mirror of https://github.com/AxioDL/boo.git
1030 lines
32 KiB
C++
1030 lines
32 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 <LogVisor/LogVisor.hpp>
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namespace boo
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{
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static LogVisor::LogModule Log("boo::GL");
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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 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[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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};
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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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struct GLCommandQueue* m_q;
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GLuint m_bufs[3];
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GLenum m_target;
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void* m_mappedBuf = nullptr;
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size_t m_mappedSize = 0;
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GLGraphicsBufferD(GLCommandQueue* q, BufferUse use)
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: m_q(q)
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{
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m_target = USE_TABLE[use];
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glGenBuffers(3, m_bufs);
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}
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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() const;
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void bindIndex() const;
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void bindUniform(size_t idx) const;
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};
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IGraphicsBufferS*
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GLDataFactory::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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static_cast<GLData*>(m_deferredData)->m_SBufs.emplace_back(retval);
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return retval;
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}
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IGraphicsBufferS*
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GLDataFactory::newStaticBuffer(BufferUse use, std::unique_ptr<uint8_t[]>&& data, size_t stride, size_t count)
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{
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std::unique_ptr<uint8_t[]> d = std::move(data);
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GLGraphicsBufferS* retval = new GLGraphicsBufferS(use, d.get(), stride * count);
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static_cast<GLData*>(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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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if (fmt == TextureFormatRGBA8)
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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, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataIt);
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dataIt += width * height * 4;
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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 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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struct GLCommandQueue* m_q;
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GLuint m_texs[3];
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void* m_mappedBuf = nullptr;
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size_t m_mappedSize = 0;
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size_t m_width = 0;
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size_t m_height = 0;
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GLTextureD(GLCommandQueue* q, size_t width, size_t height, TextureFormat fmt);
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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) const;
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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_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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GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples);
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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(GL_TEXTURE_2D, m_texs[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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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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}
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};
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ITextureS*
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GLDataFactory::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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static_cast<GLData*>(m_deferredData)->m_STexs.emplace_back(retval);
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return retval;
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}
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ITextureS*
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GLDataFactory::newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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std::unique_ptr<uint8_t[]>&& data, size_t sz)
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{
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std::unique_ptr<uint8_t[]> d = std::move(data);
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GLTextureS* retval = new GLTextureS(width, height, mips, fmt, d.get(), sz);
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static_cast<GLData*>(m_deferredData)->m_STexs.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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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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bool m_depthTest = true;
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bool m_depthWrite = true;
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bool m_backfaceCulling = true;
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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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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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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 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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};
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IShaderPipeline* GLDataFactory::newShaderPipeline
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(const char* vertSource, const char* fragSource,
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size_t texCount, const char** texNames,
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BlendFactor srcFac, BlendFactor dstFac,
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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[srcFac];
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shader.m_dfactor = BLEND_FACTOR_TABLE[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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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;
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glGetShaderiv(shader.m_frag, GL_INFO_LOG_LENGTH, &logLen);
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char* log = (char*)malloc(logLen);
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glGetShaderInfoLog(shader.m_frag, logLen, nullptr, log);
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Log.report(LogVisor::Error, "unable to compile frag source\n%s\n%s\n", log, fragSource);
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free(log);
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return nullptr;
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}
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glLinkProgram(shader.m_prog);
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glGetProgramiv(shader.m_prog, GL_LINK_STATUS, &status);
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if (status != GL_TRUE)
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{
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GLint logLen;
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glGetProgramiv(shader.m_prog, GL_INFO_LOG_LENGTH, &logLen);
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char* log = (char*)malloc(logLen);
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glGetProgramInfoLog(shader.m_prog, logLen, nullptr, log);
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Log.report(LogVisor::Error, "unable to link shader program\n%s\n", log);
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free(log);
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return nullptr;
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}
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glUseProgram(shader.m_prog);
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for (size_t i=0 ; i<texCount ; ++i)
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{
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GLint loc;
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if ((loc = glGetUniformLocation(shader.m_prog, texNames[i])) >= 0)
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glUniform1i(loc, i);
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else
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Log.report(LogVisor::FatalError, "unable to find sampler variable '%s'", texNames[i]);
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}
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GLShaderPipeline* retval = new GLShaderPipeline(std::move(shader));
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static_cast<GLData*>(m_deferredData)->m_SPs.emplace_back(retval);
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return retval;
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}
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struct GLVertexFormat : IVertexFormat
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{
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GLCommandQueue* m_q;
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GLuint m_vao = 0;
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size_t m_elementCount;
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std::unique_ptr<VertexElementDescriptor[]> m_elements;
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GLVertexFormat(GLCommandQueue* q, size_t elementCount,
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const VertexElementDescriptor* elements);
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~GLVertexFormat();
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void bind() const {glBindVertexArray(m_vao);}
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};
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struct GLShaderDataBinding : IShaderDataBinding
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{
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const GLShaderPipeline* m_pipeline;
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const GLVertexFormat* m_vtxFormat;
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size_t m_ubufCount;
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std::unique_ptr<IGraphicsBuffer*[]> m_ubufs;
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size_t m_texCount;
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std::unique_ptr<ITexture*[]> m_texs;
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GLShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs)
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: m_pipeline(static_cast<GLShaderPipeline*>(pipeline)),
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m_vtxFormat(static_cast<GLVertexFormat*>(vtxFormat)),
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m_ubufCount(ubufCount),
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m_ubufs(new IGraphicsBuffer*[ubufCount]),
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m_texCount(texCount),
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m_texs(new ITexture*[texCount])
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{
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for (size_t i=0 ; i<ubufCount ; ++i)
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m_ubufs[i] = ubufs[i];
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for (size_t i=0 ; i<texCount ; ++i)
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m_texs[i] = texs[i];
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}
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void bind() const
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{
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GLuint prog = m_pipeline->bind();
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m_vtxFormat->bind();
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for (size_t i=0 ; i<m_ubufCount ; ++i)
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{
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if (m_ubufs[i]->dynamic())
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static_cast<GLGraphicsBufferD*>(m_ubufs[i])->bindUniform(i);
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else
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static_cast<GLGraphicsBufferD*>(m_ubufs[i])->bindUniform(i);
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glUniformBlockBinding(prog, i, i);
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}
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for (size_t i=0 ; i<m_texCount ; ++i)
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{
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if (m_texs[i]->type() == ITexture::TextureDynamic)
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static_cast<GLTextureD*>(m_texs[i])->bind(i);
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else if (m_texs[i]->type() == ITexture::TextureStatic)
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static_cast<GLTextureS*>(m_texs[i])->bind(i);
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}
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}
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};
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IShaderDataBinding*
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GLDataFactory::newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer*, IGraphicsBuffer*,
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size_t ubufCount, IGraphicsBuffer** ubufs,
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size_t texCount, ITexture** texs)
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{
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GLShaderDataBinding* retval =
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new GLShaderDataBinding(pipeline, vtxFormat, ubufCount, ubufs, texCount, texs);
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static_cast<GLData*>(m_deferredData)->m_SBinds.emplace_back(retval);
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return retval;
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}
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GLDataFactory::GLDataFactory(IGraphicsContext* parent)
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: m_parent(parent), m_deferredData(new struct GLData()) {}
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void GLDataFactory::reset()
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{
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delete static_cast<GLData*>(m_deferredData);
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m_deferredData = new struct GLData();
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}
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IGraphicsData* GLDataFactory::commit()
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{
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IGraphicsData* retval = m_deferredData;
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m_deferredData = new struct GLData();
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m_committedData.insert(retval);
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/* Let's go ahead and flush to ensure our data gets to the GPU
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While this isn't strictly required, some drivers might behave
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differently */
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glFlush();
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return retval;
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}
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void GLDataFactory::destroyData(IGraphicsData* d)
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{
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GLData* data = static_cast<GLData*>(d);
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m_committedData.erase(data);
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delete data;
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}
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void GLDataFactory::destroyAllData()
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{
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for (IGraphicsData* data : m_committedData)
|
|
delete static_cast<GLData*>(data);
|
|
m_committedData.clear();
|
|
}
|
|
|
|
static const GLint SEMANTIC_COUNT_TABLE[] =
|
|
{
|
|
3,
|
|
3,
|
|
4,
|
|
2,
|
|
4
|
|
};
|
|
|
|
static const size_t SEMANTIC_SIZE_TABLE[] =
|
|
{
|
|
12,
|
|
12,
|
|
4,
|
|
8,
|
|
16
|
|
};
|
|
|
|
static const GLenum SEMANTIC_TYPE_TABLE[] =
|
|
{
|
|
GL_FLOAT,
|
|
GL_FLOAT,
|
|
GL_UNSIGNED_BYTE,
|
|
GL_FLOAT,
|
|
GL_FLOAT
|
|
};
|
|
|
|
struct GLCommandQueue : IGraphicsCommandQueue
|
|
{
|
|
Platform platform() const {return IGraphicsDataFactory::PlatformOGL;}
|
|
const char* platformName() const {return "OpenGL ES 3.0";}
|
|
IGraphicsContext* m_parent = nullptr;
|
|
|
|
struct Command
|
|
{
|
|
enum Op
|
|
{
|
|
OpSetShaderDataBinding,
|
|
OpSetRenderTarget,
|
|
OpSetViewport,
|
|
OpResizeRenderTexture,
|
|
OpSetClearColor,
|
|
OpClearTarget,
|
|
OpSetDrawPrimitive,
|
|
OpDraw,
|
|
OpDrawIndexed,
|
|
OpDrawInstances,
|
|
OpDrawInstancesIndexed,
|
|
OpPresent
|
|
} m_op;
|
|
union
|
|
{
|
|
const IShaderDataBinding* binding;
|
|
const ITextureR* target;
|
|
const ITextureR* source;
|
|
SWindowRect rect;
|
|
float rgba[4];
|
|
GLbitfield flags;
|
|
GLenum prim;
|
|
struct
|
|
{
|
|
size_t start;
|
|
size_t count;
|
|
size_t instCount;
|
|
};
|
|
struct
|
|
{
|
|
ITextureR* tex;
|
|
size_t width;
|
|
size_t height;
|
|
} resize;
|
|
};
|
|
Command(Op op) : m_op(op) {}
|
|
};
|
|
std::vector<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;
|
|
|
|
/* These members are locked for multithreaded access */
|
|
std::vector<GLVertexFormat*> m_pendingFmtAdds;
|
|
std::vector<GLuint> m_pendingFmtDels;
|
|
std::vector<GLTextureR*> m_pendingFboAdds;
|
|
std::vector<GLuint> m_pendingFboDels;
|
|
|
|
static void ConfigureVertexFormat(GLVertexFormat* fmt)
|
|
{
|
|
glGenVertexArrays(1, &fmt->m_vao);
|
|
|
|
size_t stride = 0;
|
|
for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
|
|
{
|
|
const VertexElementDescriptor* desc = &fmt->m_elements[i];
|
|
stride += SEMANTIC_SIZE_TABLE[desc->semantic];
|
|
}
|
|
|
|
size_t offset = 0;
|
|
glBindVertexArray(fmt->m_vao);
|
|
const IGraphicsBuffer* lastVBO = nullptr;
|
|
const IGraphicsBuffer* lastEBO = nullptr;
|
|
for (size_t i=0 ; i<fmt->m_elementCount ; ++i)
|
|
{
|
|
const VertexElementDescriptor* desc = &fmt->m_elements[i];
|
|
if (desc->vertBuffer != lastVBO)
|
|
{
|
|
lastVBO = desc->vertBuffer;
|
|
if (lastVBO->dynamic())
|
|
static_cast<const GLGraphicsBufferD*>(lastVBO)->bindVertex();
|
|
else
|
|
static_cast<const GLGraphicsBufferS*>(lastVBO)->bindVertex();
|
|
}
|
|
if (desc->indexBuffer != lastEBO)
|
|
{
|
|
lastEBO = desc->indexBuffer;
|
|
if (lastEBO->dynamic())
|
|
static_cast<const GLGraphicsBufferD*>(lastEBO)->bindIndex();
|
|
else
|
|
static_cast<const GLGraphicsBufferS*>(lastEBO)->bindIndex();
|
|
}
|
|
glEnableVertexAttribArray(i);
|
|
glVertexAttribPointer(i, SEMANTIC_COUNT_TABLE[desc->semantic],
|
|
SEMANTIC_TYPE_TABLE[desc->semantic], GL_TRUE, stride, (void*)offset);
|
|
offset += SEMANTIC_SIZE_TABLE[desc->semantic];
|
|
}
|
|
}
|
|
|
|
static void ConfigureFBO(GLTextureR* tex)
|
|
{
|
|
glGenFramebuffers(1, &tex->m_fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_fbo);
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->m_texs[0], 0);
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex->m_texs[1], 0);
|
|
}
|
|
|
|
static void RenderingWorker(GLCommandQueue* self)
|
|
{
|
|
{
|
|
std::unique_lock<std::mutex> lk(self->m_initmt);
|
|
self->m_parent->makeCurrent();
|
|
if (glewInit() != GLEW_OK)
|
|
Log.report(LogVisor::FatalError, "unable to init glew");
|
|
self->m_parent->postInit();
|
|
}
|
|
self->m_initcv.notify_one();
|
|
while (self->m_running)
|
|
{
|
|
{
|
|
std::unique_lock<std::mutex> lk(self->m_mt);
|
|
self->m_cv.wait(lk);
|
|
if (!self->m_running)
|
|
break;
|
|
self->m_drawBuf = self->m_completeBuf;
|
|
|
|
if (self->m_pendingFmtAdds.size())
|
|
for (GLVertexFormat* fmt : self->m_pendingFmtAdds)
|
|
ConfigureVertexFormat(fmt);
|
|
self->m_pendingFmtAdds.clear();
|
|
|
|
if (self->m_pendingFmtDels.size())
|
|
for (GLuint fmt : self->m_pendingFmtDels)
|
|
glDeleteVertexArrays(1, &fmt);
|
|
self->m_pendingFmtDels.clear();
|
|
|
|
if (self->m_pendingFboAdds.size())
|
|
for (GLTextureR* tex : self->m_pendingFboAdds)
|
|
ConfigureFBO(tex);
|
|
self->m_pendingFboAdds.clear();
|
|
|
|
if (self->m_pendingFboDels.size())
|
|
for (GLuint fbo : self->m_pendingFboDels)
|
|
glDeleteFramebuffers(1, &fbo);
|
|
self->m_pendingFboDels.clear();
|
|
}
|
|
std::vector<Command>& cmds = self->m_cmdBufs[self->m_drawBuf];
|
|
GLenum prim = GL_TRIANGLES;
|
|
for (const Command& cmd : cmds)
|
|
{
|
|
switch (cmd.m_op)
|
|
{
|
|
case Command::OpSetShaderDataBinding:
|
|
static_cast<const GLShaderDataBinding*>(cmd.binding)->bind();
|
|
break;
|
|
case Command::OpSetRenderTarget:
|
|
{
|
|
const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.target);
|
|
if (!tex)
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
else
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tex->m_fbo);
|
|
break;
|
|
}
|
|
case Command::OpSetViewport:
|
|
glViewport(cmd.rect.location[0], cmd.rect.location[1],
|
|
cmd.rect.size[0], cmd.rect.size[1]);
|
|
break;
|
|
case Command::OpResizeRenderTexture:
|
|
{
|
|
GLTextureR* tex = static_cast<GLTextureR*>(cmd.resize.tex);
|
|
tex->resize(cmd.resize.width, cmd.resize.height);
|
|
}
|
|
case Command::OpSetClearColor:
|
|
glClearColor(cmd.rgba[0], cmd.rgba[1], cmd.rgba[2], cmd.rgba[3]);
|
|
break;
|
|
case Command::OpClearTarget:
|
|
glClear(cmd.flags);
|
|
break;
|
|
case Command::OpSetDrawPrimitive:
|
|
prim = cmd.prim;
|
|
break;
|
|
case Command::OpDraw:
|
|
glDrawArrays(prim, cmd.start, cmd.count);
|
|
break;
|
|
case Command::OpDrawIndexed:
|
|
glDrawElements(prim, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start);
|
|
break;
|
|
case Command::OpDrawInstances:
|
|
glDrawArraysInstanced(prim, cmd.start, cmd.count, cmd.instCount);
|
|
break;
|
|
case Command::OpDrawInstancesIndexed:
|
|
glDrawElementsInstanced(prim, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start, cmd.instCount);
|
|
break;
|
|
case Command::OpPresent:
|
|
{
|
|
const GLTextureR* tex = static_cast<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();
|
|
}
|
|
}
|
|
|
|
GLCommandQueue(IGraphicsContext* parent)
|
|
: m_parent(parent),
|
|
m_initlk(m_initmt),
|
|
m_thr(RenderingWorker, this)
|
|
{
|
|
m_initcv.wait(m_initlk);
|
|
m_initlk.unlock();
|
|
}
|
|
|
|
~GLCommandQueue()
|
|
{
|
|
m_running = false;
|
|
m_cv.notify_one();
|
|
m_thr.join();
|
|
}
|
|
|
|
void setShaderDataBinding(IShaderDataBinding* binding)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpSetShaderDataBinding);
|
|
cmds.back().binding = binding;
|
|
}
|
|
|
|
void setRenderTarget(ITextureR* target)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpSetRenderTarget);
|
|
cmds.back().target = target;
|
|
}
|
|
|
|
void setViewport(const SWindowRect& rect)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpSetViewport);
|
|
cmds.back().rect = rect;
|
|
}
|
|
|
|
void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpResizeRenderTexture);
|
|
cmds.back().resize.tex = tex;
|
|
cmds.back().resize.width = width;
|
|
cmds.back().resize.height = height;
|
|
}
|
|
|
|
void setClearColor(const float rgba[4])
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpSetClearColor);
|
|
cmds.back().rgba[0] = rgba[0];
|
|
cmds.back().rgba[1] = rgba[1];
|
|
cmds.back().rgba[2] = rgba[2];
|
|
cmds.back().rgba[3] = rgba[3];
|
|
}
|
|
|
|
void clearTarget(bool render=true, bool depth=true)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpClearTarget);
|
|
cmds.back().flags = 0;
|
|
if (render)
|
|
cmds.back().flags |= GL_COLOR_BUFFER_BIT;
|
|
if (depth)
|
|
cmds.back().flags |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
void setDrawPrimitive(Primitive prim)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpSetDrawPrimitive);
|
|
if (prim == PrimitiveTriangles)
|
|
cmds.back().prim = GL_TRIANGLES;
|
|
else if (prim == PrimitiveTriStrips)
|
|
cmds.back().prim = GL_TRIANGLE_STRIP;
|
|
}
|
|
|
|
void draw(size_t start, size_t count)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpDraw);
|
|
cmds.back().start = start;
|
|
cmds.back().count = count;
|
|
}
|
|
|
|
void drawIndexed(size_t start, size_t count)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpDrawIndexed);
|
|
cmds.back().start = start;
|
|
cmds.back().count = count;
|
|
}
|
|
|
|
void drawInstances(size_t start, size_t count, size_t instCount)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpDrawInstances);
|
|
cmds.back().start = start;
|
|
cmds.back().count = count;
|
|
cmds.back().instCount = instCount;
|
|
}
|
|
|
|
void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpDrawInstancesIndexed);
|
|
cmds.back().start = start;
|
|
cmds.back().count = count;
|
|
cmds.back().instCount = instCount;
|
|
}
|
|
|
|
void resolveDisplay(ITextureR* source)
|
|
{
|
|
std::vector<Command>& cmds = m_cmdBufs[m_fillBuf];
|
|
cmds.emplace_back(Command::OpPresent);
|
|
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);
|
|
m_pendingFmtDels.push_back(fmt->m_vao);
|
|
}
|
|
|
|
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;
|
|
}
|
|
lk.unlock();
|
|
m_cv.notify_one();
|
|
m_cmdBufs[m_fillBuf].clear();
|
|
}
|
|
};
|
|
|
|
void GLGraphicsBufferD::load(const void* data, size_t sz)
|
|
{
|
|
glBindBuffer(m_target, m_bufs[m_q->m_fillBuf]);
|
|
glBufferData(m_target, sz, data, GL_DYNAMIC_DRAW);
|
|
}
|
|
void* GLGraphicsBufferD::map(size_t sz)
|
|
{
|
|
if (m_mappedBuf)
|
|
free(m_mappedBuf);
|
|
m_mappedBuf = malloc(sz);
|
|
m_mappedSize = sz;
|
|
return m_mappedBuf;
|
|
}
|
|
void GLGraphicsBufferD::unmap()
|
|
{
|
|
glBindBuffer(m_target, m_bufs[m_q->m_fillBuf]);
|
|
glBufferData(m_target, m_mappedSize, m_mappedBuf, GL_DYNAMIC_DRAW);
|
|
free(m_mappedBuf);
|
|
m_mappedBuf = nullptr;
|
|
}
|
|
void GLGraphicsBufferD::bindVertex() const
|
|
{glBindBuffer(GL_ARRAY_BUFFER, m_bufs[m_q->m_drawBuf]);}
|
|
void GLGraphicsBufferD::bindIndex() const
|
|
{glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufs[m_q->m_drawBuf]);}
|
|
void GLGraphicsBufferD::bindUniform(size_t idx) const
|
|
{glBindBufferBase(GL_UNIFORM_BUFFER, idx, m_bufs[m_q->m_drawBuf]);}
|
|
|
|
IGraphicsBufferD*
|
|
GLDataFactory::newDynamicBuffer(BufferUse use, size_t stride, size_t count)
|
|
{
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(m_parent->getCommandQueue());
|
|
GLGraphicsBufferD* retval = new GLGraphicsBufferD(q, use);
|
|
static_cast<GLData*>(m_deferredData)->m_DBufs.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
GLTextureD::GLTextureD(GLCommandQueue* q, size_t width, size_t height, TextureFormat fmt)
|
|
: m_q(q), m_width(width), m_height(height)
|
|
{
|
|
glGenTextures(3, m_texs);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[0]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[1]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[2]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
}
|
|
GLTextureD::~GLTextureD() {glDeleteTextures(3, m_texs);}
|
|
|
|
void GLTextureD::load(const void* data, size_t sz)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[m_q->m_fillBuf]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
}
|
|
void* GLTextureD::map(size_t sz)
|
|
{
|
|
if (m_mappedBuf)
|
|
free(m_mappedBuf);
|
|
m_mappedBuf = malloc(sz);
|
|
m_mappedSize = sz;
|
|
return m_mappedBuf;
|
|
}
|
|
void GLTextureD::unmap()
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[m_q->m_fillBuf]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_mappedBuf);
|
|
free(m_mappedBuf);
|
|
m_mappedBuf = nullptr;
|
|
}
|
|
|
|
void GLTextureD::bind(size_t idx) const
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + idx);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[0]);
|
|
}
|
|
|
|
ITextureD*
|
|
GLDataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat fmt)
|
|
{
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(m_parent->getCommandQueue());
|
|
GLTextureD* retval = new GLTextureD(q, width, height, fmt);
|
|
static_cast<GLData*>(m_deferredData)->m_DTexs.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
GLTextureR::GLTextureR(GLCommandQueue* q, size_t width, size_t height, size_t samples)
|
|
: m_q(q), m_width(width), m_height(height), m_samples(samples)
|
|
{
|
|
glGenTextures(2, m_texs);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[0]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
|
glBindTexture(GL_TEXTURE_2D, m_texs[1]);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
|
m_q->addFBO(this);
|
|
}
|
|
GLTextureR::~GLTextureR() {glDeleteTextures(2, m_texs); m_q->delFBO(this);}
|
|
|
|
ITextureR*
|
|
GLDataFactory::newRenderTexture(size_t width, size_t height, size_t samples)
|
|
{
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(m_parent->getCommandQueue());
|
|
GLTextureR* retval = new GLTextureR(q, width, height, samples);
|
|
static_cast<GLData*>(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::newVertexFormat
|
|
(size_t elementCount, const VertexElementDescriptor* elements)
|
|
{
|
|
GLCommandQueue* q = static_cast<GLCommandQueue*>(m_parent->getCommandQueue());
|
|
GLVertexFormat* retval = new struct GLVertexFormat(q, elementCount, elements);
|
|
static_cast<GLData*>(m_deferredData)->m_VFmts.emplace_back(retval);
|
|
return retval;
|
|
}
|
|
|
|
IGraphicsCommandQueue* _NewGLCommandQueue(IGraphicsContext* parent)
|
|
{
|
|
return new struct GLCommandQueue(parent);
|
|
}
|
|
|
|
}
|