Member rename: src/backend/opengl

This commit is contained in:
Corentin Wallez 2017-11-23 11:24:20 -08:00 committed by Corentin Wallez
parent b0c75a5b68
commit 7ee1610f38
20 changed files with 241 additions and 237 deletions

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@ -23,17 +23,17 @@ namespace opengl {
Buffer::Buffer(BufferBuilder* builder)
: BufferBase(builder) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW);
}
GLuint Buffer::GetHandle() const {
return buffer;
return mBuffer;
}
void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferSubData(GL_ARRAY_BUFFER, start * sizeof(uint32_t), count * sizeof(uint32_t), data);
}
@ -41,13 +41,13 @@ namespace opengl {
// TODO(cwallez@chromium.org): this does GPU->CPU synchronization, we could require a high
// version of OpenGL that would let us map the buffer unsynchronized.
// TODO(cwallez@chromium.org): this crashes on Mac NVIDIA, use GetBufferSubData there instead?
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
void* data = glMapBufferRange(GL_ARRAY_BUFFER, start, count, GL_MAP_READ_BIT);
CallMapReadCallback(serial, NXT_BUFFER_MAP_READ_STATUS_SUCCESS, data);
}
void Buffer::UnmapImpl() {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glUnmapBuffer(GL_ARRAY_BUFFER);
}

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@ -36,7 +36,7 @@ namespace opengl {
void UnmapImpl() override;
void TransitionUsageImpl(nxt::BufferUsageBit currentUsage, nxt::BufferUsageBit targetUsage) override;
GLuint buffer = 0;
GLuint mBuffer = 0;
};
class BufferView : public BufferViewBase {

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@ -61,145 +61,149 @@ namespace opengl {
//
// This structure tracks the current values of push constants as well as dirty bits for push constants
// that should be applied before the next draw or dispatch.
struct PushConstantTracker {
PerStage<std::array<uint32_t, kMaxPushConstants>> values;
PerStage<std::bitset<kMaxPushConstants>> dirtyBits;
void OnBeginPass() {
for (auto stage : IterateStages(kAllStages)) {
values[stage].fill(0);
// No need to set dirty bits as a pipeline will be set before the next operation
// using push constants.
}
}
void OnSetPushConstants(nxt::ShaderStageBit stages, uint32_t count,
uint32_t offset, const uint32_t* data) {
for (auto stage : IterateStages(stages)) {
memcpy(&values[stage][offset], data, count * sizeof(uint32_t));
// Use 64 bit masks and make sure there are no shift UB
static_assert(kMaxPushConstants <= 8 * sizeof(unsigned long long) - 1, "");
dirtyBits[stage] |= ((1ull << count) - 1ull) << offset;
}
}
void OnSetPipeline(PipelineBase* pipeline) {
for (auto stage : IterateStages(kAllStages)) {
dirtyBits[stage] = pipeline->GetPushConstants(stage).mask;
}
}
void Apply(PipelineBase* pipeline, PipelineGL* glPipeline) {
for (auto stage : IterateStages(kAllStages)) {
const auto& pushConstants = pipeline->GetPushConstants(stage);
const auto& glPushConstants = glPipeline->GetGLPushConstants(stage);
for (uint32_t constant : IterateBitSet(dirtyBits[stage] & pushConstants.mask)) {
GLint location = glPushConstants[constant];
switch (pushConstants.types[constant]) {
case PushConstantType::Int:
glUniform1i(location, *reinterpret_cast<GLint*>(&values[stage][constant]));
break;
case PushConstantType::UInt:
glUniform1ui(location, *reinterpret_cast<GLuint*>(&values[stage][constant]));
break;
case PushConstantType::Float:
glUniform1f(location, *reinterpret_cast<GLfloat*>(&values[stage][constant]));
break;
}
class PushConstantTracker {
public:
void OnBeginPass() {
for (auto stage : IterateStages(kAllStages)) {
mValues[stage].fill(0);
// No need to set dirty bits as a pipeline will be set before the next operation
// using push constants.
}
dirtyBits[stage].reset();
}
}
void OnSetPushConstants(nxt::ShaderStageBit stages, uint32_t count,
uint32_t offset, const uint32_t* data) {
for (auto stage : IterateStages(stages)) {
memcpy(&mValues[stage][offset], data, count * sizeof(uint32_t));
// Use 64 bit masks and make sure there are no shift UB
static_assert(kMaxPushConstants <= 8 * sizeof(unsigned long long) - 1, "");
mDirtyBits[stage] |= ((1ull << count) - 1ull) << offset;
}
}
void OnSetPipeline(PipelineBase* pipeline) {
for (auto stage : IterateStages(kAllStages)) {
mDirtyBits[stage] = pipeline->GetPushConstants(stage).mask;
}
}
void Apply(PipelineBase* pipeline, PipelineGL* glPipeline) {
for (auto stage : IterateStages(kAllStages)) {
const auto& pushConstants = pipeline->GetPushConstants(stage);
const auto& glPushConstants = glPipeline->GetGLPushConstants(stage);
for (uint32_t constant : IterateBitSet(mDirtyBits[stage] & pushConstants.mask)) {
GLint location = glPushConstants[constant];
switch (pushConstants.types[constant]) {
case PushConstantType::Int:
glUniform1i(location, *reinterpret_cast<GLint*>(&mValues[stage][constant]));
break;
case PushConstantType::UInt:
glUniform1ui(location, *reinterpret_cast<GLuint*>(&mValues[stage][constant]));
break;
case PushConstantType::Float:
glUniform1f(location, *reinterpret_cast<GLfloat*>(&mValues[stage][constant]));
break;
}
}
mDirtyBits[stage].reset();
}
}
private:
PerStage<std::array<uint32_t, kMaxPushConstants>> mValues;
PerStage<std::bitset<kMaxPushConstants>> mDirtyBits;
};
// Vertex buffers and index buffers are implemented as part of an OpenGL VAO that corresponds to an
// InputState. On the contrary in NXT they are part of the global state. This means that we have to
// re-apply these buffers on an InputState change.
struct InputBufferTracker {
bool indexBufferDirty = false;
Buffer* indexBuffer = nullptr;
std::bitset<kMaxVertexInputs> dirtyVertexBuffers;
std::array<Buffer*, kMaxVertexInputs> vertexBuffers;
std::array<uint32_t, kMaxVertexInputs> vertexBufferOffsets;
InputState* lastInputState = nullptr;
void OnBeginPass() {
// We don't know what happened between this pass and the last one, just reset the
// input state so everything gets reapplied.
lastInputState = nullptr;
}
void OnSetIndexBuffer(BufferBase* buffer) {
indexBufferDirty = true;
indexBuffer = ToBackend(buffer);
}
void OnSetVertexBuffers(uint32_t startSlot, uint32_t count, Ref<BufferBase>* buffers, uint32_t* offsets) {
for (uint32_t i = 0; i < count; ++i) {
uint32_t slot = startSlot + i;
vertexBuffers[slot] = ToBackend(buffers[i].Get());
vertexBufferOffsets[slot] = offsets[i];
class InputBufferTracker {
public:
void OnBeginPass() {
// We don't know what happened between this pass and the last one, just reset the
// input state so everything gets reapplied.
mLastInputState = nullptr;
}
// Use 64 bit masks and make sure there are no shift UB
static_assert(kMaxVertexInputs <= 8 * sizeof(unsigned long long) - 1, "");
dirtyVertexBuffers |= ((1ull << count) - 1ull) << startSlot;
}
void OnSetPipeline(RenderPipelineBase* pipeline) {
InputStateBase* inputState = pipeline->GetInputState();
if (lastInputState == inputState) {
return;
void OnSetIndexBuffer(BufferBase* buffer) {
mIndexBufferDirty = true;
mIndexBuffer = ToBackend(buffer);
}
indexBufferDirty = true;
dirtyVertexBuffers |= inputState->GetInputsSetMask();
lastInputState = ToBackend(inputState);
}
void Apply() {
if (indexBufferDirty && indexBuffer != nullptr) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer->GetHandle());
indexBufferDirty = false;
}
for (uint32_t slot : IterateBitSet(dirtyVertexBuffers & lastInputState->GetInputsSetMask())) {
for (uint32_t location : IterateBitSet(lastInputState->GetAttributesUsingInput(slot))) {
auto attribute = lastInputState->GetAttribute(location);
GLuint buffer = vertexBuffers[slot]->GetHandle();
uint32_t offset = vertexBufferOffsets[slot];
auto input = lastInputState->GetInput(slot);
auto components = VertexFormatNumComponents(attribute.format);
auto formatType = VertexFormatType(attribute.format);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
location, components, formatType, GL_FALSE,
input.stride,
reinterpret_cast<void*>(static_cast<intptr_t>(offset + attribute.offset)));
void OnSetVertexBuffers(uint32_t startSlot, uint32_t count, Ref<BufferBase>* buffers, uint32_t* offsets) {
for (uint32_t i = 0; i < count; ++i) {
uint32_t slot = startSlot + i;
mVertexBuffers[slot] = ToBackend(buffers[i].Get());
mVertexBufferOffsets[slot] = offsets[i];
}
// Use 64 bit masks and make sure there are no shift UB
static_assert(kMaxVertexInputs <= 8 * sizeof(unsigned long long) - 1, "");
mDirtyVertexBuffers |= ((1ull << count) - 1ull) << startSlot;
}
dirtyVertexBuffers.reset();
}
void OnSetPipeline(RenderPipelineBase* pipeline) {
InputStateBase* inputState = pipeline->GetInputState();
if (mLastInputState == inputState) {
return;
}
mIndexBufferDirty = true;
mDirtyVertexBuffers |= inputState->GetInputsSetMask();
mLastInputState = ToBackend(inputState);
}
void Apply() {
if (mIndexBufferDirty && mIndexBuffer != nullptr) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->GetHandle());
mIndexBufferDirty = false;
}
for (uint32_t slot : IterateBitSet(mDirtyVertexBuffers & mLastInputState->GetInputsSetMask())) {
for (uint32_t location : IterateBitSet(mLastInputState->GetAttributesUsingInput(slot))) {
auto attribute = mLastInputState->GetAttribute(location);
GLuint buffer = mVertexBuffers[slot]->GetHandle();
uint32_t offset = mVertexBufferOffsets[slot];
auto input = mLastInputState->GetInput(slot);
auto components = VertexFormatNumComponents(attribute.format);
auto formatType = VertexFormatType(attribute.format);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexAttribPointer(
location, components, formatType, GL_FALSE,
input.stride,
reinterpret_cast<void*>(static_cast<intptr_t>(offset + attribute.offset)));
}
}
mDirtyVertexBuffers.reset();
}
private:
bool mIndexBufferDirty = false;
Buffer* mIndexBuffer = nullptr;
std::bitset<kMaxVertexInputs> mDirtyVertexBuffers;
std::array<Buffer*, kMaxVertexInputs> mVertexBuffers;
std::array<uint32_t, kMaxVertexInputs> mVertexBufferOffsets;
InputState* mLastInputState = nullptr;
};
}
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder), commands(builder->AcquireCommands()) {
: CommandBufferBase(builder), mCommands(builder->AcquireCommands()) {
}
CommandBuffer::~CommandBuffer() {
FreeCommands(&commands);
FreeCommands(&mCommands);
}
void CommandBuffer::Execute() {
@ -220,18 +224,18 @@ namespace opengl {
uint32_t currentSubpass = 0;
GLuint currentFBO = 0;
while(commands.NextCommandId(&type)) {
while(mCommands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass:
{
commands.NextCommand<BeginComputePassCmd>();
mCommands.NextCommand<BeginComputePassCmd>();
pushConstants.OnBeginPass();
}
break;
case Command::BeginRenderPass:
{
auto* cmd = commands.NextCommand<BeginRenderPassCmd>();
auto* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
currentRenderPass = ToBackend(cmd->renderPass.Get());
currentFramebuffer = ToBackend(cmd->framebuffer.Get());
currentSubpass = 0;
@ -240,7 +244,7 @@ namespace opengl {
case Command::BeginRenderSubpass:
{
commands.NextCommand<BeginRenderSubpassCmd>();
mCommands.NextCommand<BeginRenderSubpassCmd>();
pushConstants.OnBeginPass();
inputBuffers.OnBeginPass();
@ -359,7 +363,7 @@ namespace opengl {
case Command::CopyBufferToBuffer:
{
CopyBufferToBufferCmd* copy = commands.NextCommand<CopyBufferToBufferCmd>();
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
@ -374,7 +378,7 @@ namespace opengl {
case Command::CopyBufferToTexture:
{
CopyBufferToTextureCmd* copy = commands.NextCommand<CopyBufferToTextureCmd>();
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
Buffer* buffer = ToBackend(src.buffer.Get());
@ -398,7 +402,7 @@ namespace opengl {
case Command::CopyTextureToBuffer:
{
CopyTextureToBufferCmd* copy = commands.NextCommand<CopyTextureToBufferCmd>();
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
Texture* texture = ToBackend(src.texture.Get());
@ -431,7 +435,7 @@ namespace opengl {
case Command::Dispatch:
{
DispatchCmd* dispatch = commands.NextCommand<DispatchCmd>();
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
glDispatchCompute(dispatch->x, dispatch->y, dispatch->z);
// TODO(cwallez@chromium.org): add barriers to the API
@ -441,7 +445,7 @@ namespace opengl {
case Command::DrawArrays:
{
DrawArraysCmd* draw = commands.NextCommand<DrawArraysCmd>();
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply();
@ -458,7 +462,7 @@ namespace opengl {
case Command::DrawElements:
{
DrawElementsCmd* draw = commands.NextCommand<DrawElementsCmd>();
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
pushConstants.Apply(lastPipeline, lastGLPipeline);
inputBuffers.Apply();
@ -483,19 +487,19 @@ namespace opengl {
case Command::EndComputePass:
{
commands.NextCommand<EndComputePassCmd>();
mCommands.NextCommand<EndComputePassCmd>();
}
break;
case Command::EndRenderPass:
{
commands.NextCommand<EndRenderPassCmd>();
mCommands.NextCommand<EndRenderPassCmd>();
}
break;
case Command::EndRenderSubpass:
{
commands.NextCommand<EndRenderSubpassCmd>();
mCommands.NextCommand<EndRenderSubpassCmd>();
glDeleteFramebuffers(1, &currentFBO);
currentFBO = 0;
currentSubpass += 1;
@ -504,7 +508,7 @@ namespace opengl {
case Command::SetComputePipeline:
{
SetComputePipelineCmd* cmd = commands.NextCommand<SetComputePipelineCmd>();
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow();
lastGLPipeline = ToBackend(cmd->pipeline).Get();
lastPipeline = ToBackend(cmd->pipeline).Get();
@ -514,7 +518,7 @@ namespace opengl {
case Command::SetRenderPipeline:
{
SetRenderPipelineCmd* cmd = commands.NextCommand<SetRenderPipelineCmd>();
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
ToBackend(cmd->pipeline)->ApplyNow(persistentPipelineState);
lastRenderPipeline = ToBackend(cmd->pipeline).Get();
lastGLPipeline = ToBackend(cmd->pipeline).Get();
@ -527,29 +531,29 @@ namespace opengl {
case Command::SetPushConstants:
{
SetPushConstantsCmd* cmd = commands.NextCommand<SetPushConstantsCmd>();
uint32_t* data = commands.NextData<uint32_t>(cmd->count);
SetPushConstantsCmd* cmd = mCommands.NextCommand<SetPushConstantsCmd>();
uint32_t* data = mCommands.NextData<uint32_t>(cmd->count);
pushConstants.OnSetPushConstants(cmd->stages, cmd->count, cmd->offset, data);
}
break;
case Command::SetStencilReference:
{
SetStencilReferenceCmd* cmd = commands.NextCommand<SetStencilReferenceCmd>();
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
persistentPipelineState.SetStencilReference(cmd->reference);
}
break;
case Command::SetBlendColor:
{
SetBlendColorCmd* cmd = commands.NextCommand<SetBlendColorCmd>();
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
glBlendColor(cmd->r, cmd->g, cmd->b, cmd->a);
}
break;
case Command::SetBindGroup:
{
SetBindGroupCmd* cmd = commands.NextCommand<SetBindGroupCmd>();
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
size_t groupIndex = cmd->index;
BindGroup* group = ToBackend(cmd->group.Get());
@ -610,7 +614,7 @@ namespace opengl {
case Command::SetIndexBuffer:
{
SetIndexBufferCmd* cmd = commands.NextCommand<SetIndexBufferCmd>();
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
indexBufferOffset = cmd->offset;
inputBuffers.OnSetIndexBuffer(cmd->buffer.Get());
}
@ -618,16 +622,16 @@ namespace opengl {
case Command::SetVertexBuffers:
{
SetVertexBuffersCmd* cmd = commands.NextCommand<SetVertexBuffersCmd>();
auto buffers = commands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = commands.NextData<uint32_t>(cmd->count);
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
inputBuffers.OnSetVertexBuffers(cmd->startSlot, cmd->count, buffers, offsets);
}
break;
case Command::TransitionBufferUsage:
{
TransitionBufferUsageCmd* cmd = commands.NextCommand<TransitionBufferUsageCmd>();
TransitionBufferUsageCmd* cmd = mCommands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage);
}
@ -635,7 +639,7 @@ namespace opengl {
case Command::TransitionTextureUsage:
{
TransitionTextureUsageCmd* cmd = commands.NextCommand<TransitionTextureUsageCmd>();
TransitionTextureUsageCmd* cmd = mCommands.NextCommand<TransitionTextureUsageCmd>();
cmd->texture->UpdateUsageInternal(cmd->usage);
}

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@ -31,7 +31,7 @@ namespace opengl {
void Execute();
private:
CommandIterator commands;
CommandIterator mCommands;
};
}

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@ -22,8 +22,8 @@ namespace opengl {
InputState::InputState(InputStateBuilder* builder)
: InputStateBase(builder) {
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
glGenVertexArrays(1, &mVertexArrayObject);
glBindVertexArray(mVertexArrayObject);
auto& attributesSetMask = GetAttributesSetMask();
for (uint32_t location = 0; location < attributesSetMask.size(); ++location) {
if (!attributesSetMask[location]) {
@ -58,7 +58,7 @@ namespace opengl {
}
GLuint InputState::GetVAO() {
return vertexArrayObject;
return mVertexArrayObject;
}
}

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@ -32,7 +32,7 @@ namespace opengl {
GLuint GetVAO();
private:
GLuint vertexArrayObject;
GLuint mVertexArrayObject;
std::array<std::bitset<kMaxVertexAttributes>, kMaxVertexInputs> attributesUsingInput;
};

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@ -24,36 +24,36 @@ namespace opengl {
}
void PersistentPipelineState::SetStencilFuncsAndMask(GLenum stencilBackCompareFunction, GLenum stencilFrontCompareFunction, uint32_t stencilReadMask) {
if (this->stencilBackCompareFunction == stencilBackCompareFunction &&
this->stencilFrontCompareFunction == stencilFrontCompareFunction &&
this->stencilReadMask == stencilReadMask) {
if (mStencilBackCompareFunction == stencilBackCompareFunction &&
mStencilFrontCompareFunction == stencilFrontCompareFunction &&
mStencilReadMask == stencilReadMask) {
return;
}
this->stencilBackCompareFunction = stencilBackCompareFunction;
this->stencilFrontCompareFunction = stencilFrontCompareFunction;
this->stencilReadMask = stencilReadMask;
mStencilBackCompareFunction = stencilBackCompareFunction;
mStencilFrontCompareFunction = stencilFrontCompareFunction;
mStencilReadMask = stencilReadMask;
CallGLStencilFunc();
}
void PersistentPipelineState::SetStencilReference(uint32_t stencilReference) {
if (this->stencilReference == stencilReference) {
if (mStencilReference == stencilReference) {
return;
}
this->stencilReference = stencilReference;
mStencilReference = stencilReference;
CallGLStencilFunc();
}
void PersistentPipelineState::CallGLStencilFunc() {
glStencilFuncSeparate(GL_BACK,
stencilBackCompareFunction,
stencilReference,
stencilReadMask);
mStencilBackCompareFunction,
mStencilReference,
mStencilReadMask);
glStencilFuncSeparate(GL_FRONT,
stencilFrontCompareFunction,
stencilReference,
stencilReadMask);
mStencilFrontCompareFunction,
mStencilReference,
mStencilReadMask);
}
}

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@ -31,10 +31,10 @@ namespace opengl {
private:
void CallGLStencilFunc();
GLenum stencilBackCompareFunction = GL_ALWAYS;
GLenum stencilFrontCompareFunction = GL_ALWAYS;
GLuint stencilReadMask = 0xffffffff;
GLuint stencilReference = 0;
GLenum mStencilBackCompareFunction = GL_ALWAYS;
GLenum mStencilFrontCompareFunction = GL_ALWAYS;
GLuint mStencilReadMask = 0xffffffff;
GLuint mStencilReference = 0;
};
}

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@ -87,26 +87,26 @@ namespace opengl {
}
};
program = glCreateProgram();
mProgram = glCreateProgram();
for (auto stage : IterateStages(parent->GetStageMask())) {
const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
GLuint shader = CreateShader(GLShaderType(stage), module->GetSource());
glAttachShader(program, shader);
glAttachShader(mProgram, shader);
}
glLinkProgram(program);
glLinkProgram(mProgram);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
GLint infoLogLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
if (infoLogLength > 1) {
std::vector<char> buffer(infoLogLength);
glGetProgramInfoLog(program, infoLogLength, nullptr, &buffer[0]);
glGetProgramInfoLog(mProgram, infoLogLength, nullptr, &buffer[0]);
std::cout << "Program link failed:\n";
std::cout << buffer.data() << std::endl;
}
@ -114,10 +114,10 @@ namespace opengl {
for (auto stage : IterateStages(parent->GetStageMask())) {
const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
FillPushConstants(module, &glPushConstants[stage], program);
FillPushConstants(module, &mGlPushConstants[stage], mProgram);
}
glUseProgram(program);
glUseProgram(mProgram);
// The uniforms are part of the program state so we can pre-bind buffer units, texture units etc.
const auto& layout = ToBackend(parent->GetLayout());
@ -135,15 +135,15 @@ namespace opengl {
switch (groupInfo.types[binding]) {
case nxt::BindingType::UniformBuffer:
{
GLint location = glGetUniformBlockIndex(program, name.c_str());
glUniformBlockBinding(program, location, indices[group][binding]);
GLint location = glGetUniformBlockIndex(mProgram, name.c_str());
glUniformBlockBinding(mProgram, location, indices[group][binding]);
}
break;
case nxt::BindingType::StorageBuffer:
{
GLuint location = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, name.c_str());
glShaderStorageBlockBinding(program, location, indices[group][binding]);
GLuint location = glGetProgramResourceIndex(mProgram, GL_SHADER_STORAGE_BLOCK, name.c_str());
glShaderStorageBlockBinding(mProgram, location, indices[group][binding]);
}
break;
@ -167,20 +167,20 @@ namespace opengl {
}
}
unitsForSamplers.resize(layout->GetNumSamplers());
unitsForTextures.resize(layout->GetNumSampledTextures());
mUnitsForSamplers.resize(layout->GetNumSamplers());
mUnitsForTextures.resize(layout->GetNumSampledTextures());
GLuint textureUnit = layout->GetTextureUnitsUsed();
for (const auto& combined : combinedSamplersSet) {
std::string name = combined.GetName();
GLint location = glGetUniformLocation(program, name.c_str());
GLint location = glGetUniformLocation(mProgram, name.c_str());
glUniform1i(location, textureUnit);
GLuint samplerIndex = indices[combined.samplerLocation.group][combined.samplerLocation.binding];
unitsForSamplers[samplerIndex].push_back(textureUnit);
mUnitsForSamplers[samplerIndex].push_back(textureUnit);
GLuint textureIndex = indices[combined.textureLocation.group][combined.textureLocation.binding];
unitsForTextures[textureIndex].push_back(textureUnit);
mUnitsForTextures[textureIndex].push_back(textureUnit);
textureUnit ++;
}
@ -188,25 +188,25 @@ namespace opengl {
}
const PipelineGL::GLPushConstantInfo& PipelineGL::GetGLPushConstants(nxt::ShaderStage stage) const {
return glPushConstants[stage];
return mGlPushConstants[stage];
}
const std::vector<GLuint>& PipelineGL::GetTextureUnitsForSampler(GLuint index) const {
ASSERT(index < unitsForSamplers.size());
return unitsForSamplers[index];
ASSERT(index < mUnitsForSamplers.size());
return mUnitsForSamplers[index];
}
const std::vector<GLuint>& PipelineGL::GetTextureUnitsForTexture(GLuint index) const {
ASSERT(index < unitsForSamplers.size());
return unitsForTextures[index];
ASSERT(index < mUnitsForSamplers.size());
return mUnitsForTextures[index];
}
GLuint PipelineGL::GetProgramHandle() const {
return program;
return mProgram;
}
void PipelineGL::ApplyNow() {
glUseProgram(program);
glUseProgram(mProgram);
}
}

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@ -43,10 +43,10 @@ namespace opengl {
void ApplyNow();
private:
GLuint program;
PerStage<GLPushConstantInfo> glPushConstants;
std::vector<std::vector<GLuint>> unitsForSamplers;
std::vector<std::vector<GLuint>> unitsForTextures;
GLuint mProgram;
PerStage<GLPushConstantInfo> mGlPushConstants;
std::vector<std::vector<GLuint>> mUnitsForSamplers;
std::vector<std::vector<GLuint>> mUnitsForTextures;
};
}

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@ -36,32 +36,32 @@ namespace opengl {
switch (groupInfo.types[binding]) {
case nxt::BindingType::UniformBuffer:
indexInfo[group][binding] = uboIndex;
mIndexInfo[group][binding] = uboIndex;
uboIndex ++;
break;
case nxt::BindingType::Sampler:
indexInfo[group][binding] = samplerIndex;
mIndexInfo[group][binding] = samplerIndex;
samplerIndex ++;
break;
case nxt::BindingType::SampledTexture:
indexInfo[group][binding] = sampledTextureIndex;
mIndexInfo[group][binding] = sampledTextureIndex;
sampledTextureIndex ++;
break;
case nxt::BindingType::StorageBuffer:
indexInfo[group][binding] = ssboIndex;
mIndexInfo[group][binding] = ssboIndex;
ssboIndex ++;
break;
}
}
}
numSamplers = samplerIndex;
numSampledTextures = sampledTextureIndex;
mNumSamplers = samplerIndex;
mNumSampledTextures = sampledTextureIndex;
}
const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo() const {
return indexInfo;
return mIndexInfo;
}
GLuint PipelineLayout::GetTextureUnitsUsed() const {
@ -69,11 +69,11 @@ namespace opengl {
}
size_t PipelineLayout::GetNumSamplers() const {
return numSamplers;
return mNumSamplers;
}
size_t PipelineLayout::GetNumSampledTextures() const {
return numSampledTextures;
return mNumSampledTextures;
}
}

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@ -36,9 +36,9 @@ namespace opengl {
size_t GetNumSampledTextures() const;
private:
BindingIndexInfo indexInfo;
size_t numSamplers;
size_t numSampledTextures;
BindingIndexInfo mIndexInfo;
size_t mNumSamplers;
size_t mNumSampledTextures;
};
}

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@ -44,11 +44,11 @@ namespace opengl {
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
: RenderPipelineBase(builder), PipelineGL(this, builder),
glPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
}
GLenum RenderPipeline::GetGLPrimitiveTopology() const {
return glPrimitiveTopology;
return mGlPrimitiveTopology;
}
void RenderPipeline::ApplyNow(PersistentPipelineState &persistentPipelineState) {

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@ -37,7 +37,7 @@ namespace opengl {
void ApplyNow(PersistentPipelineState &persistentPipelineState);
private:
GLenum glPrimitiveTopology;
GLenum mGlPrimitiveTopology;
};
}

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@ -59,13 +59,13 @@ namespace opengl {
Sampler::Sampler(SamplerBuilder* builder)
: SamplerBase(builder) {
glGenSamplers(1, &handle);
glSamplerParameteri(handle, GL_TEXTURE_MAG_FILTER, MagFilterMode(builder->GetMagFilter()));
glSamplerParameteri(handle, GL_TEXTURE_MIN_FILTER, MinFilterMode(builder->GetMinFilter(), builder->GetMipMapFilter()));
glGenSamplers(1, &mHandle);
glSamplerParameteri(mHandle, GL_TEXTURE_MAG_FILTER, MagFilterMode(builder->GetMagFilter()));
glSamplerParameteri(mHandle, GL_TEXTURE_MIN_FILTER, MinFilterMode(builder->GetMinFilter(), builder->GetMipMapFilter()));
}
GLuint Sampler::GetHandle() const {
return handle;
return mHandle;
}
}

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@ -31,7 +31,7 @@ namespace opengl {
GLuint GetHandle() const;
private:
GLuint handle;
GLuint mHandle;
};
}

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@ -92,9 +92,9 @@ namespace opengl {
compiler.build_combined_image_samplers();
for (const auto& combined : compiler.get_combined_image_samplers()) {
combinedInfo.emplace_back();
mCombinedInfo.emplace_back();
auto& info = combinedInfo.back();
auto& info = mCombinedInfo.back();
info.samplerLocation.group = compiler.get_decoration(combined.sampler_id, spv::DecorationDescriptorSet);
info.samplerLocation.binding = compiler.get_decoration(combined.sampler_id, spv::DecorationBinding);
info.textureLocation.group = compiler.get_decoration(combined.image_id, spv::DecorationDescriptorSet);
@ -116,15 +116,15 @@ namespace opengl {
}
}
glslSource = compiler.compile();
mGlslSource = compiler.compile();
}
const char* ShaderModule::GetSource() const {
return reinterpret_cast<const char*>(glslSource.data());
return reinterpret_cast<const char*>(mGlslSource.data());
}
const ShaderModule::CombinedSamplerInfo& ShaderModule::GetCombinedSamplerInfo() const {
return combinedInfo;
return mCombinedInfo;
}
}

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@ -49,8 +49,8 @@ namespace opengl {
const CombinedSamplerInfo& GetCombinedSamplerInfo() const;
private:
CombinedSamplerInfo combinedInfo;
std::string glslSource;
CombinedSamplerInfo mCombinedInfo;
std::string mGlslSource;
};
}

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@ -64,8 +64,8 @@ namespace opengl {
}
Texture::Texture(TextureBuilder* builder, GLuint handle)
: TextureBase(builder), handle(handle) {
target = TargetForDimension(GetDimension());
: TextureBase(builder), mHandle(handle) {
mTarget = TargetForDimension(GetDimension());
uint32_t width = GetWidth();
uint32_t height = GetHeight();
@ -73,17 +73,17 @@ namespace opengl {
auto formatInfo = GetGLFormatInfo(GetFormat());
glBindTexture(target, handle);
glBindTexture(mTarget, handle);
for (uint32_t i = 0; i < levels; ++i) {
glTexImage2D(target, i, formatInfo.internalFormat, width, height, 0, formatInfo.format, formatInfo.type, nullptr);
glTexImage2D(mTarget, i, formatInfo.internalFormat, width, height, 0, formatInfo.format, formatInfo.type, nullptr);
width = std::max(uint32_t(1), width / 2);
height = std::max(uint32_t(1), height / 2);
}
// The texture is not complete if it uses mipmapping and not all levels up to
// MAX_LEVEL have been defined.
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels - 1);
glTexParameteri(mTarget, GL_TEXTURE_MAX_LEVEL, levels - 1);
}
Texture::~Texture() {
@ -91,11 +91,11 @@ namespace opengl {
}
GLuint Texture::GetHandle() const {
return handle;
return mHandle;
}
GLenum Texture::GetGLTarget() const {
return target;
return mTarget;
}
TextureFormatInfo Texture::GetGLFormat() const {

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@ -43,8 +43,8 @@ namespace opengl {
void TransitionUsageImpl(nxt::TextureUsageBit currentUsage, nxt::TextureUsageBit targetUsage) override;
private:
GLuint handle;
GLenum target;
GLuint mHandle;
GLenum mTarget;
};
class TextureView : public TextureViewBase {