<std::function<void(void)>> posts;
|
|
{
|
|
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;
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
if (self->m_pendingFboAdds.size())
|
|
{
|
|
for (GLTextureR* tex : self->m_pendingFboAdds)
|
|
ConfigureFBO(tex);
|
|
self->m_pendingFboAdds.clear();
|
|
}
|
|
|
|
if (self->m_pendingResizes.size())
|
|
{
|
|
for (const RenderTextureResize& resize : self->m_pendingResizes)
|
|
resize.tex->resize(resize.width, resize.height);
|
|
self->m_pendingResizes.clear();
|
|
}
|
|
|
|
if (self->m_pendingFmtAdds.size())
|
|
{
|
|
for (GLVertexFormat* fmt : self->m_pendingFmtAdds)
|
|
if (fmt) ConfigureVertexFormat(fmt);
|
|
self->m_pendingFmtAdds.clear();
|
|
}
|
|
|
|
if (self->m_pendingFmtDels.size())
|
|
{
|
|
for (const auto& fmt : self->m_pendingFmtDels)
|
|
glDeleteVertexArrays(3, fmt.data());
|
|
self->m_pendingFmtDels.clear();
|
|
}
|
|
|
|
if (self->m_pendingFboDels.size())
|
|
{
|
|
for (GLuint fbo : self->m_pendingFboDels)
|
|
glDeleteFramebuffers(1, &fbo);
|
|
self->m_pendingFboDels.clear();
|
|
}
|
|
|
|
if (self->m_pendingPosts2.size())
|
|
posts.swap(self->m_pendingPosts2);
|
|
}
|
|
std::vector<Command>& cmds = self->m_cmdBufs[self->m_drawBuf];
|
|
GLenum currentPrim = GL_TRIANGLES;
|
|
for (const Command& cmd : cmds)
|
|
{
|
|
switch (cmd.m_op)
|
|
{
|
|
case Command::Op::SetShaderDataBinding:
|
|
{
|
|
const GLShaderDataBinding* binding = static_cast<const GLShaderDataBinding*>(cmd.binding);
|
|
binding->bind(self->m_drawBuf);
|
|
currentPrim = binding->m_pipeline->m_drawPrim;
|
|
break;
|
|
}
|
|
case Command::Op::SetRenderTarget:
|
|
{
|
|
const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.target);
|
|
if (!tex)
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
else
|
|
glBindFramebuffer(GL_FRAMEBUFFER, tex->m_fbo);
|
|
break;
|
|
}
|
|
case Command::Op::SetViewport:
|
|
glViewport(cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
|
|
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
|
|
glDepthRange(cmd.viewport.znear, cmd.viewport.zfar);
|
|
break;
|
|
case Command::Op::SetScissor:
|
|
if (cmd.viewport.rect.size[0] == 0 && cmd.viewport.rect.size[1] == 0)
|
|
glDisable(GL_SCISSOR_TEST);
|
|
else
|
|
{
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
|
|
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
|
|
}
|
|
break;
|
|
case Command::Op::SetClearColor:
|
|
glClearColor(cmd.rgba[0], cmd.rgba[1], cmd.rgba[2], cmd.rgba[3]);
|
|
break;
|
|
case Command::Op::ClearTarget:
|
|
if (cmd.flags & GL_DEPTH_BUFFER_BIT)
|
|
glDepthMask(GL_TRUE);
|
|
glClear(cmd.flags);
|
|
break;
|
|
case Command::Op::Draw:
|
|
glDrawArrays(currentPrim, cmd.start, cmd.count);
|
|
break;
|
|
case Command::Op::DrawIndexed:
|
|
glDrawElements(currentPrim, cmd.count, GL_UNSIGNED_INT,
|
|
reinterpret_cast<void*>(cmd.start * 4));
|
|
break;
|
|
case Command::Op::DrawInstances:
|
|
glDrawArraysInstanced(currentPrim, cmd.start, cmd.count, cmd.instCount);
|
|
break;
|
|
case Command::Op::DrawInstancesIndexed:
|
|
glDrawElementsInstanced(currentPrim, cmd.count, GL_UNSIGNED_INT,
|
|
reinterpret_cast<void*>(cmd.start * 4), cmd.instCount);
|
|
break;
|
|
case Command::Op::ResolveBindTexture:
|
|
{
|
|
const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.resolveTex);
|
|
GLenum target = (tex->m_samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo);
|
|
glActiveTexture(GL_TEXTURE9);
|
|
if (cmd.resolveColor && tex->m_bindTexs[0])
|
|
{
|
|
glBindTexture(target, tex->m_bindTexs[0]);
|
|
glCopyTexSubImage2D(target, 0, cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
|
|
cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
|
|
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
|
|
}
|
|
if (cmd.resolveDepth && tex->m_bindTexs[1])
|
|
{
|
|
glBindTexture(target, tex->m_bindTexs[1]);
|
|
glCopyTexSubImage2D(target, 0, cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
|
|
cmd.viewport.rect.location[0], cmd.viewport.rect.location[1],
|
|
cmd.viewport.rect.size[0], cmd.viewport.rect.size[1]);
|
|
}
|
|
break;
|
|
}
|
|
case Command::Op::Present:
|
|
{
|
|
const GLTextureR* tex = static_cast<const GLTextureR*>(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();
|
|
for (auto& p : posts)
|
|
p();
|
|
}
|
|
}
|
|
|
|
GLCommandQueue(IGraphicsContext* parent)
|
|
: m_parent(parent),
|
|
m_initlk(m_initmt),
|
|
m_thr(RenderingWorker, this)
|
|
{
|
|
m_initcv.wait(m_initlk);
|
|
m_initlk.unlock();
|
|
}
|
|
|
|
void stopRenderer()
|
|
{
|
|
m_running = false;
|
|
m_cv.notify_one();
|
|
m_thr.join();
|
|
}
|
|
|
|
~GLCommandQueue()
|
|
{
|
|
if (m_running) stopRenderer();
|
|
}
|
|
|
|
void setShaderDataBinding(IShaderDataBinding* binding)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetShaderDataBinding);
|
|
cmds.back().binding = binding;
|
|
}
|
|
|
|
void setRenderTarget(ITextureR* target)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetRenderTarget);
|
|
cmds.back().target = target;
|
|
}
|
|
|
|
void setViewport(const SWindowRect& rect, float znear, float zfar)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetViewport);
|
|
cmds.back().viewport.rect = rect;
|
|
cmds.back().viewport.znear = znear;
|
|
cmds.back().viewport.zfar = zfar;
|
|
}
|
|
|
|
void setScissor(const SWindowRect& rect)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetScissor);
|
|
cmds.back().viewport.rect = rect;
|
|
}
|
|
|
|
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
|
|
{
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
GLTextureR* texgl = static_cast<GLTextureR*>(tex);
|
|
m_pendingResizes.push_back({texgl, width, height});
|
|
}
|
|
|
|
void schedulePostFrameHandler(std::function<void(void)>&& func)
|
|
{
|
|
m_pendingPosts1.push_back(std::move(func));
|
|
}
|
|
|
|
void setClearColor(const float rgba[4])
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetClearColor);
|
|
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::Op::ClearTarget);
|
|
cmds.back().flags = 0;
|
|
if (render)
|
|
cmds.back().flags |= GL_COLOR_BUFFER_BIT;
|
|
if (depth)
|
|
cmds.back().flags |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
void draw(size_t start, size_t count)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::Draw);
|
|
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::Op::DrawIndexed);
|
|
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::Op::DrawInstances);
|
|
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::Op::DrawInstancesIndexed);
|
|
cmds.back().start = start;
|
|
cmds.back().count = count;
|
|
cmds.back().instCount = instCount;
|
|
}
|
|
|
|
void resolveBindTexture(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, bool color, bool depth)
|
|
{
|
|
GLTextureR* tex = static_cast<GLTextureR*>(texture);
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::ResolveBindTexture);
|
|
cmds.back().resolveTex = texture;
|
|
cmds.back().resolveColor = color;
|
|
cmds.back().resolveDepth = depth;
|
|
SWindowRect intersectRect = rect.intersect(SWindowRect(0, 0, tex->m_width, tex->m_height));
|
|
SWindowRect& targetRect = cmds.back().viewport.rect;
|
|
targetRect.location[0] = intersectRect.location[0];
|
|
if (tlOrigin)
|
|
targetRect.location[1] = tex->m_height - intersectRect.location[1] - intersectRect.size[1];
|
|
else
|
|
targetRect.location[1] = intersectRect.location[1];
|
|
targetRect.size[0] = intersectRect.size[0];
|
|
targetRect.size[1] = intersectRect.size[1];
|
|
}
|
|
|
|
void resolveDisplay(ITextureR* source)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::Present);
|
|
cmds.back().source = source;
|
|
}
|
|
|
|
void addVertexFormat(GLVertexFormat* fmt)
|
|
{
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_pendingFmtAdds.push_back(fmt);
|
|
}
|
|
|
|
void delVertexFormat(GLVertexFormat* fmt)
|
|
{
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
bool foundAdd = false;
|
|
for (GLVertexFormat*& afmt : m_pendingFmtAdds)
|
|
if (afmt == fmt)
|
|
{
|
|
foundAdd = true;
|
|
afmt = nullptr;
|
|
break;
|
|
}
|
|
if (!foundAdd)
|
|
m_pendingFmtDels.push_back({fmt->m_vao[0], fmt->m_vao[1], fmt->m_vao[2]});
|
|
}
|
|
|
|
void addFBO(GLTextureR* tex)
|
|
{
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_pendingFboAdds.push_back(tex);
|
|
}
|
|
|
|
void delFBO(GLTextureR* 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);
|
|
m_completeBuf = m_fillBuf;
|
|
for (size_t i=0 ; i<3 ; ++i)
|
|
{
|
|
if (i == m_completeBuf || i == m_drawBuf)
|
|
continue;
|
|
m_fillBuf = i;
|
|
break;
|
|
}
|
|
|
|
/* Update dynamic data here */
|
|
GLDataFactory* gfxF = static_cast<GLDataFactory*>(m_parent->getDataFactory());
|
|
std::unique_lock<std::mutex> datalk(gfxF->m_committedMutex);
|
|
for (GLData* d : gfxF->m_committedData)
|
|
{
|
|
for (std::unique_ptr<GLGraphicsBufferD>& b : d->m_DBufs)
|
|
b->update(m_completeBuf);
|
|
for (std::unique_ptr<GLTextureD>& t : d->m_DTexs)
|
|
t->update(m_completeBuf);
|
|
}
|
|
datalk.unlock();
|
|
glFlush();
|
|
|
|
for (auto& p : m_pendingPosts1)
|
|
m_pendingPosts2.push_back(std::move(p));
|
|
m_pendingPosts1.clear();
|
|
|
|
lk.unlock();
|
|
m_cv.notify_one();
|
|
m_cmdBufs[m_fillBuf].clear();
|
|
}
|
|
};
|
|
|
|
void GLGraphicsBufferD::update(int b)
|
|
{
|
|
int slot = 1 << b;
|
|
if ((slot & m_validMask) == 0)
|
|
{
|
|
glBindBuffer(m_target, m_bufs[b]);
|
|
glBufferSubData(m_target, 0, m_cpuSz, m_cpuBuf.get());
|
|
m_validMask |= slot;
|
|
}
|
|
}
|
|
|
|
void GLGraphicsBufferD::load(const void* data, size_t sz)
|
|
{
|
|
size_t bufSz = std::min(sz, m_cpuSz);
|
|
memcpy(m_cpuBuf.get(), data, bufSz);
|
|
m_validMask = 0;
|
|
}
|
|
void* GLGraphicsBufferD::map(size_t sz)
|
|
{
|
|
if (sz < m_cpuSz)
|
|
return nullptr;
|
|
return m_cpuBuf.get();
|
|
}
|
|
void GLGraphicsBufferD::unmap()
|
|
{
|
|
m_validMask = 0;
|
|
}
|
|
void GLGraphicsBufferD::bindVertex(int b)
|
|
{glBindBuffer(GL_ARRAY_BUFFER, m_bufs[b]);}
|
|
void GLGraphicsBufferD::bindIndex(int b)
|
|
{glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufs[b]);}
|
|
void GLGraphicsBufferD::bindUniform(size_t idx, int b)
|
|
{glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_bufs[b]);}
|
|
void GLGraphicsBufferD::bindUniformRange(size_t idx, GLintptr off, GLsizeiptr size, int b)
|
|
{glBindBufferRange(GL_UNIFORM_BUFFER, idx, m_bufs[b], off, size);}
|
|
|
|
IGraphicsBufferD*
|
|
GLDataFactory::Context::newDynamicBuffer(BufferUse use, size_t stride, size_t count)
|
|
{
|
|
GLGraphicsBufferD* retval = new GLGraphicsBufferD(use, stride * count);
|
|
m_deferredData->m_DBufs.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
GLTextureD::GLTextureD(size_t width, size_t height, TextureFormat fmt)
|
|
: m_width(width), m_height(height)
|
|
{
|
|
int pxPitch = 4;
|
|
switch (fmt)
|
|
{
|
|
case TextureFormat::RGBA8:
|
|
m_intFormat = GL_RGBA;
|
|
m_format = GL_RGBA;
|
|
pxPitch = 4;
|
|
break;
|
|
case TextureFormat::I8:
|
|
m_intFormat = GL_R8;
|
|
m_format = GL_RED;
|
|
pxPitch = 1;
|
|
break;
|
|
default:
|
|
Log.report(logvisor::Fatal, "unsupported tex format");
|
|
}
|
|
m_cpuSz = width * height * pxPitch;
|
|
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
|
|
|
|
glGenTextures(3, m_texs);
|
|
for (int i=0 ; i<3 ; ++i)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[i]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, m_intFormat, width, height, 0, m_format, GL_UNSIGNED_BYTE, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
GLTextureD::~GLTextureD() {glDeleteTextures(3, m_texs);}
|
|
|
|
void GLTextureD::update(int b)
|
|
{
|
|
int slot = 1 << b;
|
|
if ((slot & m_validMask) == 0)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[b]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, m_intFormat, m_width, m_height, 0, m_format, GL_UNSIGNED_BYTE, m_cpuBuf.get());
|
|
m_validMask |= slot;
|
|
}
|
|
}
|
|
|
|
void GLTextureD::load(const void* data, size_t sz)
|
|
{
|
|
size_t bufSz = std::min(sz, m_cpuSz);
|
|
memcpy(m_cpuBuf.get(), data, bufSz);
|
|
m_validMask = 0;
|
|
}
|
|
void* GLTextureD::map(size_t sz)
|
|
{
|
|
if (sz > m_cpuSz)
|
|
return nullptr;
|
|
return m_cpuBuf.get();
|
|
}
|
|
void GLTextureD::unmap()
|
|
{
|
|
m_validMask = 0;
|
|
}
|
|
|
|
void GLTextureD::bind(size_t idx, int b)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + idx);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[b]);
|
|
}
|
|
|
|
ITextureD*
|
|
GLDataFactory::Context::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
|
|
{
|
|
GLTextureD* retval = new GLTextureD(width, height, fmt);
|
|
m_deferredData->m_DTexs.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples,
|
|
bool enableShaderColorBinding, bool enableShaderDepthBinding)
|
|
: m_q(q), m_width(width), m_height(height), m_samples(samples)
|
|
{
|
|
glGenTextures(2, m_texs);
|
|
if (enableShaderColorBinding)
|
|
glGenTextures(1, &m_bindTexs[0]);
|
|
if (enableShaderDepthBinding)
|
|
glGenTextures(1, &m_bindTexs[1]);
|
|
if (samples > 1)
|
|
{
|
|
m_target = GL_TEXTURE_2D_MULTISAMPLE;
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA, width, height, GL_FALSE);
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
|
|
|
|
if (enableShaderColorBinding)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[0]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_RGBA, width, height, GL_FALSE);
|
|
}
|
|
if (enableShaderDepthBinding)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_bindTexs[1]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT24, width, height, GL_FALSE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_target = GL_TEXTURE_2D;
|
|
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);
|
|
|
|
if (enableShaderColorBinding)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
if (enableShaderDepthBinding)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
m_q->addFBO(this);
|
|
}
|
|
GLTextureR::~GLTextureR()
|
|
{
|
|
glDeleteTextures(2, m_texs);
|
|
glDeleteTextures(2, m_bindTexs);
|
|
m_q->delFBO(this);
|
|
}
|
|
|
|
ITextureR*
|
|
GLDataFactory::Context::newRenderTexture(size_t width, size_t height,
|
|
bool enableShaderColorBinding, bool enableShaderDepthBinding)
|
|
{
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(m_parent.m_parent->getCommandQueue());
|
|
GLTextureR* retval = new GLTextureR(q, width, height, m_parent.m_drawSamples,
|
|
enableShaderColorBinding, enableShaderDepthBinding);
|
|
q->resizeRenderTexture(retval, width, height);
|
|
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 ; i<elementCount ; ++i)
|
|
m_elements[i] = elements[i];
|
|
m_q->addVertexFormat(this);
|
|
}
|
|
GLVertexFormat::~GLVertexFormat() {m_q->delVertexFormat(this);}
|
|
|
|
IVertexFormat* GLDataFactory::Context::newVertexFormat
|
|
(size_t elementCount, const VertexElementDescriptor* elements)
|
|
{
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(m_parent.m_parent->getCommandQueue());
|
|
GLVertexFormat* retval = new struct GLVertexFormat(q, elementCount, elements);
|
|
m_deferredData->m_VFmts.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
IGraphicsCommandQueue* _NewGLCommandQueue(IGraphicsContext* parent)
|
|
{
|
|
return new struct GLCommandQueue(parent);
|
|
}
|
|
|
|
}
|