mirror of https://github.com/AxioDL/boo.git
1991 lines
75 KiB
C++
1991 lines
75 KiB
C++
#include "boo/graphicsdev/GL.hpp"
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#include "boo/graphicsdev/glew.h"
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#include "boo/IApplication.hpp"
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#include "Common.hpp"
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#include <thread>
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#include <condition_variable>
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#include <array>
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#include <unordered_map>
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#include <unordered_set>
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#include "xxhash/xxhash.h"
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#include "glslang/Public/ShaderLang.h"
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#include "glslang/Include/Types.h"
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#include "StandAlone/ResourceLimits.h"
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#if _WIN32
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#include "../win/WinCommon.hpp"
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#endif
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#include "logvisor/logvisor.hpp"
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#undef min
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#undef max
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static const char* GammaVS = "#version 330\n" BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 uvIn;\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.uv = uvIn.xy;\n"
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" gl_Position = posIn;\n"
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"}\n";
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static const char* GammaFS = "#version 330\n" BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D screenTex;\n"
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"TBINDING1 uniform sampler2D gammaLUT;\n"
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"void main()\n"
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"{\n"
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" ivec4 tex = ivec4(texture(screenTex, vtf.uv) * 65535.0);\n"
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" for (int i=0 ; i<3 ; ++i)\n"
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" colorOut[i] = texelFetch(gammaLUT, ivec2(tex[i] % 256, tex[i] / 256), 0).r;\n"
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"}\n";
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namespace boo {
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static logvisor::Module Log("boo::GL");
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class GLDataFactoryImpl;
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struct GLCommandQueue;
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class GLDataFactoryImpl final : public GLDataFactory, public GraphicsDataFactoryHead {
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friend struct GLCommandQueue;
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friend class GLDataFactory::Context;
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IGraphicsContext* m_parent;
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GLContext* m_glCtx;
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bool m_hasTessellation = false;
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uint32_t m_maxPatchSize = 0;
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float m_gamma = 1.f;
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ObjToken<IShaderPipeline> m_gammaShader;
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ObjToken<ITextureD> m_gammaLUT;
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ObjToken<IGraphicsBufferS> m_gammaVBO;
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ObjToken<IShaderDataBinding> m_gammaBinding;
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void SetupGammaResources() {
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/* Good enough place for this */
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if (!glslang::InitializeProcess())
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Log.report(logvisor::Error, fmt("unable to initialize glslang"));
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if (GLEW_ARB_tessellation_shader) {
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m_hasTessellation = true;
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GLint maxPVerts = 0;
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glGetIntegerv(GL_MAX_PATCH_VERTICES, &maxPVerts);
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m_maxPatchSize = uint32_t(maxPVerts);
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}
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
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auto vertex = ctx.newShaderStage((uint8_t*)GammaVS, 0, PipelineStage::Vertex);
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auto fragment = ctx.newShaderStage((uint8_t*)GammaFS, 0, PipelineStage::Fragment);
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AdditionalPipelineInfo info = {
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BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None};
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const VertexElementDescriptor vfmt[] = {{VertexSemantic::Position4}, {VertexSemantic::UV4}};
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m_gammaShader = ctx.newShaderPipeline(vertex, fragment, vfmt, info);
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m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
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const struct Vert {
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float pos[4];
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float uv[4];
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} verts[4] = {{{-1.f, -1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
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{{1.f, -1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
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{{-1.f, 1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
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{{1.f, 1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}};
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m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
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ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
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m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVBO.get(), {}, {}, 0, nullptr, nullptr, 2, texs,
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nullptr, nullptr);
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return true;
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} BooTrace);
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}
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void DestroyGammaResources() {
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m_gammaBinding.reset();
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m_gammaVBO.reset();
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m_gammaLUT.reset();
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m_gammaShader.reset();
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}
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public:
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GLDataFactoryImpl(IGraphicsContext* parent, GLContext* glCtx) : m_parent(parent), m_glCtx(glCtx) {}
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Platform platform() const override { return Platform::OpenGL; }
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const SystemChar* platformName() const override { return _SYS_STR("OpenGL"); }
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void commitTransaction(const FactoryCommitFunc& trans __BooTraceArgs) override;
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ObjToken<IGraphicsBufferD> newPoolBuffer(BufferUse use, size_t stride, size_t count __BooTraceArgs) override;
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void setDisplayGamma(float gamma) override {
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m_gamma = gamma;
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if (gamma != 1.f)
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UpdateGammaLUT(m_gammaLUT.get(), gamma);
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}
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bool isTessellationSupported(uint32_t& maxPatchSizeOut) override {
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maxPatchSizeOut = m_maxPatchSize;
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return m_hasTessellation;
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}
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void waitUntilShadersReady() override {}
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bool areShadersReady() override { return true; }
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};
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static const GLenum USE_TABLE[] = {GL_INVALID_ENUM, GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_UNIFORM_BUFFER};
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class GLGraphicsBufferS : public GraphicsDataNode<IGraphicsBufferS> {
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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(const ObjToken<BaseGraphicsData>& parent, BufferUse use, const void* data, size_t sz)
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: GraphicsDataNode<IGraphicsBufferS>(parent) {
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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() override { glDeleteBuffers(1, &m_buf); }
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void bindVertex() const { glBindBuffer(GL_ARRAY_BUFFER, m_buf); }
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void bindIndex() const { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buf); }
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void bindUniform(size_t idx) const { 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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};
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template <class DataCls>
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class GLGraphicsBufferD : public GraphicsDataNode<IGraphicsBufferD, DataCls> {
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friend class GLDataFactory;
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friend class GLDataFactoryImpl;
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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(const ObjToken<DataCls>& parent, BufferUse use, size_t sz)
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: GraphicsDataNode<IGraphicsBufferD, DataCls>(parent)
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, m_target(USE_TABLE[int(use)])
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, m_cpuBuf(new uint8_t[sz])
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, m_cpuSz(sz) {
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glGenBuffers(3, m_bufs);
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for (int i = 0; i < 3; ++i) {
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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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public:
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~GLGraphicsBufferD() override { glDeleteBuffers(3, m_bufs); }
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void update(int b) {
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int slot = 1 << b;
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if ((slot & m_validMask) == 0) {
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glBindBuffer(m_target, m_bufs[b]);
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glBufferSubData(m_target, 0, m_cpuSz, m_cpuBuf.get());
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m_validMask |= slot;
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}
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}
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void load(const void* data, size_t sz) override {
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size_t bufSz = std::min(sz, m_cpuSz);
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memcpy(m_cpuBuf.get(), data, bufSz);
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m_validMask = 0;
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}
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void* map(size_t sz) override {
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if (sz > m_cpuSz)
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return nullptr;
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return m_cpuBuf.get();
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}
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void unmap() override { m_validMask = 0; }
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void bindVertex(int b) { glBindBuffer(GL_ARRAY_BUFFER, m_bufs[b]); }
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void bindIndex(int b) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufs[b]); }
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void bindUniform(size_t idx, int b) { glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_bufs[b]); }
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void bindUniformRange(size_t idx, GLintptr off, GLsizeiptr size, int b) {
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glBindBufferRange(GL_UNIFORM_BUFFER, idx, m_bufs[b], off, size);
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}
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};
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ObjToken<IGraphicsBufferS> GLDataFactory::Context::newStaticBuffer(BufferUse use, const void* data, size_t stride,
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size_t count) {
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BOO_MSAN_NO_INTERCEPT
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return {new GLGraphicsBufferS(m_data, use, data, stride * count)};
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}
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static void SetClampMode(GLenum target, TextureClampMode clampMode) {
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switch (clampMode) {
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case TextureClampMode::Repeat: {
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
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break;
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}
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case TextureClampMode::ClampToWhite: {
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
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GLfloat color[] = {1.f, 1.f, 1.f, 1.f};
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glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, color);
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break;
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}
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case TextureClampMode::ClampToBlack: {
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
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GLfloat color[] = {0.f, 0.f, 0.f, 1.f};
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glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, color);
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break;
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}
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case TextureClampMode::ClampToEdge: {
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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break;
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}
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case TextureClampMode::ClampToEdgeNearest: {
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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break;
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}
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default:
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break;
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}
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}
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class GLTextureS : public GraphicsDataNode<ITextureS> {
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friend class GLDataFactory;
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GLuint m_tex;
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TextureClampMode m_clampMode = TextureClampMode::Invalid;
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GLTextureS(const ObjToken<BaseGraphicsData>& parent, size_t width, size_t height, size_t mips, TextureFormat fmt,
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TextureClampMode clampMode, GLint aniso, const void* data, size_t sz)
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: GraphicsDataNode<ITextureS>(parent) {
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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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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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} else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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if (GLEW_EXT_texture_filter_anisotropic)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
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SetClampMode(GL_TEXTURE_2D, clampMode);
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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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case TextureFormat::RGBA8:
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intFormat = GL_RGBA8;
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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::I16:
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intFormat = GL_R16;
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format = GL_RED;
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pxPitch = 2;
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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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pxPitch = 2;
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break;
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case TextureFormat::DXT3:
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intFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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compressed = true;
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pxPitch = 1;
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break;
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default:
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Log.report(logvisor::Fatal, fmt("unsupported tex format"));
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}
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if (compressed) {
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for (size_t i = 0; i < mips; ++i) {
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size_t dataSz = width * height / pxPitch;
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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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if (width > 1)
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width /= 2;
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if (height > 1)
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height /= 2;
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}
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} else {
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GLenum compType = intFormat == GL_R16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
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for (size_t i = 0; i < mips; ++i) {
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glTexImage2D(GL_TEXTURE_2D, i, intFormat, width, height, 0, format, compType, dataIt);
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dataIt += width * height * pxPitch;
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if (width > 1)
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width /= 2;
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if (height > 1)
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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() override { glDeleteTextures(1, &m_tex); }
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void setClampMode(TextureClampMode mode) override {
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if (m_clampMode == mode)
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return;
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m_clampMode = mode;
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glBindTexture(GL_TEXTURE_2D, m_tex);
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SetClampMode(GL_TEXTURE_2D, mode);
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}
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void bind(size_t idx) const {
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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 GraphicsDataNode<ITextureSA> {
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friend class GLDataFactory;
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GLuint m_tex;
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TextureClampMode m_clampMode = TextureClampMode::Invalid;
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GLTextureSA(const ObjToken<BaseGraphicsData>& parent, size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, TextureClampMode clampMode, GLint aniso, const void* data, size_t sz)
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: GraphicsDataNode<ITextureSA>(parent) {
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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_ARRAY, m_tex);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (mips > 1) {
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mips - 1);
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} else
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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if (GLEW_EXT_texture_filter_anisotropic)
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
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SetClampMode(GL_TEXTURE_2D_ARRAY, clampMode);
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GLenum intFormat = 0, format = 0;
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int pxPitch = 0;
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switch (fmt) {
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case TextureFormat::RGBA8:
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intFormat = GL_RGBA8;
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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::I16:
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intFormat = GL_R16;
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format = GL_RED;
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pxPitch = 2;
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break;
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default:
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Log.report(logvisor::Fatal, fmt("unsupported tex format"));
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}
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GLenum compType = intFormat == GL_R16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
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for (size_t i = 0; i < mips; ++i) {
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glTexImage3D(GL_TEXTURE_2D_ARRAY, i, intFormat, width, height, layers, 0, format, compType, dataIt);
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dataIt += width * height * layers * pxPitch;
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if (width > 1)
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width /= 2;
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if (height > 1)
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height /= 2;
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}
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}
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public:
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~GLTextureSA() override { glDeleteTextures(1, &m_tex); }
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void setClampMode(TextureClampMode mode) override {
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if (m_clampMode == mode)
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return;
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m_clampMode = mode;
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_tex);
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SetClampMode(GL_TEXTURE_2D_ARRAY, mode);
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}
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void bind(size_t idx) const {
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glActiveTexture(GL_TEXTURE0 + idx);
|
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_tex);
|
|
}
|
|
};
|
|
|
|
class GLTextureD : public GraphicsDataNode<ITextureD> {
|
|
friend class GLDataFactory;
|
|
friend struct GLCommandQueue;
|
|
GLuint m_texs[3];
|
|
std::unique_ptr<uint8_t[]> m_cpuBuf;
|
|
size_t m_cpuSz = 0;
|
|
GLenum m_intFormat, m_format;
|
|
size_t m_width = 0;
|
|
size_t m_height = 0;
|
|
int m_validMask = 0;
|
|
TextureClampMode m_clampMode = TextureClampMode::Invalid;
|
|
GLTextureD(const ObjToken<BaseGraphicsData>& parent, size_t width, size_t height, TextureFormat fmt,
|
|
TextureClampMode clampMode)
|
|
: GraphicsDataNode<ITextureD>(parent), m_width(width), m_height(height) {
|
|
int pxPitch = 4;
|
|
switch (fmt) {
|
|
case TextureFormat::RGBA8:
|
|
m_intFormat = GL_RGBA8;
|
|
m_format = GL_RGBA;
|
|
pxPitch = 4;
|
|
break;
|
|
case TextureFormat::I8:
|
|
m_intFormat = GL_R8;
|
|
m_format = GL_RED;
|
|
pxPitch = 1;
|
|
break;
|
|
case TextureFormat::I16:
|
|
m_intFormat = GL_R16;
|
|
m_format = GL_RED;
|
|
pxPitch = 2;
|
|
break;
|
|
default:
|
|
Log.report(logvisor::Fatal, fmt("unsupported tex format"));
|
|
}
|
|
m_cpuSz = width * height * pxPitch;
|
|
m_cpuBuf.reset(new uint8_t[m_cpuSz]);
|
|
|
|
GLenum compType = m_intFormat == GL_R16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
|
|
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, compType, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
SetClampMode(GL_TEXTURE_2D, clampMode);
|
|
}
|
|
}
|
|
|
|
public:
|
|
~GLTextureD() override { glDeleteTextures(3, m_texs); }
|
|
|
|
void update(int b) {
|
|
int slot = 1 << b;
|
|
if ((slot & m_validMask) == 0) {
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[b]);
|
|
GLenum compType = m_intFormat == GL_R16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, m_intFormat, m_width, m_height, 0, m_format, compType, m_cpuBuf.get());
|
|
m_validMask |= slot;
|
|
}
|
|
}
|
|
|
|
void load(const void* data, size_t sz) override {
|
|
size_t bufSz = std::min(sz, m_cpuSz);
|
|
memcpy(m_cpuBuf.get(), data, bufSz);
|
|
m_validMask = 0;
|
|
}
|
|
void* map(size_t sz) override {
|
|
if (sz > m_cpuSz)
|
|
return nullptr;
|
|
return m_cpuBuf.get();
|
|
}
|
|
void unmap() override { m_validMask = 0; }
|
|
|
|
void setClampMode(TextureClampMode mode) override {
|
|
if (m_clampMode == mode)
|
|
return;
|
|
m_clampMode = mode;
|
|
for (int i = 0; i < 3; ++i) {
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[i]);
|
|
SetClampMode(GL_TEXTURE_2D, mode);
|
|
}
|
|
}
|
|
|
|
void bind(size_t idx, int b) {
|
|
glActiveTexture(GL_TEXTURE0 + idx);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[b]);
|
|
}
|
|
};
|
|
|
|
#define MAX_BIND_TEXS 4
|
|
|
|
class GLTextureR : public GraphicsDataNode<ITextureR> {
|
|
friend class GLDataFactory;
|
|
friend struct GLCommandQueue;
|
|
struct GLCommandQueue* m_q;
|
|
GLuint m_texs[2] = {};
|
|
GLuint m_bindTexs[2][MAX_BIND_TEXS] = {};
|
|
GLuint m_bindFBOs[2][MAX_BIND_TEXS] = {};
|
|
GLuint m_fbo = 0;
|
|
size_t m_width = 0;
|
|
size_t m_height = 0;
|
|
size_t m_samples = 0;
|
|
GLenum m_colorFormat;
|
|
size_t m_colorBindCount;
|
|
size_t m_depthBindCount;
|
|
GLTextureR(const ObjToken<BaseGraphicsData>& parent, GLCommandQueue* q, size_t width, size_t height, size_t samples,
|
|
GLenum colorFormat, TextureClampMode clampMode, size_t colorBindCount, size_t depthBindCount);
|
|
|
|
public:
|
|
~GLTextureR() override {
|
|
glDeleteTextures(2, m_texs);
|
|
glDeleteTextures(MAX_BIND_TEXS * 2, m_bindTexs[0]);
|
|
if (m_samples > 1)
|
|
glDeleteFramebuffers(MAX_BIND_TEXS * 2, m_bindFBOs[0]);
|
|
glDeleteFramebuffers(1, &m_fbo);
|
|
}
|
|
|
|
void setClampMode(TextureClampMode mode) override {
|
|
for (size_t i = 0; i < m_colorBindCount; ++i) {
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0][i]);
|
|
SetClampMode(GL_TEXTURE_2D, mode);
|
|
}
|
|
for (size_t i = 0; i < m_depthBindCount; ++i) {
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
|
|
SetClampMode(GL_TEXTURE_2D, mode);
|
|
}
|
|
}
|
|
|
|
void bind(size_t idx, int bindIdx, bool depth) const {
|
|
glActiveTexture(GL_TEXTURE0 + idx);
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[depth][bindIdx]);
|
|
}
|
|
|
|
void resize(size_t width, size_t height) {
|
|
m_width = width;
|
|
m_height = height;
|
|
|
|
GLenum compType = m_colorFormat == GL_RGBA16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
|
|
if (m_samples > 1) {
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, m_colorFormat, width, height, GL_FALSE);
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, m_samples, GL_DEPTH_COMPONENT32F, width, height, GL_FALSE);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[0]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, m_colorFormat, width, height, 0, GL_RGBA, compType, nullptr);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[1]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
|
|
nullptr);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
|
glDepthMask(GL_TRUE);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
for (int i = 0; i < MAX_BIND_TEXS; ++i) {
|
|
if (m_bindTexs[0][i]) {
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0][i]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, m_colorFormat, width, height, 0, GL_RGBA, compType, nullptr);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < MAX_BIND_TEXS; ++i) {
|
|
if (m_bindTexs[1][i]) {
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
|
|
nullptr);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
class GLTextureCubeR : public GraphicsDataNode<ITextureCubeR> {
|
|
friend class GLDataFactory;
|
|
friend struct GLCommandQueue;
|
|
struct GLCommandQueue* m_q;
|
|
GLuint m_texs[2] = {};
|
|
GLuint m_fbos[6] = {};
|
|
size_t m_width = 0;
|
|
size_t m_mipCount = 0;
|
|
GLenum m_colorFormat;
|
|
GLTextureCubeR(const ObjToken<BaseGraphicsData>& parent, GLCommandQueue* q, size_t width, size_t mips, GLenum colorFormat);
|
|
|
|
public:
|
|
~GLTextureCubeR() override {
|
|
glDeleteTextures(2, m_texs);
|
|
glDeleteFramebuffers(6, m_fbos);
|
|
}
|
|
|
|
void setClampMode(TextureClampMode mode) override {}
|
|
|
|
void bind(size_t idx) const {
|
|
glActiveTexture(GL_TEXTURE0 + idx);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_texs[0]);
|
|
}
|
|
|
|
void _allocateTextures() {
|
|
GLenum compType = m_colorFormat == GL_RGBA16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_texs[0]);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, m_mipCount - 1);
|
|
for (int f = 0; f < 6; ++f) {
|
|
size_t tmpWidth = m_width;
|
|
for (size_t m = 0; m < m_mipCount; ++m) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, m, m_colorFormat, tmpWidth, tmpWidth,
|
|
0, GL_RGBA, compType, nullptr);
|
|
tmpWidth >>= 1;
|
|
}
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_texs[1]);
|
|
for (int f = 0; f < 6; ++f)
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, 0, GL_DEPTH_COMPONENT32F, m_width, m_width, 0, GL_DEPTH_COMPONENT,
|
|
GL_UNSIGNED_INT, nullptr);
|
|
}
|
|
|
|
void resize(size_t width, size_t mips) {
|
|
m_width = width;
|
|
m_mipCount = mips;
|
|
_allocateTextures();
|
|
for (int f = 0; f < 6; ++f) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, m_fbos[f]);
|
|
glDepthMask(GL_TRUE);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
}
|
|
};
|
|
|
|
ObjToken<ITextureS> GLDataFactory::Context::newStaticTexture(size_t width, size_t height, size_t mips,
|
|
TextureFormat fmt, TextureClampMode clampMode,
|
|
const void* data, size_t sz) {
|
|
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
|
|
BOO_MSAN_NO_INTERCEPT
|
|
return {new GLTextureS(m_data, width, height, mips, fmt, clampMode, factory.m_glCtx->m_anisotropy, data, sz)};
|
|
}
|
|
|
|
ObjToken<ITextureSA> GLDataFactory::Context::newStaticArrayTexture(size_t width, size_t height, size_t layers,
|
|
size_t mips, TextureFormat fmt,
|
|
TextureClampMode clampMode, const void* data,
|
|
size_t sz) {
|
|
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
|
|
BOO_MSAN_NO_INTERCEPT
|
|
return {
|
|
new GLTextureSA(m_data, width, height, layers, mips, fmt, clampMode, factory.m_glCtx->m_anisotropy, data, sz)};
|
|
}
|
|
|
|
static const GLenum PRIMITIVE_TABLE[] = {GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_PATCHES};
|
|
|
|
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,
|
|
GL_SRC1_COLOR, GL_ONE_MINUS_SRC1_COLOR};
|
|
|
|
static const GLenum SHADER_STAGE_TABLE[] = {
|
|
0, GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, GL_GEOMETRY_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER};
|
|
|
|
class GLShaderStage : public GraphicsDataNode<IShaderStage> {
|
|
friend class GLDataFactory;
|
|
GLuint m_shad = 0;
|
|
std::vector<std::pair<std::string, int>> m_texNames;
|
|
std::vector<std::pair<std::string, int>> m_blockNames;
|
|
|
|
static constexpr EShLanguage ShaderTypes[] = {EShLangVertex, EShLangVertex, EShLangFragment,
|
|
EShLangGeometry, EShLangTessControl, EShLangTessEvaluation};
|
|
|
|
/* Use glslang's reflection API to pull out uniform indices from Vulkan
|
|
* version of shader. Aids in glGetUniformBlockIndex and glGetUniformLocation calls */
|
|
void BuildNameLists(const char* source, PipelineStage stage) {
|
|
EShLanguage lang = ShaderTypes[int(stage)];
|
|
const EShMessages messages = EShMessages(EShMsgSpvRules | EShMsgVulkanRules);
|
|
glslang::TShader shader(lang);
|
|
shader.setStrings(&source, 1);
|
|
if (!shader.parse(&glslang::DefaultTBuiltInResource, 110, false, messages)) {
|
|
fmt::print(fmt("{}\n"), source);
|
|
Log.report(logvisor::Fatal, fmt("unable to compile shader\n{}"), shader.getInfoLog());
|
|
}
|
|
|
|
glslang::TProgram prog;
|
|
prog.addShader(&shader);
|
|
if (!prog.link(messages)) {
|
|
fmt::print(fmt("{}\n"), source);
|
|
Log.report(logvisor::Fatal, fmt("unable to link shader program\n{}"), prog.getInfoLog());
|
|
}
|
|
|
|
prog.buildReflection();
|
|
int count = prog.getNumLiveUniformVariables();
|
|
for (int i = 0; i < count; ++i) {
|
|
const glslang::TType* tp = prog.getUniformTType(i);
|
|
if (tp->getBasicType() != glslang::TBasicType::EbtSampler)
|
|
continue;
|
|
const auto& qual = tp->getQualifier();
|
|
if (!qual.hasBinding())
|
|
Log.report(logvisor::Fatal, fmt("shader uniform {} does not have layout binding"), prog.getUniformName(i));
|
|
m_texNames.emplace_back(std::make_pair(prog.getUniformName(i), qual.layoutBinding - BOO_GLSL_MAX_UNIFORM_COUNT));
|
|
}
|
|
count = prog.getNumLiveUniformBlocks();
|
|
m_blockNames.reserve(count);
|
|
for (int i = 0; i < count; ++i) {
|
|
const glslang::TType* tp = prog.getUniformBlockTType(i);
|
|
const auto& qual = tp->getQualifier();
|
|
if (!qual.hasBinding())
|
|
Log.report(logvisor::Fatal, fmt("shader uniform {} does not have layout binding"), prog.getUniformBlockName(i));
|
|
m_blockNames.emplace_back(std::make_pair(prog.getUniformBlockName(i), qual.layoutBinding));
|
|
}
|
|
}
|
|
|
|
GLShaderStage(const ObjToken<BaseGraphicsData>& parent, const char* source, PipelineStage stage)
|
|
: GraphicsDataNode<IShaderStage>(parent) {
|
|
BuildNameLists(source, stage);
|
|
|
|
m_shad = glCreateShader(SHADER_STAGE_TABLE[int(stage)]);
|
|
if (!m_shad) {
|
|
Log.report(logvisor::Fatal, fmt("unable to create shader"));
|
|
return;
|
|
}
|
|
|
|
glShaderSource(m_shad, 1, &source, nullptr);
|
|
glCompileShader(m_shad);
|
|
GLint status = GL_FALSE;
|
|
glGetShaderiv(m_shad, GL_COMPILE_STATUS, &status);
|
|
if (status != GL_TRUE) {
|
|
GLint logLen;
|
|
glGetShaderiv(m_shad, GL_INFO_LOG_LENGTH, &logLen);
|
|
std::unique_ptr<char[]> log(new char[logLen]);
|
|
glGetShaderInfoLog(m_shad, logLen, nullptr, log.get());
|
|
Log.report(logvisor::Fatal, fmt("unable to compile source\n{}\n{}\n"), log.get(), source);
|
|
return;
|
|
}
|
|
}
|
|
|
|
public:
|
|
~GLShaderStage() override {
|
|
if (m_shad)
|
|
glDeleteShader(m_shad);
|
|
}
|
|
GLuint getShader() const { return m_shad; }
|
|
const std::vector<std::pair<std::string, int>>& getTexNames() const { return m_texNames; }
|
|
const std::vector<std::pair<std::string, int>>& getBlockNames() const { return m_blockNames; }
|
|
};
|
|
|
|
class GLShaderPipeline : public GraphicsDataNode<IShaderPipeline> {
|
|
protected:
|
|
friend class GLDataFactory;
|
|
friend struct GLCommandQueue;
|
|
friend struct GLShaderDataBinding;
|
|
mutable ObjToken<IShaderStage> m_vertex;
|
|
mutable ObjToken<IShaderStage> m_fragment;
|
|
mutable ObjToken<IShaderStage> m_geometry;
|
|
mutable ObjToken<IShaderStage> m_control;
|
|
mutable ObjToken<IShaderStage> m_evaluation;
|
|
std::vector<VertexElementDescriptor> m_elements;
|
|
size_t baseVert = 0;
|
|
size_t baseInst = 0;
|
|
mutable GLuint m_prog = 0;
|
|
GLenum m_sfactor = GL_ONE;
|
|
GLenum m_dfactor = GL_ZERO;
|
|
GLenum m_drawPrim = GL_TRIANGLES;
|
|
ZTest m_depthTest = ZTest::LEqual;
|
|
bool m_depthWrite = true;
|
|
bool m_colorWrite = true;
|
|
bool m_alphaWrite = true;
|
|
bool m_subtractBlend = false;
|
|
bool m_overwriteAlpha = false;
|
|
CullMode m_culling;
|
|
uint32_t m_patchSize = 0;
|
|
mutable GLint m_uniLocs[BOO_GLSL_MAX_UNIFORM_COUNT];
|
|
GLShaderPipeline(const ObjToken<BaseGraphicsData>& parent, ObjToken<IShaderStage> vertex,
|
|
ObjToken<IShaderStage> fragment, ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
|
|
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
|
|
const AdditionalPipelineInfo& info)
|
|
: GraphicsDataNode<IShaderPipeline>(parent) {
|
|
std::fill(std::begin(m_uniLocs), std::end(m_uniLocs), -1);
|
|
|
|
if (info.srcFac == BlendFactor::Subtract || info.dstFac == BlendFactor::Subtract) {
|
|
m_sfactor = GL_SRC_ALPHA;
|
|
m_dfactor = GL_ONE;
|
|
m_subtractBlend = true;
|
|
} else {
|
|
m_sfactor = BLEND_FACTOR_TABLE[int(info.srcFac)];
|
|
m_dfactor = BLEND_FACTOR_TABLE[int(info.dstFac)];
|
|
m_subtractBlend = false;
|
|
}
|
|
|
|
m_depthTest = info.depthTest;
|
|
m_depthWrite = info.depthWrite;
|
|
m_colorWrite = info.colorWrite;
|
|
m_alphaWrite = info.alphaWrite;
|
|
m_overwriteAlpha = info.overwriteAlpha;
|
|
m_culling = info.culling;
|
|
m_drawPrim = PRIMITIVE_TABLE[int(info.prim)];
|
|
m_patchSize = info.patchSize;
|
|
|
|
m_vertex = vertex;
|
|
m_fragment = fragment;
|
|
m_geometry = geometry;
|
|
m_control = control;
|
|
m_evaluation = evaluation;
|
|
|
|
if (control && evaluation)
|
|
m_drawPrim = GL_PATCHES;
|
|
|
|
m_elements.reserve(vtxFmt.elementCount);
|
|
for (size_t i = 0; i < vtxFmt.elementCount; ++i)
|
|
m_elements.push_back(vtxFmt.elements[i]);
|
|
}
|
|
|
|
public:
|
|
~GLShaderPipeline() override {
|
|
if (m_prog)
|
|
glDeleteProgram(m_prog);
|
|
}
|
|
|
|
GLuint bind() const {
|
|
if (!m_prog) {
|
|
m_prog = glCreateProgram();
|
|
if (!m_prog) {
|
|
Log.report(logvisor::Error, fmt("unable to create shader program"));
|
|
return 0;
|
|
}
|
|
|
|
if (m_vertex)
|
|
glAttachShader(m_prog, m_vertex.cast<GLShaderStage>()->getShader());
|
|
if (m_fragment)
|
|
glAttachShader(m_prog, m_fragment.cast<GLShaderStage>()->getShader());
|
|
if (m_geometry)
|
|
glAttachShader(m_prog, m_geometry.cast<GLShaderStage>()->getShader());
|
|
if (m_control)
|
|
glAttachShader(m_prog, m_control.cast<GLShaderStage>()->getShader());
|
|
if (m_evaluation)
|
|
glAttachShader(m_prog, m_evaluation.cast<GLShaderStage>()->getShader());
|
|
|
|
glLinkProgram(m_prog);
|
|
|
|
if (m_vertex)
|
|
glDetachShader(m_prog, m_vertex.cast<GLShaderStage>()->getShader());
|
|
if (m_fragment)
|
|
glDetachShader(m_prog, m_fragment.cast<GLShaderStage>()->getShader());
|
|
if (m_geometry)
|
|
glDetachShader(m_prog, m_geometry.cast<GLShaderStage>()->getShader());
|
|
if (m_control)
|
|
glDetachShader(m_prog, m_control.cast<GLShaderStage>()->getShader());
|
|
if (m_evaluation)
|
|
glDetachShader(m_prog, m_evaluation.cast<GLShaderStage>()->getShader());
|
|
|
|
GLint status = GL_FALSE;
|
|
glGetProgramiv(m_prog, GL_LINK_STATUS, &status);
|
|
if (status != GL_TRUE) {
|
|
GLint logLen;
|
|
glGetProgramiv(m_prog, GL_INFO_LOG_LENGTH, &logLen);
|
|
std::unique_ptr<char[]> log(new char[logLen]);
|
|
glGetProgramInfoLog(m_prog, logLen, nullptr, log.get());
|
|
Log.report(logvisor::Fatal, fmt("unable to link shader program\n{}\n"), log.get());
|
|
return 0;
|
|
}
|
|
|
|
glUseProgram(m_prog);
|
|
|
|
for (const auto& shader : {m_vertex, m_fragment, m_geometry, m_control, m_evaluation}) {
|
|
if (const GLShaderStage* stage = shader.cast<GLShaderStage>()) {
|
|
for (const auto& name : stage->getBlockNames()) {
|
|
GLint uniLoc = glGetUniformBlockIndex(m_prog, name.first.c_str());
|
|
// if (uniLoc < 0)
|
|
// Log.report(logvisor::Warning, fmt("unable to find uniform block '%s'"), uniformBlockNames[i]);
|
|
m_uniLocs[name.second] = uniLoc;
|
|
}
|
|
for (const auto& name : stage->getTexNames()) {
|
|
GLint texLoc = glGetUniformLocation(m_prog, name.first.c_str());
|
|
if (texLoc < 0) { /* Log.report(logvisor::Warning, fmt("unable to find sampler variable '%s'"), texNames[i]); */
|
|
} else
|
|
glUniform1i(texLoc, name.second);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_vertex.reset();
|
|
m_fragment.reset();
|
|
m_geometry.reset();
|
|
m_control.reset();
|
|
m_evaluation.reset();
|
|
} else {
|
|
glUseProgram(m_prog);
|
|
}
|
|
|
|
if (m_dfactor != GL_ZERO) {
|
|
glEnable(GL_BLEND);
|
|
if (m_overwriteAlpha)
|
|
glBlendFuncSeparate(m_sfactor, m_dfactor, GL_ONE, GL_ZERO);
|
|
else
|
|
glBlendFuncSeparate(m_sfactor, m_dfactor, m_sfactor, m_dfactor);
|
|
if (m_subtractBlend)
|
|
glBlendEquationSeparate(GL_FUNC_REVERSE_SUBTRACT, m_overwriteAlpha ? GL_FUNC_ADD : GL_FUNC_REVERSE_SUBTRACT);
|
|
else
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
} else
|
|
glDisable(GL_BLEND);
|
|
|
|
if (m_depthTest != ZTest::None) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
switch (m_depthTest) {
|
|
case ZTest::LEqual:
|
|
default:
|
|
glDepthFunc(GL_LEQUAL);
|
|
break;
|
|
case ZTest::Greater:
|
|
glDepthFunc(GL_GREATER);
|
|
break;
|
|
case ZTest::GEqual:
|
|
glDepthFunc(GL_GEQUAL);
|
|
break;
|
|
case ZTest::Equal:
|
|
glDepthFunc(GL_EQUAL);
|
|
break;
|
|
}
|
|
} else
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDepthMask(m_depthWrite);
|
|
glColorMask(m_colorWrite, m_colorWrite, m_colorWrite, m_alphaWrite);
|
|
|
|
if (m_culling != CullMode::None) {
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(m_culling == CullMode::Backface ? GL_BACK : GL_FRONT);
|
|
} else
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
if (m_patchSize)
|
|
glPatchParameteri(GL_PATCH_VERTICES, m_patchSize);
|
|
|
|
return m_prog;
|
|
}
|
|
|
|
bool isReady() const override { return true; }
|
|
};
|
|
|
|
ObjToken<IShaderStage> GLDataFactory::Context::newShaderStage(const uint8_t* data, size_t size, PipelineStage stage) {
|
|
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
|
|
|
|
if (stage == PipelineStage::Control || stage == PipelineStage::Evaluation) {
|
|
if (!factory.m_hasTessellation)
|
|
Log.report(logvisor::Fatal, fmt("Device does not support tessellation shaders"));
|
|
}
|
|
|
|
BOO_MSAN_NO_INTERCEPT
|
|
return {new GLShaderStage(m_data, (char*)data, stage)};
|
|
}
|
|
|
|
ObjToken<IShaderPipeline> GLDataFactory::Context::newShaderPipeline(
|
|
ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment, ObjToken<IShaderStage> geometry,
|
|
ObjToken<IShaderStage> control, ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
|
|
const AdditionalPipelineInfo& additionalInfo, bool asynchronous) {
|
|
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
|
|
|
|
if (control || evaluation) {
|
|
if (!factory.m_hasTessellation)
|
|
Log.report(logvisor::Fatal, fmt("Device does not support tessellation shaders"));
|
|
if (additionalInfo.patchSize > factory.m_maxPatchSize)
|
|
Log.report(logvisor::Fatal, fmt("Device supports {} patch vertices, {} requested"), int(factory.m_maxPatchSize),
|
|
int(additionalInfo.patchSize));
|
|
}
|
|
|
|
BOO_MSAN_NO_INTERCEPT
|
|
return {new GLShaderPipeline(m_data, vertex, fragment, geometry, control, evaluation, vtxFmt, additionalInfo)};
|
|
}
|
|
|
|
struct GLShaderDataBinding : GraphicsDataNode<IShaderDataBinding> {
|
|
ObjToken<IShaderPipeline> m_pipeline;
|
|
ObjToken<IGraphicsBuffer> m_vbo;
|
|
ObjToken<IGraphicsBuffer> m_instVbo;
|
|
ObjToken<IGraphicsBuffer> m_ibo;
|
|
std::vector<ObjToken<IGraphicsBuffer>> m_ubufs;
|
|
std::vector<std::pair<size_t, size_t>> m_ubufOffs;
|
|
struct BoundTex {
|
|
ObjToken<ITexture> tex;
|
|
int idx;
|
|
bool depth;
|
|
};
|
|
std::vector<BoundTex> m_texs;
|
|
size_t m_baseVert;
|
|
size_t m_baseInst;
|
|
std::array<GLuint, 3> m_vao = {};
|
|
GLCommandQueue* m_q;
|
|
|
|
GLShaderDataBinding(const ObjToken<BaseGraphicsData>& d, const ObjToken<IShaderPipeline>& pipeline,
|
|
const ObjToken<IGraphicsBuffer>& vbo, const ObjToken<IGraphicsBuffer>& instVbo,
|
|
const ObjToken<IGraphicsBuffer>& ibo, size_t ubufCount, const ObjToken<IGraphicsBuffer>* ubufs,
|
|
const size_t* ubufOffs, const size_t* ubufSizes, size_t texCount, const ObjToken<ITexture>* texs,
|
|
const int* bindTexIdx, const bool* depthBind, size_t baseVert, size_t baseInst,
|
|
GLCommandQueue* q);
|
|
|
|
~GLShaderDataBinding() override;
|
|
|
|
void bind(int b) const {
|
|
GLShaderPipeline& pipeline = *m_pipeline.cast<GLShaderPipeline>();
|
|
GLuint prog = pipeline.bind();
|
|
glBindVertexArray(m_vao[b]);
|
|
if (m_ubufOffs.size()) {
|
|
for (size_t i = 0; i < m_ubufs.size(); ++i) {
|
|
GLint loc = pipeline.m_uniLocs[i];
|
|
if (loc < 0)
|
|
continue;
|
|
IGraphicsBuffer* ubuf = m_ubufs[i].get();
|
|
const std::pair<size_t, size_t>& offset = m_ubufOffs[i];
|
|
if (ubuf->dynamic())
|
|
static_cast<GLGraphicsBufferD<BaseGraphicsData>*>(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_ubufs.size(); ++i) {
|
|
GLint loc = pipeline.m_uniLocs[i];
|
|
if (loc < 0)
|
|
continue;
|
|
IGraphicsBuffer* ubuf = m_ubufs[i].get();
|
|
if (ubuf->dynamic())
|
|
static_cast<GLGraphicsBufferD<BaseGraphicsData>*>(ubuf)->bindUniform(i, b);
|
|
else
|
|
static_cast<GLGraphicsBufferS*>(ubuf)->bindUniform(i);
|
|
glUniformBlockBinding(prog, loc, i);
|
|
}
|
|
}
|
|
for (size_t i = 0; i < m_texs.size(); ++i) {
|
|
const BoundTex& tex = m_texs[i];
|
|
if (tex.tex) {
|
|
switch (tex.tex->type()) {
|
|
case TextureType::Dynamic:
|
|
tex.tex.cast<GLTextureD>()->bind(i, b);
|
|
break;
|
|
case TextureType::Static:
|
|
tex.tex.cast<GLTextureS>()->bind(i);
|
|
break;
|
|
case TextureType::StaticArray:
|
|
tex.tex.cast<GLTextureSA>()->bind(i);
|
|
break;
|
|
case TextureType::Render:
|
|
tex.tex.cast<GLTextureR>()->bind(i, tex.idx, tex.depth);
|
|
break;
|
|
case TextureType::CubeRender:
|
|
tex.tex.cast<GLTextureCubeR>()->bind(i);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
GLDataFactory::Context::Context(GLDataFactory& parent __BooTraceArgs)
|
|
: m_parent(parent), m_data(new BaseGraphicsData(static_cast<GLDataFactoryImpl&>(parent) __BooTraceArgsUse)) {}
|
|
|
|
GLDataFactory::Context::~Context() {}
|
|
|
|
void GLDataFactoryImpl::commitTransaction(const FactoryCommitFunc& trans __BooTraceArgs) {
|
|
GLDataFactory::Context ctx(*this __BooTraceArgsUse);
|
|
if (!trans(ctx))
|
|
return;
|
|
|
|
/* 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();
|
|
}
|
|
|
|
ObjToken<IGraphicsBufferD> GLDataFactoryImpl::newPoolBuffer(BufferUse use, size_t stride, size_t count __BooTraceArgs) {
|
|
BOO_MSAN_NO_INTERCEPT
|
|
ObjToken<BaseGraphicsPool> pool(new BaseGraphicsPool(*this __BooTraceArgsUse));
|
|
return {new GLGraphicsBufferD<BaseGraphicsPool>(pool, use, stride * count)};
|
|
}
|
|
|
|
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 final : IGraphicsCommandQueue {
|
|
Platform platform() const override { return IGraphicsDataFactory::Platform::OpenGL; }
|
|
const SystemChar* platformName() const override { return _SYS_STR("OpenGL"); }
|
|
IGraphicsContext* m_parent = nullptr;
|
|
GLContext* m_glCtx = nullptr;
|
|
|
|
std::mutex m_mt;
|
|
std::condition_variable m_cv;
|
|
std::mutex m_initmt;
|
|
std::condition_variable m_initcv;
|
|
std::recursive_mutex m_fmtMt;
|
|
std::thread m_thr;
|
|
|
|
struct Command {
|
|
enum class Op {
|
|
SetShaderDataBinding,
|
|
SetRenderTarget,
|
|
SetCubeRenderTarget,
|
|
SetViewport,
|
|
SetScissor,
|
|
SetClearColor,
|
|
ClearTarget,
|
|
Draw,
|
|
DrawIndexed,
|
|
DrawInstances,
|
|
DrawInstancesIndexed,
|
|
ResolveBindTexture,
|
|
GenerateMips,
|
|
Present,
|
|
#ifdef BOO_GRAPHICS_DEBUG_GROUPS
|
|
PushDebugGroup,
|
|
PopDebugGroup,
|
|
#endif
|
|
} m_op;
|
|
union {
|
|
struct {
|
|
SWindowRect rect;
|
|
float znear, zfar;
|
|
} viewport;
|
|
float rgba[4];
|
|
GLbitfield flags;
|
|
struct {
|
|
size_t start;
|
|
size_t count;
|
|
size_t instCount;
|
|
size_t startInst;
|
|
};
|
|
};
|
|
#ifdef BOO_GRAPHICS_DEBUG_GROUPS
|
|
std::string name;
|
|
#endif
|
|
ObjToken<IShaderDataBinding> binding;
|
|
ObjToken<ITexture> target;
|
|
ObjToken<ITextureR> source;
|
|
ObjToken<ITextureR> resolveTex;
|
|
int bindIdx;
|
|
bool resolveColor : 1;
|
|
bool resolveDepth : 1;
|
|
bool clearDepth : 1;
|
|
Command(Op op) : m_op(op) {}
|
|
Command(const Command&) = delete;
|
|
Command& operator=(const Command&) = delete;
|
|
Command(Command&&) = default;
|
|
Command& operator=(Command&&) = default;
|
|
};
|
|
std::vector<Command> m_cmdBufs[3];
|
|
int m_fillBuf = 0;
|
|
int m_completeBuf = 0;
|
|
int m_drawBuf = 0;
|
|
bool m_running = true;
|
|
|
|
struct RenderTextureResize {
|
|
ObjToken<ITextureR> tex;
|
|
size_t width;
|
|
size_t height;
|
|
};
|
|
|
|
struct CubeRenderTextureResize {
|
|
ObjToken<ITextureCubeR> tex;
|
|
size_t width, mips;
|
|
};
|
|
|
|
/* These members are locked for multithreaded access */
|
|
std::vector<RenderTextureResize> m_pendingResizes;
|
|
std::vector<CubeRenderTextureResize> m_pendingCubeResizes;
|
|
std::vector<std::function<void(void)>> m_pendingPosts1;
|
|
std::vector<std::function<void(void)>> m_pendingPosts2;
|
|
std::vector<ObjToken<IShaderDataBinding>> m_pendingFmtAdds;
|
|
std::vector<std::array<GLuint, 3>> m_pendingFmtDels;
|
|
std::vector<ObjToken<ITextureR>> m_pendingFboAdds;
|
|
std::vector<ObjToken<ITextureCubeR>> m_pendingCubeFboAdds;
|
|
|
|
static void ConfigureVertexFormat(GLShaderDataBinding* fmt) {
|
|
glGenVertexArrays(3, fmt->m_vao.data());
|
|
|
|
size_t stride = 0;
|
|
size_t instStride = 0;
|
|
auto pipeline = fmt->m_pipeline.cast<GLShaderPipeline>();
|
|
for (size_t i = 0; i < pipeline->m_elements.size(); ++i) {
|
|
const VertexElementDescriptor& desc = pipeline->m_elements[i];
|
|
if (True(desc.semantic & VertexSemantic::Instanced))
|
|
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 = fmt->m_baseVert * stride;
|
|
size_t instOffset = fmt->m_baseInst * instStride;
|
|
glBindVertexArray(fmt->m_vao[b]);
|
|
IGraphicsBuffer* lastVBO = nullptr;
|
|
IGraphicsBuffer* lastEBO = nullptr;
|
|
for (size_t i = 0; i < pipeline->m_elements.size(); ++i) {
|
|
const VertexElementDescriptor& desc = pipeline->m_elements[i];
|
|
IGraphicsBuffer* vbo = True(desc.semantic & VertexSemantic::Instanced)
|
|
? fmt->m_instVbo.get()
|
|
: fmt->m_vbo.get();
|
|
IGraphicsBuffer* ebo = fmt->m_ibo.get();
|
|
if (vbo != lastVBO) {
|
|
lastVBO = vbo;
|
|
if (lastVBO->dynamic())
|
|
static_cast<GLGraphicsBufferD<BaseGraphicsData>*>(lastVBO)->bindVertex(b);
|
|
else
|
|
static_cast<GLGraphicsBufferS*>(lastVBO)->bindVertex();
|
|
}
|
|
if (ebo != lastEBO) {
|
|
lastEBO = ebo;
|
|
if (lastEBO->dynamic())
|
|
static_cast<GLGraphicsBufferD<BaseGraphicsData>*>(lastEBO)->bindIndex(b);
|
|
else
|
|
static_cast<GLGraphicsBufferS*>(lastEBO)->bindIndex();
|
|
}
|
|
glEnableVertexAttribArray(i);
|
|
int maskedSem = int(desc.semantic & VertexSemantic::SemanticMask);
|
|
if (True(desc.semantic & VertexSemantic::Instanced)) {
|
|
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);
|
|
GLenum target = tex->m_samples > 1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, tex->m_texs[0], 0);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target, tex->m_texs[1], 0);
|
|
|
|
if (tex->m_samples > 1) {
|
|
if (tex->m_colorBindCount) {
|
|
glGenFramebuffers(tex->m_colorBindCount, tex->m_bindFBOs[0]);
|
|
for (size_t i = 0; i < tex->m_colorBindCount; ++i) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, tex->m_bindFBOs[0][i]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->m_bindTexs[0][i], 0);
|
|
}
|
|
}
|
|
if (tex->m_depthBindCount) {
|
|
glGenFramebuffers(tex->m_depthBindCount, tex->m_bindFBOs[1]);
|
|
for (size_t i = 0; i < tex->m_depthBindCount; ++i) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, tex->m_bindFBOs[1][i]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex->m_bindTexs[1][i], 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ConfigureFBO(GLTextureCubeR* tex) {
|
|
glGenFramebuffers(6, tex->m_fbos);
|
|
for (int i = 0; i < 6; ++i) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, tex->m_fbos[i]);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, tex->m_texs[0], 0);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, tex->m_texs[1], 0);
|
|
}
|
|
}
|
|
|
|
static void RenderingWorker(GLCommandQueue* self) {
|
|
BOO_MSAN_NO_INTERCEPT
|
|
#if _WIN32
|
|
std::string thrName = WCSTMBS(APP->getFriendlyName().data()) + " Render";
|
|
#else
|
|
std::string thrName = std::string(APP->getFriendlyName()) + " Render";
|
|
#endif
|
|
logvisor::RegisterThreadName(thrName.c_str());
|
|
GLDataFactoryImpl* dataFactory = static_cast<GLDataFactoryImpl*>(self->m_parent->getDataFactory());
|
|
{
|
|
std::unique_lock<std::mutex> lk(self->m_initmt);
|
|
self->m_parent->makeCurrent();
|
|
const GLubyte* version = glGetString(GL_VERSION);
|
|
Log.report(logvisor::Info, fmt("OpenGL Version: {}"), version);
|
|
self->m_parent->postInit();
|
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
|
if (GLEW_EXT_texture_filter_anisotropic) {
|
|
GLint maxAniso = 0;
|
|
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
|
|
self->m_glCtx->m_anisotropy = std::min(uint32_t(maxAniso), self->m_glCtx->m_anisotropy);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAniso);
|
|
}
|
|
GLint maxSamples = 0;
|
|
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
|
|
self->m_glCtx->m_sampleCount =
|
|
flp2(std::min(uint32_t(maxSamples), std::max(uint32_t(1), self->m_glCtx->m_sampleCount)) - 1);
|
|
|
|
glEnable(GL_PRIMITIVE_RESTART);
|
|
glPrimitiveRestartIndex(0xffffffff);
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|
|
|
dataFactory->SetupGammaResources();
|
|
}
|
|
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 (ObjToken<ITextureR>& tex : self->m_pendingFboAdds)
|
|
ConfigureFBO(tex.cast<GLTextureR>());
|
|
self->m_pendingFboAdds.clear();
|
|
}
|
|
|
|
if (self->m_pendingCubeFboAdds.size()) {
|
|
for (ObjToken<ITextureCubeR>& tex : self->m_pendingCubeFboAdds)
|
|
ConfigureFBO(tex.cast<GLTextureCubeR>());
|
|
self->m_pendingCubeFboAdds.clear();
|
|
}
|
|
|
|
if (self->m_pendingResizes.size()) {
|
|
for (const RenderTextureResize& resize : self->m_pendingResizes)
|
|
resize.tex.cast<GLTextureR>()->resize(resize.width, resize.height);
|
|
self->m_pendingResizes.clear();
|
|
}
|
|
|
|
if (self->m_pendingCubeResizes.size()) {
|
|
for (const CubeRenderTextureResize& resize : self->m_pendingCubeResizes)
|
|
resize.tex.cast<GLTextureCubeR>()->resize(resize.width, resize.mips);
|
|
self->m_pendingCubeResizes.clear();
|
|
}
|
|
|
|
std::vector<ObjToken<IShaderDataBinding>> pendingFmtAdds;
|
|
std::vector<std::array<GLuint, 3>> pendingFmtDels;
|
|
{
|
|
std::lock_guard<std::recursive_mutex> fmtLk(self->m_fmtMt);
|
|
pendingFmtAdds.swap(self->m_pendingFmtAdds);
|
|
pendingFmtDels.swap(self->m_pendingFmtDels);
|
|
}
|
|
if (pendingFmtAdds.size()) {
|
|
for (ObjToken<IShaderDataBinding>& fmt : pendingFmtAdds)
|
|
ConfigureVertexFormat(fmt.cast<GLShaderDataBinding>());
|
|
pendingFmtAdds.clear();
|
|
}
|
|
if (pendingFmtDels.size()) {
|
|
for (const auto& v : pendingFmtDels)
|
|
glDeleteVertexArrays(3, v.data());
|
|
pendingFmtDels.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;
|
|
GLuint curFBO = 0;
|
|
for (const Command& cmd : cmds) {
|
|
switch (cmd.m_op) {
|
|
case Command::Op::SetShaderDataBinding: {
|
|
const GLShaderDataBinding* binding = cmd.binding.cast<GLShaderDataBinding>();
|
|
binding->bind(self->m_drawBuf);
|
|
currentPrim = binding->m_pipeline.cast<GLShaderPipeline>()->m_drawPrim;
|
|
break;
|
|
}
|
|
case Command::Op::SetRenderTarget: {
|
|
const GLTextureR* tex = cmd.target.cast<GLTextureR>();
|
|
curFBO = tex ? tex->m_fbo : 0;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, curFBO);
|
|
break;
|
|
}
|
|
case Command::Op::SetCubeRenderTarget: {
|
|
const GLTextureCubeR* tex = cmd.target.cast<GLTextureCubeR>();
|
|
curFBO = tex ? tex->m_fbos[cmd.bindIdx] : 0;
|
|
glBindFramebuffer(GL_FRAMEBUFFER, curFBO);
|
|
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_COLOR_BUFFER_BIT)
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
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:
|
|
if (cmd.startInst)
|
|
glDrawArraysInstancedBaseInstance(currentPrim, cmd.start, cmd.count, cmd.instCount, cmd.startInst);
|
|
else
|
|
glDrawArraysInstanced(currentPrim, cmd.start, cmd.count, cmd.instCount);
|
|
break;
|
|
case Command::Op::DrawInstancesIndexed:
|
|
if (cmd.startInst)
|
|
glDrawElementsInstancedBaseInstance(currentPrim, cmd.count, GL_UNSIGNED_INT,
|
|
reinterpret_cast<void*>(cmd.start * 4), cmd.instCount, cmd.startInst);
|
|
else
|
|
glDrawElementsInstanced(currentPrim, cmd.count, GL_UNSIGNED_INT, reinterpret_cast<void*>(cmd.start * 4),
|
|
cmd.instCount);
|
|
break;
|
|
case Command::Op::ResolveBindTexture: {
|
|
const SWindowRect& rect = cmd.viewport.rect;
|
|
const GLTextureR* tex = cmd.resolveTex.cast<GLTextureR>();
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo);
|
|
if (tex->m_samples <= 1) {
|
|
glActiveTexture(GL_TEXTURE9);
|
|
if (cmd.resolveColor && tex->m_bindTexs[0][cmd.bindIdx]) {
|
|
glBindTexture(GL_TEXTURE_2D, tex->m_bindTexs[0][cmd.bindIdx]);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, rect.location[0], rect.location[1], rect.location[0],
|
|
rect.location[1], rect.size[0], rect.size[1]);
|
|
}
|
|
if (cmd.resolveDepth && tex->m_bindTexs[1][cmd.bindIdx]) {
|
|
glBindTexture(GL_TEXTURE_2D, tex->m_bindTexs[1][cmd.bindIdx]);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, rect.location[0], rect.location[1], rect.location[0],
|
|
rect.location[1], rect.size[0], rect.size[1]);
|
|
}
|
|
} else {
|
|
if (cmd.resolveColor && tex->m_bindTexs[0][cmd.bindIdx]) {
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_bindFBOs[0][cmd.bindIdx]);
|
|
glBlitFramebuffer(rect.location[0], rect.location[1], rect.location[0] + rect.size[0],
|
|
rect.location[1] + rect.size[1], rect.location[0], rect.location[1],
|
|
rect.location[0] + rect.size[0], rect.location[1] + rect.size[1], GL_COLOR_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
}
|
|
if (cmd.resolveDepth && tex->m_bindTexs[1][cmd.bindIdx]) {
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_bindFBOs[1][cmd.bindIdx]);
|
|
glBlitFramebuffer(rect.location[0], rect.location[1], rect.location[0] + rect.size[0],
|
|
rect.location[1] + rect.size[1], rect.location[0], rect.location[1],
|
|
rect.location[0] + rect.size[0], rect.location[1] + rect.size[1], GL_DEPTH_BUFFER_BIT,
|
|
GL_NEAREST);
|
|
}
|
|
}
|
|
if (cmd.clearDepth) {
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_fbo);
|
|
glDepthMask(GL_TRUE);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, curFBO);
|
|
break;
|
|
}
|
|
case Command::Op::GenerateMips: {
|
|
if (const GLTextureCubeR* tex = cmd.target.cast<GLTextureCubeR>()) {
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, tex->m_texs[0]);
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
}
|
|
break;
|
|
}
|
|
case Command::Op::Present: {
|
|
if (const GLTextureR* tex = cmd.source.cast<GLTextureR>()) {
|
|
#ifndef NDEBUG
|
|
if (!tex->m_colorBindCount)
|
|
Log.report(logvisor::Fatal, fmt("texture provided to resolveDisplay() must have at least 1 color binding"));
|
|
#endif
|
|
if (dataFactory->m_gamma != 1.f) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo);
|
|
if (tex->m_samples <= 1) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, tex->m_texs[0]);
|
|
} else {
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_bindFBOs[0][0]);
|
|
glBlitFramebuffer(0, 0, tex->m_width, tex->m_height, 0, 0, tex->m_width, tex->m_height,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
tex->bind(0, 0, false);
|
|
}
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
dataFactory->m_gammaBinding.cast<GLShaderDataBinding>()->bind(self->m_drawBuf);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
} else {
|
|
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);
|
|
#if 0
|
|
/* First cubemap dump */
|
|
int offset = 0;
|
|
int voffset = 0;
|
|
for (BaseGraphicsData& data : *dataFactory->m_dataHead) {
|
|
if (GLTextureCubeR* cube = static_cast<GLTextureCubeR*>(data.getHead<ITextureCubeR>())) {
|
|
for (int i = 0; i < 6; ++i) {
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, cube->m_fbos[i]);
|
|
glBlitFramebuffer(0, 0, cube->m_width, cube->m_width, offset, voffset,
|
|
cube->m_width + offset, cube->m_width + voffset,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
offset += cube->m_width;
|
|
if (i == 2) {
|
|
offset = 0;
|
|
voffset += cube->m_width;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
self->m_parent->present();
|
|
break;
|
|
}
|
|
#ifdef BOO_GRAPHICS_DEBUG_GROUPS
|
|
case Command::Op::PushDebugGroup: {
|
|
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 42, -1, cmd.name.c_str());
|
|
break;
|
|
}
|
|
case Command::Op::PopDebugGroup: {
|
|
glPopDebugGroup();
|
|
break;
|
|
}
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
for (auto& p : posts)
|
|
p();
|
|
cmds.clear();
|
|
}
|
|
dataFactory->DestroyGammaResources();
|
|
std::lock_guard<std::recursive_mutex> fmtLk(self->m_fmtMt);
|
|
if (self->m_pendingFmtDels.size()) {
|
|
for (const auto& v : self->m_pendingFmtDels)
|
|
glDeleteVertexArrays(3, v.data());
|
|
self->m_pendingFmtDels.clear();
|
|
}
|
|
}
|
|
|
|
GLCommandQueue(IGraphicsContext* parent, GLContext* glCtx) : m_parent(parent), m_glCtx(glCtx) {}
|
|
|
|
void startRenderer() override {
|
|
std::unique_lock<std::mutex> lk(m_initmt);
|
|
m_thr = std::thread(RenderingWorker, this);
|
|
m_initcv.wait(lk);
|
|
}
|
|
|
|
void stopRenderer() override {
|
|
if (m_running) {
|
|
m_running = false;
|
|
m_cv.notify_one();
|
|
if (m_thr.joinable())
|
|
m_thr.join();
|
|
for (int i = 0; i < 3; ++i)
|
|
m_cmdBufs[i].clear();
|
|
}
|
|
}
|
|
|
|
~GLCommandQueue() override { stopRenderer(); }
|
|
|
|
void setShaderDataBinding(const ObjToken<IShaderDataBinding>& binding) override {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetShaderDataBinding);
|
|
cmds.back().binding = binding;
|
|
}
|
|
|
|
void setRenderTarget(const ObjToken<ITextureR>& target) override {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetRenderTarget);
|
|
cmds.back().target = target.get();
|
|
}
|
|
|
|
void setRenderTarget(const ObjToken<ITextureCubeR>& target, int face) override {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetCubeRenderTarget);
|
|
cmds.back().target = target.get();
|
|
cmds.back().bindIdx = face;
|
|
}
|
|
|
|
void setViewport(const SWindowRect& rect, float znear, float zfar) override {
|
|
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) override {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::SetScissor);
|
|
cmds.back().viewport.rect = rect;
|
|
}
|
|
|
|
void resizeRenderTexture(const ObjToken<ITextureR>& tex, size_t width, size_t height) override {
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
GLTextureR* texgl = tex.cast<GLTextureR>();
|
|
m_pendingResizes.push_back({texgl, width, height});
|
|
}
|
|
|
|
void resizeRenderTexture(const ObjToken<ITextureCubeR>& tex, size_t width, size_t mips) override {
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
GLTextureCubeR* texgl = tex.cast<GLTextureCubeR>();
|
|
m_pendingCubeResizes.push_back({texgl, width, mips});
|
|
}
|
|
|
|
void generateMipmaps(const ObjToken<ITextureCubeR>& tex) override {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::GenerateMips);
|
|
cmds.back().target = tex.get();
|
|
}
|
|
|
|
void schedulePostFrameHandler(std::function<void()>&& func) override { m_pendingPosts1.push_back(std::move(func)); }
|
|
|
|
void setClearColor(const float rgba[4]) override {
|
|
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) override {
|
|
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) override {
|
|
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) override {
|
|
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, size_t startInst) override {
|
|
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;
|
|
cmds.back().startInst = startInst;
|
|
}
|
|
|
|
void drawInstancesIndexed(size_t start, size_t count, size_t instCount, size_t startInst) override {
|
|
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;
|
|
cmds.back().startInst = startInst;
|
|
}
|
|
|
|
void resolveBindTexture(const ObjToken<ITextureR>& texture, const SWindowRect& rect, bool tlOrigin, int bindIdx,
|
|
bool color, bool depth, bool clearDepth) override {
|
|
GLTextureR* tex = texture.cast<GLTextureR>();
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::ResolveBindTexture);
|
|
cmds.back().resolveTex = texture;
|
|
cmds.back().bindIdx = bindIdx;
|
|
cmds.back().resolveColor = color;
|
|
cmds.back().resolveDepth = depth;
|
|
cmds.back().clearDepth = clearDepth;
|
|
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(const ObjToken<ITextureR>& source) override {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::Present);
|
|
cmds.back().source = source;
|
|
}
|
|
|
|
void addVertexFormat(const ObjToken<IShaderDataBinding>& fmt) {
|
|
std::unique_lock<std::recursive_mutex> lk(m_fmtMt);
|
|
m_pendingFmtAdds.push_back(fmt);
|
|
}
|
|
|
|
void delVertexFormat(GLShaderDataBinding* fmt) {
|
|
std::unique_lock<std::recursive_mutex> lk(m_fmtMt);
|
|
m_pendingFmtDels.push_back(fmt->m_vao);
|
|
}
|
|
|
|
void addFBO(const ObjToken<ITextureR>& tex) {
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_pendingFboAdds.push_back(tex);
|
|
}
|
|
|
|
void addFBO(const ObjToken<ITextureCubeR>& tex) {
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_pendingCubeFboAdds.push_back(tex);
|
|
}
|
|
|
|
void execute() override {
|
|
BOO_MSAN_NO_INTERCEPT
|
|
SCOPED_GRAPHICS_DEBUG_GROUP(this, "GLCommandQueue::execute", {1.f, 0.f, 0.f, 1.f});
|
|
std::unique_lock<std::mutex> lk(m_mt);
|
|
m_completeBuf = m_fillBuf;
|
|
for (int i = 0; i < 3; ++i) {
|
|
if (i == m_completeBuf || i == m_drawBuf)
|
|
continue;
|
|
m_fillBuf = i;
|
|
break;
|
|
}
|
|
|
|
/* Update dynamic data here */
|
|
GLDataFactoryImpl* gfxF = static_cast<GLDataFactoryImpl*>(m_parent->getDataFactory());
|
|
std::unique_lock<std::recursive_mutex> datalk(gfxF->m_dataMutex);
|
|
if (gfxF->m_dataHead) {
|
|
for (BaseGraphicsData& d : *gfxF->m_dataHead) {
|
|
if (d.m_DBufs)
|
|
for (IGraphicsBufferD& b : *d.m_DBufs)
|
|
static_cast<GLGraphicsBufferD<BaseGraphicsData>&>(b).update(m_completeBuf);
|
|
if (d.m_DTexs)
|
|
for (ITextureD& t : *d.m_DTexs)
|
|
static_cast<GLTextureD&>(t).update(m_completeBuf);
|
|
}
|
|
}
|
|
if (gfxF->m_poolHead) {
|
|
for (BaseGraphicsPool& p : *gfxF->m_poolHead) {
|
|
if (p.m_DBufs)
|
|
for (IGraphicsBufferD& b : *p.m_DBufs)
|
|
static_cast<GLGraphicsBufferD<BaseGraphicsData>&>(b).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();
|
|
}
|
|
|
|
#ifdef BOO_GRAPHICS_DEBUG_GROUPS
|
|
void pushDebugGroup(const char* name, const std::array<float, 4>& color) {
|
|
if (GLEW_KHR_debug) {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::PushDebugGroup);
|
|
cmds.back().name = name;
|
|
}
|
|
}
|
|
|
|
void popDebugGroup() {
|
|
if (GLEW_KHR_debug) {
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::Op::PopDebugGroup);
|
|
}
|
|
}
|
|
#endif
|
|
};
|
|
|
|
ObjToken<IGraphicsBufferD> GLDataFactory::Context::newDynamicBuffer(BufferUse use, size_t stride, size_t count) {
|
|
BOO_MSAN_NO_INTERCEPT
|
|
return {new GLGraphicsBufferD<BaseGraphicsData>(m_data, use, stride * count)};
|
|
}
|
|
|
|
ObjToken<ITextureD> GLDataFactory::Context::newDynamicTexture(size_t width, size_t height, TextureFormat fmt,
|
|
TextureClampMode clampMode) {
|
|
BOO_MSAN_NO_INTERCEPT
|
|
return {new GLTextureD(m_data, width, height, fmt, clampMode)};
|
|
}
|
|
|
|
GLTextureR::GLTextureR(const ObjToken<BaseGraphicsData>& parent, GLCommandQueue* q, size_t width, size_t height,
|
|
size_t samples, GLenum colorFormat, TextureClampMode clampMode, size_t colorBindingCount,
|
|
size_t depthBindingCount)
|
|
: GraphicsDataNode<ITextureR>(parent)
|
|
, m_q(q)
|
|
, m_width(width)
|
|
, m_height(height)
|
|
, m_samples(samples)
|
|
, m_colorFormat(colorFormat)
|
|
, m_colorBindCount(colorBindingCount)
|
|
, m_depthBindCount(depthBindingCount) {
|
|
glGenTextures(2, m_texs);
|
|
if (colorBindingCount) {
|
|
if (colorBindingCount > MAX_BIND_TEXS)
|
|
Log.report(logvisor::Fatal, fmt("too many color bindings for render texture"));
|
|
glGenTextures(colorBindingCount, m_bindTexs[0]);
|
|
}
|
|
if (depthBindingCount) {
|
|
if (depthBindingCount > MAX_BIND_TEXS)
|
|
Log.report(logvisor::Fatal, fmt("too many depth bindings for render texture"));
|
|
glGenTextures(depthBindingCount, m_bindTexs[1]);
|
|
}
|
|
|
|
GLenum compType = colorFormat == GL_RGBA16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
|
|
if (samples > 1) {
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[0]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, colorFormat, width, height, GL_FALSE);
|
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, m_texs[1]);
|
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, GL_DEPTH_COMPONENT32F, width, height, GL_FALSE);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[0]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, colorFormat, width, height, 0, GL_RGBA, compType, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[1]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT,
|
|
nullptr);
|
|
}
|
|
|
|
for (size_t i = 0; i < colorBindingCount; ++i) {
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[0][i]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, colorFormat, width, height, 0, GL_RGBA, compType, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
SetClampMode(GL_TEXTURE_2D, clampMode);
|
|
}
|
|
for (size_t i = 0; i < depthBindingCount; ++i) {
|
|
glBindTexture(GL_TEXTURE_2D, m_bindTexs[1][i]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, 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);
|
|
SetClampMode(GL_TEXTURE_2D, clampMode);
|
|
}
|
|
|
|
m_q->addFBO(this);
|
|
}
|
|
|
|
ObjToken<ITextureR> GLDataFactory::Context::newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
|
|
size_t colorBindingCount, size_t depthBindingCount) {
|
|
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(factory.m_parent->getCommandQueue());
|
|
BOO_MSAN_NO_INTERCEPT
|
|
ObjToken<ITextureR> retval(new GLTextureR(m_data, q, width, height, factory.m_glCtx->m_sampleCount,
|
|
factory.m_glCtx->m_deepColor ? GL_RGBA16 : GL_RGBA8, clampMode,
|
|
colorBindingCount, depthBindingCount));
|
|
q->resizeRenderTexture(retval, width, height);
|
|
return retval;
|
|
}
|
|
|
|
GLTextureCubeR::GLTextureCubeR(const ObjToken<BaseGraphicsData>& parent, GLCommandQueue* q, size_t width, size_t mips, GLenum colorFormat)
|
|
: GraphicsDataNode<ITextureCubeR>(parent)
|
|
, m_q(q)
|
|
, m_width(width)
|
|
, m_mipCount(mips)
|
|
, m_colorFormat(colorFormat) {
|
|
glGenTextures(2, m_texs);
|
|
|
|
_allocateTextures();
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_texs[0]);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
m_q->addFBO(this);
|
|
}
|
|
|
|
ObjToken<ITextureCubeR> GLDataFactory::Context::newCubeRenderTexture(size_t width, size_t mips) {
|
|
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(factory.m_parent->getCommandQueue());
|
|
BOO_MSAN_NO_INTERCEPT
|
|
ObjToken<ITextureCubeR> retval(new GLTextureCubeR(m_data, q, width, mips,
|
|
factory.m_glCtx->m_deepColor ? GL_RGBA16 : GL_RGBA8));
|
|
return retval;
|
|
}
|
|
|
|
ObjToken<IShaderDataBinding> GLDataFactory::Context::newShaderDataBinding(
|
|
const ObjToken<IShaderPipeline>& pipeline, const ObjToken<IGraphicsBuffer>& vbo,
|
|
const ObjToken<IGraphicsBuffer>& instVbo, const ObjToken<IGraphicsBuffer>& ibo, size_t ubufCount,
|
|
const ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages, const size_t* ubufOffs,
|
|
const size_t* ubufSizes, size_t texCount, const ObjToken<ITexture>* texs, const int* texBindIdx,
|
|
const bool* depthBind, size_t baseVert, size_t baseInst) {
|
|
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(factory.m_parent->getCommandQueue());
|
|
BOO_MSAN_NO_INTERCEPT
|
|
ObjToken<GLShaderDataBinding> ret = {new GLShaderDataBinding(m_data, pipeline, vbo, instVbo, ibo, ubufCount, ubufs,
|
|
ubufOffs, ubufSizes, texCount, texs, texBindIdx,
|
|
depthBind, baseVert, baseInst, q)};
|
|
return ret.get();
|
|
}
|
|
|
|
GLShaderDataBinding::
|
|
GLShaderDataBinding(const ObjToken<BaseGraphicsData>& d, const ObjToken<IShaderPipeline>& pipeline,
|
|
const ObjToken<IGraphicsBuffer>& vbo, const ObjToken<IGraphicsBuffer>& instVbo,
|
|
const ObjToken<IGraphicsBuffer>& ibo, size_t ubufCount, const ObjToken<IGraphicsBuffer>* ubufs,
|
|
const size_t* ubufOffs, const size_t* ubufSizes, size_t texCount, const ObjToken<ITexture>* texs,
|
|
const int* bindTexIdx, const bool* depthBind, size_t baseVert, size_t baseInst,
|
|
GLCommandQueue* q)
|
|
: GraphicsDataNode<IShaderDataBinding>(d)
|
|
, m_pipeline(pipeline)
|
|
, m_vbo(vbo)
|
|
, m_instVbo(instVbo)
|
|
, m_ibo(ibo)
|
|
, m_baseVert(baseVert)
|
|
, m_baseInst(baseInst)
|
|
, m_q(q) {
|
|
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, fmt("non-256-byte-aligned uniform-offset {} provided to newShaderDataBinding"), int(i));
|
|
#endif
|
|
m_ubufOffs.emplace_back(ubufOffs[i], (ubufSizes[i] + 255) & ~255);
|
|
}
|
|
}
|
|
m_ubufs.reserve(ubufCount);
|
|
for (size_t i = 0; i < ubufCount; ++i) {
|
|
#ifndef NDEBUG
|
|
if (!ubufs[i])
|
|
Log.report(logvisor::Fatal, fmt("null uniform-buffer {} provided to newShaderDataBinding"), int(i));
|
|
#endif
|
|
m_ubufs.push_back(ubufs[i]);
|
|
}
|
|
m_texs.reserve(texCount);
|
|
for (size_t i = 0; i < texCount; ++i) {
|
|
m_texs.push_back({texs[i], bindTexIdx ? bindTexIdx[i] : 0, depthBind ? depthBind[i] : false});
|
|
}
|
|
q->addVertexFormat(this);
|
|
}
|
|
|
|
GLShaderDataBinding::~GLShaderDataBinding() {
|
|
m_q->delVertexFormat(this);
|
|
}
|
|
|
|
std::unique_ptr<IGraphicsCommandQueue> _NewGLCommandQueue(IGraphicsContext* parent, GLContext* glCtx) {
|
|
return std::make_unique<GLCommandQueue>(parent, glCtx);
|
|
}
|
|
|
|
std::unique_ptr<IGraphicsDataFactory> _NewGLDataFactory(IGraphicsContext* parent, GLContext* glCtx) {
|
|
return std::make_unique<GLDataFactoryImpl>(parent, glCtx);
|
|
}
|
|
|
|
} // namespace boo
|