OpenGL backend: implement render passes (#73)

Probably not the most efficient implementation, but works.

Issues:

* Doesn't seem to render until the second frame. No clue why, yet.
* Hardcoded 640x480 in more places.
* Creates new FBOs for every subpass every frame. Should be done at Framebuffer build or CommandBuffer build time.
This commit is contained in:
Kai Ninomiya 2017-07-11 17:49:20 -07:00 committed by GitHub
parent 3df6441a8c
commit e66fcd8b0e
6 changed files with 132 additions and 15 deletions

View File

@ -101,6 +101,10 @@ namespace backend {
return true;
}
DeviceBase* CommandBufferBase::GetDevice() {
return device;
}
void FreeCommands(CommandIterator* commands) {
Command type;
while(commands->NextCommandId(&type)) {

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@ -43,6 +43,8 @@ namespace backend {
CommandBufferBase(CommandBufferBuilder* builder);
bool ValidateResourceUsagesImmediate();
DeviceBase* GetDevice();
private:
DeviceBase* device;
std::set<BufferBase*> buffersTransitioned;

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@ -67,6 +67,11 @@ namespace opengl {
PersistentPipelineState persistentPipelineState;
persistentPipelineState.SetDefaultState();
RenderPass* currentRenderPass = nullptr;
Framebuffer* currentFramebuffer = nullptr;
uint32_t currentSubpass = 0;
GLuint currentFBO = 0;
while(commands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass:
@ -77,15 +82,50 @@ namespace opengl {
case Command::BeginRenderPass:
{
commands.NextCommand<BeginRenderPassCmd>();
// TODO(kainino@chromium.org): implement
auto* cmd = commands.NextCommand<BeginRenderPassCmd>();
currentRenderPass = ToBackend(cmd->renderPass.Get());
currentFramebuffer = ToBackend(cmd->framebuffer.Get());
currentSubpass = 0;
}
break;
case Command::BeginRenderSubpass:
{
commands.NextCommand<BeginRenderSubpassCmd>();
// TODO(kainino@chromium.org): implement
// TODO(kainino@chromium.org): possible future
// optimization: create these framebuffers at
// Framebuffer build time (or maybe CommandBuffer build
// time) so they don't have to be created and destroyed
// at draw time.
glGenFramebuffers(1, &currentFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentFBO);
auto* device = ToBackend(GetDevice());
const auto& info = currentRenderPass->GetSubpassInfo(currentSubpass);
bool usingBackbuffer = false; // HACK(kainino@chromium.org): workaround for not having depth attachments
for (uint32_t index = 0; index < info.colorAttachments.size(); ++index) {
uint32_t attachment = info.colorAttachments[index];
// TODO(kainino@chromium.org): currently a 'null' texture view
// falls back to the 'back buffer' but this should go away
// when we have WSI.
GLuint texture = 0;
if (auto textureView = currentFramebuffer->GetTextureView(attachment)) {
texture = ToBackend(textureView->GetTexture())->GetHandle();
} else {
texture = device->GetCurrentTexture();
usingBackbuffer = true;
}
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index,
GL_TEXTURE_2D, texture, 0);
}
// TODO(kainino@chromium.org): load depth attachment from subpass
if (usingBackbuffer) {
GLuint texture = device->GetCurrentDepthTexture();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, texture, 0);
}
}
break;
@ -185,14 +225,15 @@ namespace opengl {
case Command::EndRenderPass:
{
commands.NextCommand<EndRenderPassCmd>();
// TODO(kainino@chromium.org): implement
}
break;
case Command::EndRenderSubpass:
{
commands.NextCommand<EndRenderSubpassCmd>();
// TODO(kainino@chromium.org): implement
glDeleteFramebuffers(1, &currentFBO);
currentFBO = 0;
currentSubpass += 1;
}
break;

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@ -27,11 +27,9 @@ namespace opengl {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void HACKCLEAR() {
glClearColor(0, 0, 0, 1);
glStencilMask(0xff);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
void HACKCLEAR(nxtDevice device) {
Device* backendDevice = reinterpret_cast<Device*>(device);
backendDevice->HACKCLEAR();
}
void Init(void* (*getProc)(const char*), nxtProcTable* procs, nxtDevice* device) {
@ -39,11 +37,21 @@ namespace opengl {
gladLoadGLLoader(reinterpret_cast<GLADloadproc>(getProc));
glEnable(GL_DEPTH_TEST);
HACKCLEAR();
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device);
glEnable(GL_DEPTH_TEST);
HACKCLEAR(*device);
}
void InitBackbuffer(nxtDevice device) {
Device* backendDevice = reinterpret_cast<Device*>(device);
backendDevice->InitBackbuffer();
}
void CommitBackbuffer(nxtDevice device) {
Device* backendDevice = reinterpret_cast<Device*>(device);
backendDevice->CommitBackbuffer();
}
// Device
@ -100,6 +108,48 @@ namespace opengl {
void Device::TickImpl() {
}
void Device::HACKCLEAR() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, backFBO);
glClearColor(0, 0, 0, 1);
glStencilMask(0xff);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void Device::InitBackbuffer() {
glGenTextures(1, &backTexture);
glBindTexture(GL_TEXTURE_2D, backTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 640, 480, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glGenTextures(1, &backDepthTexture);
glBindTexture(GL_TEXTURE_2D, backDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 640, 480, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glGenFramebuffers(1, &backFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER, backFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, backTexture, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, backDepthTexture, 0);
HACKCLEAR();
}
void Device::CommitBackbuffer() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, backFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 640, 480, 0, 0, 640, 480,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
GLuint Device::GetCurrentTexture() {
return backTexture;
}
GLuint Device::GetCurrentDepthTexture() {
return backDepthTexture;
}
// Bind Group
BindGroup::BindGroup(BindGroupBuilder* builder)

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@ -98,6 +98,17 @@ namespace opengl {
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
void TickImpl() override;
void HACKCLEAR();
void InitBackbuffer();
void CommitBackbuffer();
GLuint GetCurrentTexture();
GLuint GetCurrentDepthTexture();
private:
GLuint backFBO = 0;
GLuint backTexture = 0;
GLuint backDepthTexture = 0;
};
class BindGroup : public BindGroupBase {

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@ -19,7 +19,9 @@
namespace backend {
namespace opengl {
void Init(void* (*getProc)(const char*), nxtProcTable* procs, nxtDevice* device);
void HACKCLEAR();
void HACKCLEAR(nxtDevice device);
void InitBackbuffer(nxtDevice device);
void CommitBackbuffer(nxtDevice device);
}
}
@ -42,11 +44,18 @@ namespace utils {
void GetProcAndDevice(nxtProcTable* procs, nxtDevice* device) override {
glfwMakeContextCurrent(window);
backend::opengl::Init(reinterpret_cast<void*(*)(const char*)>(glfwGetProcAddress), procs, device);
backendDevice = *device;
backend::opengl::InitBackbuffer(backendDevice);
}
void SwapBuffers() override {
backend::opengl::CommitBackbuffer(backendDevice);
glfwSwapBuffers(window);
backend::opengl::HACKCLEAR();
backend::opengl::HACKCLEAR(backendDevice);
}
private:
nxtDevice backendDevice = nullptr;
};
BackendBinding* CreateOpenGLBinding() {