mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-08-27 15:06:05 +02:00
Incorporate changes from gpu-gl into gpu-gles (changes in organization and architecture of classes).
This commit is contained in:
parent
597114afea
commit
40a7634a53
23 changed files with 2581 additions and 1880 deletions
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@ -1,5 +1,5 @@
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set(TARGET_NAME gpu-gles)
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setup_hifi_library(OpenGL)
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setup_hifi_library(Concurrent)
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link_hifi_libraries(shared gl gpu)
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GroupSources("src")
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@ -22,17 +22,18 @@
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#include "nvToolsExt.h"
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#endif
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#include <shared/GlobalAppProperties.h>
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#include <GPUIdent.h>
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#include <gl/QOpenGLContextWrapper.h>
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#include <QtCore/QProcessEnvironment>
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#include "GLTexture.h"
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#include "GLShader.h"
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using namespace gpu;
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using namespace gpu::gl;
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static GLBackend* INSTANCE{ nullptr };
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static const char* GL_BACKEND_PROPERTY_NAME = "com.highfidelity.gl.backend";
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BackendPointer GLBackend::createBackend() {
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// FIXME provide a mechanism to override the backend for testing
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@ -45,18 +46,17 @@ BackendPointer GLBackend::createBackend() {
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result->initInput();
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result->initTransform();
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result->initTextureManagementStage();
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INSTANCE = result.get();
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void* voidInstance = &(*result);
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qApp->setProperty(GL_BACKEND_PROPERTY_NAME, QVariant::fromValue(voidInstance));
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gl::GLTexture::initTextureTransferHelper();
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qApp->setProperty(hifi::properties::gl::BACKEND, QVariant::fromValue(voidInstance));
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return result;
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}
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GLBackend& getBackend() {
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if (!INSTANCE) {
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INSTANCE = static_cast<GLBackend*>(qApp->property(GL_BACKEND_PROPERTY_NAME).value<void*>());
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INSTANCE = static_cast<GLBackend*>(qApp->property(hifi::properties::gl::BACKEND).value<void*>());
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}
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return *INSTANCE;
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}
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@ -65,9 +65,6 @@ bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindin
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return GLShader::makeProgram(getBackend(), shader, slotBindings);
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}
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std::array<QString, 45> commandNames = {
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{QString("draw"),QString("drawIndexed"),QString("drawInstanced"),QString("drawIndexedInstanced"),QString("multiDrawIndirect"),QString("multiDrawIndexedIndirect"),QString("setInputFormat"),QString("setInputBuffer"),QString("setIndexBuffer"),QString("setIndirectBuffer"),QString("setModelTransform"),QString("setViewTransform"),QString("setProjectionTransform"),QString("setViewportTransform"),QString("setDepthRangeTransform"),QString("setPipeline"),QString("setStateBlendFactor"),QString("setStateScissorRect"),QString("setUniformBuffer"),QString("setResourceTexture"),QString("setFramebuffer"),QString("clearFramebuffer"),QString("blit"),QString("generateTextureMips"),QString("beginQuery"),QString("endQuery"),QString("getQuery"),QString("resetStages"),QString("runLambda"),QString("startNamedCall"),QString("stopNamedCall"),QString("glUniform1i"),QString("glUniform1f"),QString("glUniform2f"),QString("glUniform3f"),QString("glUniform4f"),QString("glUniform3fv"),QString("glUniform4fv"),QString("glUniform4iv"),QString("glUniformMatrix3fv"),QString("glUniformMatrix4fv"),QString("glColor4f"),QString("pushProfileRange"),QString("popProfileRange"),QString("NUM_COMMANDS")}
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};
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GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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{
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@ -161,6 +158,12 @@ void GLBackend::init() {
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qCDebug(gpugllogging, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
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*/
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#if THREADED_TEXTURE_BUFFERING
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// This has to happen on the main thread in order to give the thread
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// pool a reasonable parent object
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GLVariableAllocationSupport::TransferJob::startBufferingThread();
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#endif
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});
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}
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@ -171,8 +174,6 @@ GLBackend::GLBackend() {
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GLBackend::~GLBackend() {
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resetStages();
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killInput();
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killTransform();
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}
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@ -193,7 +194,7 @@ void GLBackend::renderPassTransfer(const Batch& batch) {
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}
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}
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{ // Sync all the buffers
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{ // Sync all the transform states
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ANDROID_PROFILE(render, "syncCPUTransform", 0xffaaaaff, 1)
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_transform._cameras.clear();
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_transform._cameraOffsets.clear();
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@ -209,6 +210,14 @@ void GLBackend::renderPassTransfer(const Batch& batch) {
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_transform.preUpdate(_commandIndex, _stereo);
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break;
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case Batch::COMMAND_disableContextStereo:
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_stereo._contextDisable = true;
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break;
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case Batch::COMMAND_restoreContextStereo:
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_stereo._contextDisable = false;
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break;
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case Batch::COMMAND_setViewportTransform:
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case Batch::COMMAND_setViewTransform:
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case Batch::COMMAND_setProjectionTransform: {
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@ -263,7 +272,8 @@ void GLBackend::renderPassDraw(const Batch& batch) {
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updateInput();
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updateTransform(batch);
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updatePipeline();
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{ANDROID_PROFILE_COMMAND(render, (int)(*command), 0xff0000ff, 1)
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{
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ANDROID_PROFILE_COMMAND(render, (int)(*command), 0xff0000ff, 1)
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CommandCall call = _commandCalls[(*command)];
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(this->*(call))(batch, *offset);
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}
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@ -298,6 +308,11 @@ void GLBackend::render(const Batch& batch) {
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renderPassTransfer(batch);
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}
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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if (_stereo.isStereo()) {
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glEnable(GL_CLIP_DISTANCE0);
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}
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#endif
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{
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//PROFILE_RANGE(render_gpu_gl, _stereo._enable ? "Render Stereo" : "Render");
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ANDROID_PROFILE(render, "RenderPassDraw", 0xff00ddff, 1)
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@ -413,7 +428,7 @@ void GLBackend::do_glUniform1i(const Batch& batch, size_t paramOffset) {
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}
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updatePipeline();
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glUniform1f(
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glUniform1i(
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GET_UNIFORM_LOCATION(batch._params[paramOffset + 1]._int),
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batch._params[paramOffset + 0]._int);
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(void)CHECK_GL_ERROR();
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@ -731,9 +746,9 @@ void GLBackend::recycle() const {
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}
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}
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#ifndef THREADED_TEXTURE_TRANSFER
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gl::GLTexture::_textureTransferHelper->process();
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#endif
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GLVariableAllocationSupport::manageMemory();
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GLVariableAllocationSupport::_frameTexturesCreated = 0;
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}
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void GLBackend::setCameraCorrection(const Mat4& correction) {
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@ -53,257 +53,259 @@
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#endif
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namespace gpu { namespace gl {
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class GLBackend : public Backend, public std::enable_shared_from_this<GLBackend> {
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// Context Backend static interface required
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friend class gpu::Context;
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static void init();
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static BackendPointer createBackend();
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class GLBackend : public Backend, public std::enable_shared_from_this<GLBackend> {
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// Context Backend static interface required
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friend class gpu::Context;
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static void init();
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static BackendPointer createBackend();
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protected:
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explicit GLBackend(bool syncCache);
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GLBackend();
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public:
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static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
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protected:
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explicit GLBackend(bool syncCache);
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GLBackend();
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public:
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static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
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~GLBackend();
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virtual ~GLBackend();
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void setCameraCorrection(const Mat4& correction);
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void render(const Batch& batch) final override;
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void setCameraCorrection(const Mat4& correction);
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void render(const Batch& batch) final override;
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// This call synchronize the Full Backend cache with the current GLState
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// THis is only intended to be used when mixing raw gl calls with the gpu api usage in order to sync
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// the gpu::Backend state with the true gl state which has probably been messed up by these ugly naked gl calls
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// Let's try to avoid to do that as much as possible!
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void syncCache() final override;
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// This call synchronize the Full Backend cache with the current GLState
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// THis is only intended to be used when mixing raw gl calls with the gpu api usage in order to sync
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// the gpu::Backend state with the true gl state which has probably been messed up by these ugly naked gl calls
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// Let's try to avoid to do that as much as possible!
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void syncCache() final override;
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// This is the ugly "download the pixels to sysmem for taking a snapshot"
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// Just avoid using it, it's ugly and will break performances
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virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer,
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const Vec4i& region, QImage& destImage) final override;
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// This is the ugly "download the pixels to sysmem for taking a snapshot"
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// Just avoid using it, it's ugly and will break performances
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virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer,
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const Vec4i& region, QImage& destImage) final override;
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// this is the maximum numeber of available input buffers
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size_t getNumInputBuffers() const { return _input._invalidBuffers.size(); }
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// this is the maximum numeber of available input buffers
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size_t getNumInputBuffers() const { return _input._invalidBuffers.size(); }
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// this is the maximum per shader stage on the low end apple
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// TODO make it platform dependant at init time
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static const int MAX_NUM_UNIFORM_BUFFERS = 12;
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size_t getMaxNumUniformBuffers() const { return MAX_NUM_UNIFORM_BUFFERS; }
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// this is the maximum per shader stage on the low end apple
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// TODO make it platform dependant at init time
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static const int MAX_NUM_UNIFORM_BUFFERS = 12;
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size_t getMaxNumUniformBuffers() const { return MAX_NUM_UNIFORM_BUFFERS; }
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// this is the maximum per shader stage on the low end apple
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// TODO make it platform dependant at init time
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static const int MAX_NUM_RESOURCE_BUFFERS = 16;
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size_t getMaxNumResourceBuffers() const { return MAX_NUM_RESOURCE_BUFFERS; }
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static const int MAX_NUM_RESOURCE_TEXTURES = 16;
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size_t getMaxNumResourceTextures() const { return MAX_NUM_RESOURCE_TEXTURES; }
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// this is the maximum per shader stage on the low end apple
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// TODO make it platform dependant at init time
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static const int MAX_NUM_RESOURCE_BUFFERS = 16;
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size_t getMaxNumResourceBuffers() const { return MAX_NUM_RESOURCE_BUFFERS; }
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static const int MAX_NUM_RESOURCE_TEXTURES = 16;
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size_t getMaxNumResourceTextures() const { return MAX_NUM_RESOURCE_TEXTURES; }
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// Draw Stage
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virtual void do_draw(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_drawIndexed(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_drawInstanced(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_multiDrawIndirect(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) = 0;
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// Draw Stage
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virtual void do_draw(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_drawIndexed(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_drawInstanced(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_multiDrawIndirect(const Batch& batch, size_t paramOffset) = 0;
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virtual void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) = 0;
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// Input Stage
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virtual void do_setInputFormat(const Batch& batch, size_t paramOffset) final;
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virtual void do_setInputBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_setIndexBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_setIndirectBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_generateTextureMips(const Batch& batch, size_t paramOffset) final;
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// Input Stage
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virtual void do_setInputFormat(const Batch& batch, size_t paramOffset) final;
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virtual void do_setInputBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_setIndexBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_setIndirectBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_generateTextureMips(const Batch& batch, size_t paramOffset) final;
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// Transform Stage
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virtual void do_setModelTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setViewTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setProjectionTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setViewportTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setDepthRangeTransform(const Batch& batch, size_t paramOffset) final;
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// Transform Stage
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virtual void do_setModelTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setViewTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setProjectionTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setViewportTransform(const Batch& batch, size_t paramOffset) final;
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virtual void do_setDepthRangeTransform(const Batch& batch, size_t paramOffset) final;
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// Uniform Stage
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virtual void do_setUniformBuffer(const Batch& batch, size_t paramOffset) final;
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// Uniform Stage
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virtual void do_setUniformBuffer(const Batch& batch, size_t paramOffset) final;
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// Resource Stage
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virtual void do_setResourceBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_setResourceTexture(const Batch& batch, size_t paramOffset) final;
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// Resource Stage
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virtual void do_setResourceBuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_setResourceTexture(const Batch& batch, size_t paramOffset) final;
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// Pipeline Stage
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virtual void do_setPipeline(const Batch& batch, size_t paramOffset) final;
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// Pipeline Stage
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virtual void do_setPipeline(const Batch& batch, size_t paramOffset) final;
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// Output stage
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virtual void do_setFramebuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_clearFramebuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_blit(const Batch& batch, size_t paramOffset) = 0;
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// Output stage
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virtual void do_setFramebuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_clearFramebuffer(const Batch& batch, size_t paramOffset) final;
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virtual void do_blit(const Batch& batch, size_t paramOffset) = 0;
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// Query section
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virtual void do_beginQuery(const Batch& batch, size_t paramOffset) final;
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virtual void do_endQuery(const Batch& batch, size_t paramOffset) final;
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virtual void do_getQuery(const Batch& batch, size_t paramOffset) final;
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// Query section
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virtual void do_beginQuery(const Batch& batch, size_t paramOffset) final;
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virtual void do_endQuery(const Batch& batch, size_t paramOffset) final;
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virtual void do_getQuery(const Batch& batch, size_t paramOffset) final;
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// Reset stages
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virtual void do_resetStages(const Batch& batch, size_t paramOffset) final;
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// Reset stages
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virtual void do_resetStages(const Batch& batch, size_t paramOffset) final;
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virtual void do_disableContextViewCorrection(const Batch& batch, size_t paramOffset) final;
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virtual void do_restoreContextViewCorrection(const Batch& batch, size_t paramOffset) final;
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virtual void do_disableContextViewCorrection(const Batch& batch, size_t paramOffset) final;
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virtual void do_restoreContextViewCorrection(const Batch& batch, size_t paramOffset) final;
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virtual void do_disableContextStereo(const Batch& batch, size_t paramOffset) final;
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virtual void do_restoreContextStereo(const Batch& batch, size_t paramOffset) final;
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virtual void do_disableContextStereo(const Batch& batch, size_t paramOffset) final;
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virtual void do_restoreContextStereo(const Batch& batch, size_t paramOffset) final;
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virtual void do_runLambda(const Batch& batch, size_t paramOffset) final;
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virtual void do_runLambda(const Batch& batch, size_t paramOffset) final;
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virtual void do_startNamedCall(const Batch& batch, size_t paramOffset) final;
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virtual void do_stopNamedCall(const Batch& batch, size_t paramOffset) final;
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virtual void do_startNamedCall(const Batch& batch, size_t paramOffset) final;
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virtual void do_stopNamedCall(const Batch& batch, size_t paramOffset) final;
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static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
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// The drawcall Info attribute channel is reserved and is the upper bound for the number of availables Input buffers
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static const int MAX_NUM_INPUT_BUFFERS = Stream::DRAW_CALL_INFO;
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static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
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// The drawcall Info attribute channel is reserved and is the upper bound for the number of availables Input buffers
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static const int MAX_NUM_INPUT_BUFFERS = Stream::DRAW_CALL_INFO;
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virtual void do_pushProfileRange(const Batch& batch, size_t paramOffset) final;
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virtual void do_popProfileRange(const Batch& batch, size_t paramOffset) final;
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virtual void do_pushProfileRange(const Batch& batch, size_t paramOffset) final;
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virtual void do_popProfileRange(const Batch& batch, size_t paramOffset) final;
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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virtual void do_glUniform1i(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform1f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform2f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform3f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform4f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform3fv(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform4fv(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform4iv(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniformMatrix3fv(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniformMatrix4fv(const Batch& batch, size_t paramOffset) final;
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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virtual void do_glUniform1i(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform1f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform2f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform3f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform4f(const Batch& batch, size_t paramOffset) final;
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virtual void do_glUniform3fv(const Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniform4fv(const Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniform4iv(const Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniformMatrix3fv(const Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glUniformMatrix4fv(const Batch& batch, size_t paramOffset) final;
|
||||
|
||||
virtual void do_glColor4f(const Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_glColor4f(const Batch& batch, size_t paramOffset) final;
|
||||
|
||||
// The State setters called by the GLState::Commands when a new state is assigned
|
||||
virtual void do_setStateFillMode(int32 mode) final;
|
||||
virtual void do_setStateCullMode(int32 mode) final;
|
||||
virtual void do_setStateFrontFaceClockwise(bool isClockwise) final;
|
||||
virtual void do_setStateDepthClampEnable(bool enable) final;
|
||||
virtual void do_setStateScissorEnable(bool enable) final;
|
||||
virtual void do_setStateMultisampleEnable(bool enable) final;
|
||||
virtual void do_setStateAntialiasedLineEnable(bool enable) final;
|
||||
virtual void do_setStateDepthBias(Vec2 bias) final;
|
||||
virtual void do_setStateDepthTest(State::DepthTest test) final;
|
||||
virtual void do_setStateStencil(State::StencilActivation activation, State::StencilTest frontTest, State::StencilTest backTest) final;
|
||||
virtual void do_setStateAlphaToCoverageEnable(bool enable) final;
|
||||
virtual void do_setStateSampleMask(uint32 mask) final;
|
||||
virtual void do_setStateBlend(State::BlendFunction blendFunction) final;
|
||||
virtual void do_setStateColorWriteMask(uint32 mask) final;
|
||||
virtual void do_setStateBlendFactor(const Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_setStateScissorRect(const Batch& batch, size_t paramOffset) final;
|
||||
// The State setters called by the GLState::Commands when a new state is assigned
|
||||
virtual void do_setStateFillMode(int32 mode) final;
|
||||
virtual void do_setStateCullMode(int32 mode) final;
|
||||
virtual void do_setStateFrontFaceClockwise(bool isClockwise) final;
|
||||
virtual void do_setStateDepthClampEnable(bool enable) final;
|
||||
virtual void do_setStateScissorEnable(bool enable) final;
|
||||
virtual void do_setStateMultisampleEnable(bool enable) final;
|
||||
virtual void do_setStateAntialiasedLineEnable(bool enable) final;
|
||||
virtual void do_setStateDepthBias(Vec2 bias) final;
|
||||
virtual void do_setStateDepthTest(State::DepthTest test) final;
|
||||
virtual void do_setStateStencil(State::StencilActivation activation, State::StencilTest frontTest, State::StencilTest backTest) final;
|
||||
virtual void do_setStateAlphaToCoverageEnable(bool enable) final;
|
||||
virtual void do_setStateSampleMask(uint32 mask) final;
|
||||
virtual void do_setStateBlend(State::BlendFunction blendFunction) final;
|
||||
virtual void do_setStateColorWriteMask(uint32 mask) final;
|
||||
virtual void do_setStateBlendFactor(const Batch& batch, size_t paramOffset) final;
|
||||
virtual void do_setStateScissorRect(const Batch& batch, size_t paramOffset) final;
|
||||
|
||||
virtual GLuint getFramebufferID(const FramebufferPointer& framebuffer) = 0;
|
||||
virtual GLuint getTextureID(const TexturePointer& texture, bool needTransfer = true) = 0;
|
||||
virtual GLuint getBufferID(const Buffer& buffer) = 0;
|
||||
virtual GLuint getQueryID(const QueryPointer& query) = 0;
|
||||
virtual bool isTextureReady(const TexturePointer& texture);
|
||||
virtual GLuint getFramebufferID(const FramebufferPointer& framebuffer) = 0;
|
||||
virtual GLuint getTextureID(const TexturePointer& texture) final;
|
||||
virtual GLuint getBufferID(const Buffer& buffer) = 0;
|
||||
virtual GLuint getQueryID(const QueryPointer& query) = 0;
|
||||
|
||||
virtual void releaseBuffer(GLuint id, Size size) const;
|
||||
virtual void releaseExternalTexture(GLuint id, const Texture::ExternalRecycler& recycler) const;
|
||||
virtual void releaseTexture(GLuint id, Size size) const;
|
||||
virtual void releaseFramebuffer(GLuint id) const;
|
||||
virtual void releaseShader(GLuint id) const;
|
||||
virtual void releaseProgram(GLuint id) const;
|
||||
virtual void releaseQuery(GLuint id) const;
|
||||
virtual void queueLambda(const std::function<void()> lambda) const;
|
||||
virtual GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) = 0;
|
||||
virtual GLBuffer* syncGPUObject(const Buffer& buffer) = 0;
|
||||
virtual GLTexture* syncGPUObject(const TexturePointer& texture);
|
||||
virtual GLQuery* syncGPUObject(const Query& query) = 0;
|
||||
//virtual bool isTextureReady(const TexturePointer& texture);
|
||||
|
||||
bool isTextureManagementSparseEnabled() const override { return (_textureManagement._sparseCapable && Texture::getEnableSparseTextures()); }
|
||||
virtual void releaseBuffer(GLuint id, Size size) const;
|
||||
virtual void releaseExternalTexture(GLuint id, const Texture::ExternalRecycler& recycler) const;
|
||||
virtual void releaseTexture(GLuint id, Size size) const;
|
||||
virtual void releaseFramebuffer(GLuint id) const;
|
||||
virtual void releaseShader(GLuint id) const;
|
||||
virtual void releaseProgram(GLuint id) const;
|
||||
virtual void releaseQuery(GLuint id) const;
|
||||
virtual void queueLambda(const std::function<void()> lambda) const;
|
||||
|
||||
protected:
|
||||
bool isTextureManagementSparseEnabled() const override { return (_textureManagement._sparseCapable && Texture::getEnableSparseTextures()); }
|
||||
|
||||
void recycle() const override;
|
||||
virtual GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) = 0;
|
||||
virtual GLBuffer* syncGPUObject(const Buffer& buffer) = 0;
|
||||
virtual GLTexture* syncGPUObject(const TexturePointer& texture, bool sync = true) = 0;
|
||||
virtual GLQuery* syncGPUObject(const Query& query) = 0;
|
||||
protected:
|
||||
|
||||
static const size_t INVALID_OFFSET = (size_t)-1;
|
||||
bool _inRenderTransferPass { false };
|
||||
int32_t _uboAlignment { 0 };
|
||||
int _currentDraw { -1 };
|
||||
void recycle() const override;
|
||||
|
||||
std::list<std::string> profileRanges;
|
||||
mutable Mutex _trashMutex;
|
||||
mutable std::list<std::pair<GLuint, Size>> _buffersTrash;
|
||||
mutable std::list<std::pair<GLuint, Size>> _texturesTrash;
|
||||
mutable std::list<std::pair<GLuint, Texture::ExternalRecycler>> _externalTexturesTrash;
|
||||
mutable std::list<GLuint> _framebuffersTrash;
|
||||
mutable std::list<GLuint> _shadersTrash;
|
||||
mutable std::list<GLuint> _programsTrash;
|
||||
mutable std::list<GLuint> _queriesTrash;
|
||||
mutable std::list<std::function<void()>> _lambdaQueue;
|
||||
static const size_t INVALID_OFFSET = (size_t)-1;
|
||||
bool _inRenderTransferPass { false };
|
||||
int32_t _uboAlignment { 0 };
|
||||
int _currentDraw { -1 };
|
||||
|
||||
void renderPassTransfer(const Batch& batch);
|
||||
void renderPassDraw(const Batch& batch);
|
||||
void setupStereoSide(int side);
|
||||
std::list<std::string> profileRanges;
|
||||
mutable Mutex _trashMutex;
|
||||
mutable std::list<std::pair<GLuint, Size>> _buffersTrash;
|
||||
mutable std::list<std::pair<GLuint, Size>> _texturesTrash;
|
||||
mutable std::list<std::pair<GLuint, Texture::ExternalRecycler>> _externalTexturesTrash;
|
||||
mutable std::list<GLuint> _framebuffersTrash;
|
||||
mutable std::list<GLuint> _shadersTrash;
|
||||
mutable std::list<GLuint> _programsTrash;
|
||||
mutable std::list<GLuint> _queriesTrash;
|
||||
mutable std::list<std::function<void()>> _lambdaQueue;
|
||||
|
||||
virtual void initInput() final;
|
||||
virtual void killInput() final;
|
||||
virtual void syncInputStateCache() final;
|
||||
virtual void resetInputStage();
|
||||
virtual void updateInput();
|
||||
void renderPassTransfer(const Batch& batch);
|
||||
void renderPassDraw(const Batch& batch);
|
||||
void setupStereoSide(int side);
|
||||
|
||||
struct InputStageState {
|
||||
bool _invalidFormat { true };
|
||||
Stream::FormatPointer _format;
|
||||
std::string _formatKey;
|
||||
virtual void initInput() final;
|
||||
virtual void killInput() final;
|
||||
virtual void syncInputStateCache() final;
|
||||
virtual void resetInputStage();
|
||||
virtual void updateInput() = 0;
|
||||
|
||||
typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
|
||||
ActivationCache _attributeActivation { 0 };
|
||||
struct InputStageState {
|
||||
bool _invalidFormat { true };
|
||||
Stream::FormatPointer _format;
|
||||
std::string _formatKey;
|
||||
|
||||
typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
|
||||
typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
|
||||
ActivationCache _attributeActivation { 0 };
|
||||
|
||||
BuffersState _invalidBuffers{ 0 };
|
||||
BuffersState _attribBindingBuffers{ 0 };
|
||||
typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
|
||||
|
||||
Buffers _buffers;
|
||||
Offsets _bufferOffsets;
|
||||
Offsets _bufferStrides;
|
||||
std::vector<GLuint> _bufferVBOs;
|
||||
BuffersState _invalidBuffers{ 0 };
|
||||
BuffersState _attribBindingBuffers{ 0 };
|
||||
|
||||
glm::vec4 _colorAttribute{ 0.0f };
|
||||
Buffers _buffers;
|
||||
Offsets _bufferOffsets;
|
||||
Offsets _bufferStrides;
|
||||
std::vector<GLuint> _bufferVBOs;
|
||||
|
||||
BufferPointer _indexBuffer;
|
||||
Offset _indexBufferOffset { 0 };
|
||||
Type _indexBufferType { UINT32 };
|
||||
glm::vec4 _colorAttribute{ 0.0f };
|
||||
|
||||
BufferPointer _indirectBuffer;
|
||||
Offset _indirectBufferOffset{ 0 };
|
||||
Offset _indirectBufferStride{ 0 };
|
||||
BufferPointer _indexBuffer;
|
||||
Offset _indexBufferOffset { 0 };
|
||||
Type _indexBufferType { UINT32 };
|
||||
|
||||
BufferPointer _indirectBuffer;
|
||||
Offset _indirectBufferOffset{ 0 };
|
||||
Offset _indirectBufferStride{ 0 };
|
||||
|
||||
GLuint _defaultVAO { 0 };
|
||||
GLuint _defaultVAO { 0 };
|
||||
|
||||
InputStageState() :
|
||||
_invalidFormat(true),
|
||||
_format(0),
|
||||
_formatKey(),
|
||||
_attributeActivation(0),
|
||||
_buffers(_invalidBuffers.size(), BufferPointer(0)),
|
||||
_bufferOffsets(_invalidBuffers.size(), 0),
|
||||
_bufferStrides(_invalidBuffers.size(), 0),
|
||||
_bufferVBOs(_invalidBuffers.size(), 0) {}
|
||||
} _input;
|
||||
InputStageState() :
|
||||
_invalidFormat(true),
|
||||
_format(0),
|
||||
_formatKey(),
|
||||
_attributeActivation(0),
|
||||
_buffers(_invalidBuffers.size(), BufferPointer(0)),
|
||||
_bufferOffsets(_invalidBuffers.size(), 0),
|
||||
_bufferStrides(_invalidBuffers.size(), 0),
|
||||
_bufferVBOs(_invalidBuffers.size(), 0) {}
|
||||
} _input;
|
||||
|
||||
virtual void initTransform() = 0;
|
||||
void killTransform();
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncTransformStateCache();
|
||||
void updateTransform(const Batch& batch);
|
||||
void resetTransformStage();
|
||||
virtual void initTransform() = 0;
|
||||
void killTransform();
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncTransformStateCache();
|
||||
virtual void updateTransform(const Batch& batch) = 0;
|
||||
virtual void resetTransformStage();
|
||||
|
||||
// Allows for correction of the camera pose to account for changes
|
||||
// between the time when a was recorded and the time(s) when it is
|
||||
// executed
|
||||
struct CameraCorrection {
|
||||
Mat4 correction;
|
||||
Mat4 correctionInverse;
|
||||
};
|
||||
// Allows for correction of the camera pose to account for changes
|
||||
// between the time when a was recorded and the time(s) when it is
|
||||
// executed
|
||||
struct CameraCorrection {
|
||||
Mat4 correction;
|
||||
Mat4 correctionInverse;
|
||||
};
|
||||
|
||||
struct TransformStageState {
|
||||
struct TransformStageState {
|
||||
#ifdef GPU_STEREO_CAMERA_BUFFER
|
||||
struct Cameras {
|
||||
struct Cameras {
|
||||
TransformCamera _cams[2];
|
||||
|
||||
Cameras() {};
|
||||
|
@ -313,131 +315,158 @@ namespace gpu { namespace gl {
|
|||
|
||||
using CameraBufferElement = Cameras;
|
||||
#else
|
||||
using CameraBufferElement = TransformCamera;
|
||||
using CameraBufferElement = TransformCamera;
|
||||
#endif
|
||||
using TransformCameras = std::vector<CameraBufferElement>;
|
||||
using TransformCameras = std::vector<CameraBufferElement>;
|
||||
|
||||
TransformCamera _camera;
|
||||
TransformCameras _cameras;
|
||||
TransformCamera _camera;
|
||||
TransformCameras _cameras;
|
||||
|
||||
mutable std::map<std::string, GLvoid*> _drawCallInfoOffsets;
|
||||
mutable std::map<std::string, GLvoid*> _drawCallInfoOffsets;
|
||||
|
||||
GLuint _objectBuffer { 0 };
|
||||
GLuint _cameraBuffer { 0 };
|
||||
GLuint _drawCallInfoBuffer { 0 };
|
||||
GLuint _objectBufferTexture { 0 };
|
||||
size_t _cameraUboSize { 0 };
|
||||
bool _viewIsCamera{ false };
|
||||
bool _skybox { false };
|
||||
Transform _view;
|
||||
CameraCorrection _correction;
|
||||
bool _viewCorrectionEnabled{ true };
|
||||
GLuint _objectBuffer { 0 };
|
||||
GLuint _cameraBuffer { 0 };
|
||||
GLuint _drawCallInfoBuffer { 0 };
|
||||
GLuint _objectBufferTexture { 0 };
|
||||
size_t _cameraUboSize { 0 };
|
||||
bool _viewIsCamera{ false };
|
||||
bool _skybox { false };
|
||||
Transform _view;
|
||||
CameraCorrection _correction;
|
||||
bool _viewCorrectionEnabled{ true };
|
||||
|
||||
Mat4 _projection;
|
||||
Vec4i _viewport { 0, 0, 1, 1 };
|
||||
Vec2 _depthRange { 0.0f, 1.0f };
|
||||
bool _invalidView { false };
|
||||
bool _invalidProj { false };
|
||||
bool _invalidViewport { false };
|
||||
|
||||
bool _enabledDrawcallInfoBuffer{ false };
|
||||
Mat4 _projection;
|
||||
Vec4i _viewport { 0, 0, 1, 1 };
|
||||
Vec2 _depthRange { 0.0f, 1.0f };
|
||||
bool _invalidView { false };
|
||||
bool _invalidProj { false };
|
||||
bool _invalidViewport { false };
|
||||
|
||||
using Pair = std::pair<size_t, size_t>;
|
||||
using List = std::list<Pair>;
|
||||
List _cameraOffsets;
|
||||
mutable List::const_iterator _camerasItr;
|
||||
mutable size_t _currentCameraOffset{ INVALID_OFFSET };
|
||||
bool _enabledDrawcallInfoBuffer{ false };
|
||||
|
||||
void preUpdate(size_t commandIndex, const StereoState& stereo);
|
||||
void update(size_t commandIndex, const StereoState& stereo) const;
|
||||
void bindCurrentCamera(int stereoSide) const;
|
||||
} _transform;
|
||||
using Pair = std::pair<size_t, size_t>;
|
||||
using List = std::list<Pair>;
|
||||
List _cameraOffsets;
|
||||
mutable List::const_iterator _camerasItr;
|
||||
mutable size_t _currentCameraOffset{ INVALID_OFFSET };
|
||||
|
||||
virtual void transferTransformState(const Batch& batch) const = 0;
|
||||
void preUpdate(size_t commandIndex, const StereoState& stereo);
|
||||
void update(size_t commandIndex, const StereoState& stereo) const;
|
||||
void bindCurrentCamera(int stereoSide) const;
|
||||
} _transform;
|
||||
|
||||
struct UniformStageState {
|
||||
std::array<BufferPointer, MAX_NUM_UNIFORM_BUFFERS> _buffers;
|
||||
//Buffers _buffers { };
|
||||
} _uniform;
|
||||
virtual void transferTransformState(const Batch& batch) const = 0;
|
||||
|
||||
void releaseUniformBuffer(uint32_t slot);
|
||||
void resetUniformStage();
|
||||
struct UniformStageState {
|
||||
std::array<BufferPointer, MAX_NUM_UNIFORM_BUFFERS> _buffers;
|
||||
//Buffers _buffers { };
|
||||
} _uniform;
|
||||
|
||||
// update resource cache and do the gl bind/unbind call with the current gpu::Buffer cached at slot s
|
||||
// This is using different gl object depending on the gl version
|
||||
virtual bool bindResourceBuffer(uint32_t slot, BufferPointer& buffer) = 0;
|
||||
virtual void releaseResourceBuffer(uint32_t slot) = 0;
|
||||
void releaseUniformBuffer(uint32_t slot);
|
||||
void resetUniformStage();
|
||||
|
||||
// update resource cache and do the gl unbind call with the current gpu::Texture cached at slot s
|
||||
void releaseResourceTexture(uint32_t slot);
|
||||
// update resource cache and do the gl bind/unbind call with the current gpu::Buffer cached at slot s
|
||||
// This is using different gl object depending on the gl version
|
||||
virtual bool bindResourceBuffer(uint32_t slot, BufferPointer& buffer) = 0;
|
||||
virtual void releaseResourceBuffer(uint32_t slot) = 0;
|
||||
|
||||
void resetResourceStage();
|
||||
// update resource cache and do the gl unbind call with the current gpu::Texture cached at slot s
|
||||
void releaseResourceTexture(uint32_t slot);
|
||||
|
||||
struct ResourceStageState {
|
||||
std::array<BufferPointer, MAX_NUM_RESOURCE_BUFFERS> _buffers;
|
||||
std::array<TexturePointer, MAX_NUM_RESOURCE_TEXTURES> _textures;
|
||||
//Textures _textures { { MAX_NUM_RESOURCE_TEXTURES } };
|
||||
int findEmptyTextureSlot() const;
|
||||
} _resource;
|
||||
void resetResourceStage();
|
||||
|
||||
size_t _commandIndex{ 0 };
|
||||
struct ResourceStageState {
|
||||
std::array<BufferPointer, MAX_NUM_RESOURCE_BUFFERS> _buffers;
|
||||
std::array<TexturePointer, MAX_NUM_RESOURCE_TEXTURES> _textures;
|
||||
//Textures _textures { { MAX_NUM_RESOURCE_TEXTURES } };
|
||||
int findEmptyTextureSlot() const;
|
||||
} _resource;
|
||||
|
||||
// Standard update pipeline check that the current Program and current State or good to go for a
|
||||
void updatePipeline();
|
||||
// Force to reset all the state fields indicated by the 'toBeReset" signature
|
||||
void resetPipelineState(State::Signature toBeReset);
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncPipelineStateCache();
|
||||
void resetPipelineStage();
|
||||
size_t _commandIndex{ 0 };
|
||||
|
||||
struct PipelineStageState {
|
||||
PipelinePointer _pipeline;
|
||||
// Standard update pipeline check that the current Program and current State or good to go for a
|
||||
void updatePipeline();
|
||||
// Force to reset all the state fields indicated by the 'toBeReset" signature
|
||||
void resetPipelineState(State::Signature toBeReset);
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncPipelineStateCache();
|
||||
void resetPipelineStage();
|
||||
|
||||
GLuint _program { 0 };
|
||||
GLint _cameraCorrectionLocation { -1 };
|
||||
GLShader* _programShader { nullptr };
|
||||
bool _invalidProgram { false };
|
||||
struct PipelineStageState {
|
||||
PipelinePointer _pipeline;
|
||||
|
||||
BufferView _cameraCorrectionBuffer { gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr )) };
|
||||
GLuint _program { 0 };
|
||||
GLint _cameraCorrectionLocation { -1 };
|
||||
GLShader* _programShader { nullptr };
|
||||
bool _invalidProgram { false };
|
||||
|
||||
State::Data _stateCache{ State::DEFAULT };
|
||||
State::Signature _stateSignatureCache { 0 };
|
||||
BufferView _cameraCorrectionBuffer { gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr )) };
|
||||
BufferView _cameraCorrectionBufferIdentity { gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr )) };
|
||||
|
||||
GLState* _state { nullptr };
|
||||
bool _invalidState { false };
|
||||
State::Data _stateCache{ State::DEFAULT };
|
||||
State::Signature _stateSignatureCache { 0 };
|
||||
|
||||
PipelineStageState() {
|
||||
_cameraCorrectionBuffer.edit<CameraCorrection>() = CameraCorrection();
|
||||
}
|
||||
} _pipeline;
|
||||
GLState* _state { nullptr };
|
||||
bool _invalidState { false };
|
||||
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncOutputStateCache();
|
||||
void resetOutputStage();
|
||||
PipelineStageState() {
|
||||
_cameraCorrectionBuffer.edit<CameraCorrection>() = CameraCorrection();
|
||||
_cameraCorrectionBufferIdentity.edit<CameraCorrection>() = CameraCorrection();
|
||||
_cameraCorrectionBufferIdentity._buffer->flush();
|
||||
}
|
||||
} _pipeline;
|
||||
|
||||
struct OutputStageState {
|
||||
FramebufferPointer _framebuffer { nullptr };
|
||||
GLuint _drawFBO { 0 };
|
||||
} _output;
|
||||
// Backend dependant compilation of the shader
|
||||
virtual GLShader* compileBackendProgram(const Shader& program);
|
||||
virtual GLShader* compileBackendShader(const Shader& shader);
|
||||
virtual std::string getBackendShaderHeader() const;
|
||||
virtual void makeProgramBindings(ShaderObject& shaderObject);
|
||||
class ElementResource {
|
||||
public:
|
||||
gpu::Element _element;
|
||||
uint16 _resource;
|
||||
ElementResource(Element&& elem, uint16 resource) : _element(elem), _resource(resource) {}
|
||||
};
|
||||
ElementResource getFormatFromGLUniform(GLenum gltype);
|
||||
static const GLint UNUSED_SLOT {-1};
|
||||
static bool isUnusedSlot(GLint binding) { return (binding == UNUSED_SLOT); }
|
||||
virtual int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
|
||||
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers);
|
||||
virtual int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers);
|
||||
virtual int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& resourceBuffers) = 0;
|
||||
virtual int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs);
|
||||
virtual int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs);
|
||||
|
||||
void resetQueryStage();
|
||||
struct QueryStageState {
|
||||
uint32_t _rangeQueryDepth { 0 };
|
||||
} _queryStage;
|
||||
|
||||
void resetStages();
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void syncOutputStateCache();
|
||||
void resetOutputStage();
|
||||
|
||||
struct OutputStageState {
|
||||
FramebufferPointer _framebuffer { nullptr };
|
||||
GLuint _drawFBO { 0 };
|
||||
} _output;
|
||||
|
||||
struct TextureManagementStageState {
|
||||
bool _sparseCapable { false };
|
||||
} _textureManagement;
|
||||
virtual void initTextureManagementStage() {}
|
||||
void resetQueryStage();
|
||||
struct QueryStageState {
|
||||
uint32_t _rangeQueryDepth { 0 };
|
||||
} _queryStage;
|
||||
|
||||
typedef void (GLBackend::*CommandCall)(const Batch&, size_t);
|
||||
static CommandCall _commandCalls[Batch::NUM_COMMANDS];
|
||||
friend class GLState;
|
||||
friend class GLTexture;
|
||||
};
|
||||
void resetStages();
|
||||
|
||||
} }
|
||||
struct TextureManagementStageState {
|
||||
bool _sparseCapable { false };
|
||||
} _textureManagement;
|
||||
virtual void initTextureManagementStage() {}
|
||||
|
||||
typedef void (GLBackend::*CommandCall)(const Batch&, size_t);
|
||||
static CommandCall _commandCalls[Batch::NUM_COMMANDS];
|
||||
friend class GLState;
|
||||
friend class GLTexture;
|
||||
friend class GLShader;
|
||||
};
|
||||
|
||||
} }
|
||||
|
||||
#endif
|
||||
|
|
530
libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp
Normal file
530
libraries/gpu-gles/src/gpu/gl/GLBackendShader.cpp
Normal file
|
@ -0,0 +1,530 @@
|
|||
//
|
||||
// Created by Gabriel Calero & Cristian Duarte on 2017/12/28
|
||||
// Copyright 2013-2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GLBackend.h"
|
||||
#include "GLShader.h"
|
||||
#include <gl/GLShaders.h>
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
|
||||
// GLSL version
|
||||
std::string GLBackend::getBackendShaderHeader() const {
|
||||
return std::string("#version 310 es");
|
||||
}
|
||||
|
||||
// Shader domain
|
||||
static const size_t NUM_SHADER_DOMAINS = 2;
|
||||
|
||||
// GL Shader type enums
|
||||
// Must match the order of type specified in gpu::Shader::Type
|
||||
static const std::array<GLenum, NUM_SHADER_DOMAINS> SHADER_DOMAINS { {
|
||||
GL_VERTEX_SHADER,
|
||||
GL_FRAGMENT_SHADER,
|
||||
// GL_GEOMETRY_SHADER,
|
||||
} };
|
||||
|
||||
// Domain specific defines
|
||||
// Must match the order of type specified in gpu::Shader::Type
|
||||
static const std::array<std::string, NUM_SHADER_DOMAINS> DOMAIN_DEFINES { {
|
||||
"#define GPU_VERTEX_SHADER",
|
||||
"#define GPU_PIXEL_SHADER",
|
||||
// "#define GPU_GEOMETRY_SHADER",
|
||||
} };
|
||||
|
||||
// Stereo specific defines
|
||||
static const std::string stereoVersion {
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
"#define GPU_TRANSFORM_IS_STEREO\n#define GPU_TRANSFORM_STEREO_CAMERA\n#define GPU_TRANSFORM_STEREO_CAMERA_INSTANCED\n#define GPU_TRANSFORM_STEREO_SPLIT_SCREEN"
|
||||
#endif
|
||||
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
|
||||
#ifdef GPU_STEREO_CAMERA_BUFFER
|
||||
"#define GPU_TRANSFORM_IS_STEREO\n#define GPU_TRANSFORM_STEREO_CAMERA\n#define GPU_TRANSFORM_STEREO_CAMERA_ATTRIBUTED"
|
||||
#else
|
||||
"#define GPU_TRANSFORM_IS_STEREO"
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
// Versions specific of the shader
|
||||
static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
|
||||
"",
|
||||
stereoVersion
|
||||
} };
|
||||
|
||||
GLShader* GLBackend::compileBackendShader(const Shader& shader) {
|
||||
// Any GLSLprogram ? normally yes...
|
||||
const std::string& shaderSource = shader.getSource().getCode();
|
||||
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
|
||||
GLShader::ShaderObjects shaderObjects;
|
||||
|
||||
for (int version = 0; version < GLShader::NumVersions; version++) {
|
||||
auto& shaderObject = shaderObjects[version];
|
||||
|
||||
std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version]
|
||||
+ "\n#extension GL_EXT_texture_buffer : enable"
|
||||
+ "\nprecision lowp float; // check precision 2"
|
||||
+ "\nprecision lowp samplerBuffer;"
|
||||
+ "\nprecision lowp sampler2DShadow;";
|
||||
std::string error;
|
||||
|
||||
#ifdef SEPARATE_PROGRAM
|
||||
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error);
|
||||
#else
|
||||
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
|
||||
#endif
|
||||
if (!result) {
|
||||
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// So far so good, the shader is created successfully
|
||||
GLShader* object = new GLShader(this->shared_from_this());
|
||||
object->_shaderObjects = shaderObjects;
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
GLShader* GLBackend::compileBackendProgram(const Shader& program) {
|
||||
if (!program.isProgram()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GLShader::ShaderObjects programObjects;
|
||||
|
||||
for (int version = 0; version < GLShader::NumVersions; version++) {
|
||||
auto& programObject = programObjects[version];
|
||||
|
||||
// Let's go through every shaders and make sure they are ready to go
|
||||
std::vector< GLuint > shaderGLObjects;
|
||||
for (auto subShader : program.getShaders()) {
|
||||
auto object = GLShader::sync((*this), *subShader);
|
||||
if (object) {
|
||||
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
|
||||
} else {
|
||||
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
std::string error;
|
||||
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
|
||||
if (glprogram == 0) {
|
||||
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << error.c_str();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
programObject.glprogram = glprogram;
|
||||
|
||||
makeProgramBindings(programObject);
|
||||
}
|
||||
|
||||
// So far so good, the program versions have all been created successfully
|
||||
GLShader* object = new GLShader(this->shared_from_this());
|
||||
object->_shaderObjects = programObjects;
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
GLBackend::ElementResource GLBackend::getFormatFromGLUniform(GLenum gltype) {
|
||||
switch (gltype) {
|
||||
case GL_FLOAT: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
/*
|
||||
case GL_DOUBLE: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_DOUBLE_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_DOUBLE_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_DOUBLE_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
*/
|
||||
case GL_INT: return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_INT_VEC2: return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_INT_VEC3: return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_INT_VEC4: return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
|
||||
case GL_UNSIGNED_INT: return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_UNSIGNED_INT_VEC2: return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_UNSIGNED_INT_VEC3: return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_UNSIGNED_INT_VEC4: return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
#endif
|
||||
|
||||
case GL_BOOL: return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
case GL_BOOL_VEC2: return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
case GL_BOOL_VEC3: return ElementResource(Element(VEC3, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
case GL_BOOL_VEC4: return ElementResource(Element(VEC4, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
|
||||
|
||||
case GL_FLOAT_MAT2: return ElementResource(Element(gpu::MAT2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_MAT3: return ElementResource(Element(MAT3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_MAT4: return ElementResource(Element(MAT4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
|
||||
/* {GL_FLOAT_MAT2x3 mat2x3},
|
||||
{GL_FLOAT_MAT2x4 mat2x4},
|
||||
{GL_FLOAT_MAT3x2 mat3x2},
|
||||
{GL_FLOAT_MAT3x4 mat3x4},
|
||||
{GL_FLOAT_MAT4x2 mat4x2},
|
||||
{GL_FLOAT_MAT4x3 mat4x3},
|
||||
{GL_DOUBLE_MAT2 dmat2},
|
||||
{GL_DOUBLE_MAT3 dmat3},
|
||||
{GL_DOUBLE_MAT4 dmat4},
|
||||
{GL_DOUBLE_MAT2x3 dmat2x3},
|
||||
{GL_DOUBLE_MAT2x4 dmat2x4},
|
||||
{GL_DOUBLE_MAT3x2 dmat3x2},
|
||||
{GL_DOUBLE_MAT3x4 dmat3x4},
|
||||
{GL_DOUBLE_MAT4x2 dmat4x2},
|
||||
{GL_DOUBLE_MAT4x3 dmat4x3},
|
||||
*/
|
||||
|
||||
//case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
|
||||
case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
|
||||
|
||||
case GL_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
|
||||
case GL_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
|
||||
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
|
||||
case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
|
||||
case GL_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
|
||||
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
|
||||
#endif
|
||||
|
||||
case GL_SAMPLER_2D_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_SAMPLER_CUBE_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
|
||||
|
||||
case GL_SAMPLER_2D_ARRAY_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
|
||||
#endif
|
||||
|
||||
// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
|
||||
// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
|
||||
|
||||
case GL_SAMPLER_BUFFER: return ElementResource(Element(SCALAR, gpu::FLOAT, RESOURCE_BUFFER), Resource::BUFFER);
|
||||
|
||||
// {GL_SAMPLER_2D_RECT sampler2DRect},
|
||||
// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
|
||||
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
|
||||
case GL_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
|
||||
case GL_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
|
||||
case GL_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_3D);
|
||||
case GL_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_CUBE);
|
||||
|
||||
case GL_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
|
||||
case GL_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
|
||||
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
|
||||
|
||||
// {GL_INT_SAMPLER_BUFFER isamplerBuffer},
|
||||
// {GL_INT_SAMPLER_2D_RECT isampler2DRect},
|
||||
|
||||
case GL_UNSIGNED_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_3D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_CUBE);
|
||||
|
||||
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
|
||||
#endif
|
||||
// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
|
||||
// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
|
||||
/*
|
||||
{GL_IMAGE_1D image1D},
|
||||
{GL_IMAGE_2D image2D},
|
||||
{GL_IMAGE_3D image3D},
|
||||
{GL_IMAGE_2D_RECT image2DRect},
|
||||
{GL_IMAGE_CUBE imageCube},
|
||||
{GL_IMAGE_BUFFER imageBuffer},
|
||||
{GL_IMAGE_1D_ARRAY image1DArray},
|
||||
{GL_IMAGE_2D_ARRAY image2DArray},
|
||||
{GL_IMAGE_2D_MULTISAMPLE image2DMS},
|
||||
{GL_IMAGE_2D_MULTISAMPLE_ARRAY image2DMSArray},
|
||||
{GL_INT_IMAGE_1D iimage1D},
|
||||
{GL_INT_IMAGE_2D iimage2D},
|
||||
{GL_INT_IMAGE_3D iimage3D},
|
||||
{GL_INT_IMAGE_2D_RECT iimage2DRect},
|
||||
{GL_INT_IMAGE_CUBE iimageCube},
|
||||
{GL_INT_IMAGE_BUFFER iimageBuffer},
|
||||
{GL_INT_IMAGE_1D_ARRAY iimage1DArray},
|
||||
{GL_INT_IMAGE_2D_ARRAY iimage2DArray},
|
||||
{GL_INT_IMAGE_2D_MULTISAMPLE iimage2DMS},
|
||||
{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY iimage2DMSArray},
|
||||
{GL_UNSIGNED_INT_IMAGE_1D uimage1D},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D uimage2D},
|
||||
{GL_UNSIGNED_INT_IMAGE_3D uimage3D},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_RECT uimage2DRect},
|
||||
{GL_UNSIGNED_INT_IMAGE_CUBE uimageCube},+ [0] {_name="fInnerRadius" _location=0 _element={_semantic=15 '\xf' _dimension=0 '\0' _type=0 '\0' } } gpu::Shader::Slot
|
||||
|
||||
{GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer},
|
||||
{GL_UNSIGNED_INT_IMAGE_1D_ARRAY uimage1DArray},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE uimage2DMS},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY uimage2DMSArray},
|
||||
{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint}
|
||||
*/
|
||||
default:
|
||||
return ElementResource(Element(), Resource::BUFFER);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
int GLBackend::makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
|
||||
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
|
||||
GLint uniformsCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
|
||||
|
||||
for (int i = 0; i < uniformsCount; i++) {
|
||||
const GLint NAME_LENGTH = 256;
|
||||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
||||
GLint location = glGetUniformLocation(glprogram, name);
|
||||
const GLint INVALID_UNIFORM_LOCATION = -1;
|
||||
|
||||
// Try to make sense of the gltype
|
||||
auto elementResource = getFormatFromGLUniform(type);
|
||||
|
||||
// The uniform as a standard var type
|
||||
if (location != INVALID_UNIFORM_LOCATION) {
|
||||
// Let's make sure the name doesn't contains an array element
|
||||
std::string sname(name);
|
||||
auto foundBracket = sname.find_first_of('[');
|
||||
if (foundBracket != std::string::npos) {
|
||||
// std::string arrayname = sname.substr(0, foundBracket);
|
||||
|
||||
if (sname[foundBracket + 1] == '0') {
|
||||
sname = sname.substr(0, foundBracket);
|
||||
} else {
|
||||
// skip this uniform since it's not the first element of an array
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (elementResource._resource == Resource::BUFFER) {
|
||||
uniforms.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
|
||||
} else {
|
||||
// For texture/Sampler, the location is the actual binding value
|
||||
GLint binding = -1;
|
||||
glGetUniformiv(glprogram, location, &binding);
|
||||
|
||||
auto requestedBinding = slotBindings.find(std::string(sname));
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
if (binding != (*requestedBinding)._location) {
|
||||
binding = (*requestedBinding)._location;
|
||||
for (auto i = 0; i < size; i++) {
|
||||
// If we are working with an array of textures, reserve for each elemet
|
||||
glProgramUniform1i(glprogram, location+i, binding+i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
textures.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
|
||||
samplers.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return uniformsCount;
|
||||
}
|
||||
|
||||
int GLBackend::makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
|
||||
GLint buffersCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
|
||||
|
||||
// fast exit
|
||||
if (buffersCount == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLint maxNumUniformBufferSlots = 0;
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxNumUniformBufferSlots);
|
||||
std::vector<GLint> uniformBufferSlotMap(maxNumUniformBufferSlots, -1);
|
||||
|
||||
struct UniformBlockInfo {
|
||||
using Vector = std::vector<UniformBlockInfo>;
|
||||
const GLuint index{ 0 };
|
||||
const std::string name;
|
||||
GLint binding{ -1 };
|
||||
GLint size{ 0 };
|
||||
|
||||
static std::string getName(GLuint glprogram, GLuint i) {
|
||||
static const GLint NAME_LENGTH = 256;
|
||||
GLint length = 0;
|
||||
GLchar nameBuffer[NAME_LENGTH];
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
|
||||
glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, nameBuffer);
|
||||
return std::string(nameBuffer);
|
||||
}
|
||||
|
||||
UniformBlockInfo(GLuint glprogram, GLuint i) : index(i), name(getName(glprogram, i)) {
|
||||
glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_BINDING, &binding);
|
||||
glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
|
||||
}
|
||||
};
|
||||
|
||||
UniformBlockInfo::Vector uniformBlocks;
|
||||
uniformBlocks.reserve(buffersCount);
|
||||
for (int i = 0; i < buffersCount; i++) {
|
||||
uniformBlocks.push_back(UniformBlockInfo(glprogram, i));
|
||||
}
|
||||
|
||||
for (auto& info : uniformBlocks) {
|
||||
auto requestedBinding = slotBindings.find(info.name);
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
info.binding = (*requestedBinding)._location;
|
||||
glUniformBlockBinding(glprogram, info.index, info.binding);
|
||||
uniformBufferSlotMap[info.binding] = info.index;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& info : uniformBlocks) {
|
||||
if (slotBindings.count(info.name)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the binding is 0, or the binding maps to an already used binding
|
||||
if (info.binding == 0 || !isUnusedSlot(uniformBufferSlotMap[info.binding])) {
|
||||
// If no binding was assigned then just do it finding a free slot
|
||||
auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), GLBackend::isUnusedSlot);
|
||||
if (slotIt != uniformBufferSlotMap.end()) {
|
||||
info.binding = slotIt - uniformBufferSlotMap.begin();
|
||||
glUniformBlockBinding(glprogram, info.index, info.binding);
|
||||
} else {
|
||||
// This should neve happen, an active ubo cannot find an available slot among the max available?!
|
||||
info.binding = -1;
|
||||
}
|
||||
}
|
||||
|
||||
uniformBufferSlotMap[info.binding] = info.index;
|
||||
}
|
||||
|
||||
for (auto& info : uniformBlocks) {
|
||||
static const Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
|
||||
buffers.insert(Shader::Slot(info.name, info.binding, element, Resource::BUFFER, info.size));
|
||||
}
|
||||
return buffersCount;
|
||||
}
|
||||
|
||||
int GLBackend::makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
|
||||
GLint inputsCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
|
||||
|
||||
for (int i = 0; i < inputsCount; i++) {
|
||||
const GLint NAME_LENGTH = 256;
|
||||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
||||
|
||||
GLint binding = glGetAttribLocation(glprogram, name);
|
||||
|
||||
auto elementResource = getFormatFromGLUniform(type);
|
||||
inputs.insert(Shader::Slot(name, binding, elementResource._element, -1));
|
||||
}
|
||||
|
||||
return inputsCount;
|
||||
}
|
||||
|
||||
int GLBackend::makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
|
||||
/* GLint outputsCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
|
||||
|
||||
for (int i = 0; i < inputsCount; i++) {
|
||||
const GLint NAME_LENGTH = 256;
|
||||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
||||
|
||||
auto element = getFormatFromGLUniform(type);
|
||||
outputs.insert(Shader::Slot(name, i, element));
|
||||
}
|
||||
*/
|
||||
return 0; //inputsCount;
|
||||
}
|
||||
|
||||
void GLBackend::makeProgramBindings(ShaderObject& shaderObject) {
|
||||
if (!shaderObject.glprogram) {
|
||||
return;
|
||||
}
|
||||
GLuint glprogram = shaderObject.glprogram;
|
||||
GLint loc = -1;
|
||||
|
||||
//Check for gpu specific attribute slotBindings
|
||||
loc = glGetAttribLocation(glprogram, "inPosition");
|
||||
if (loc >= 0 && loc != gpu::Stream::POSITION) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::POSITION, "inPosition");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inNormal");
|
||||
if (loc >= 0 && loc != gpu::Stream::NORMAL) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "inNormal");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inColor");
|
||||
if (loc >= 0 && loc != gpu::Stream::COLOR) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::COLOR, "inColor");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTexCoord0");
|
||||
if (loc >= 0 && loc != gpu::Stream::TEXCOORD) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "inTexCoord0");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTangent");
|
||||
if (loc >= 0 && loc != gpu::Stream::TANGENT) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "inTangent");
|
||||
}
|
||||
|
||||
char attribName[] = "inTexCoordn";
|
||||
for (auto i = 0; i < 4; i++) {
|
||||
auto streamId = gpu::Stream::TEXCOORD1 + i;
|
||||
|
||||
attribName[strlen(attribName) - 1] = '1' + i;
|
||||
loc = glGetAttribLocation(glprogram, attribName);
|
||||
if (loc >= 0 && loc != streamId) {
|
||||
glBindAttribLocation(glprogram, streamId, attribName);
|
||||
}
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inSkinClusterIndex");
|
||||
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_INDEX) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "inSkinClusterIndex");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inSkinClusterWeight");
|
||||
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_WEIGHT) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "inSkinClusterWeight");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "_drawCallInfo");
|
||||
if (loc >= 0 && loc != gpu::Stream::DRAW_CALL_INFO) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::DRAW_CALL_INFO, "_drawCallInfo");
|
||||
}
|
||||
|
||||
// Link again to take into account the assigned attrib location
|
||||
glLinkProgram(glprogram);
|
||||
|
||||
GLint linked = 0;
|
||||
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
|
||||
if (!linked) {
|
||||
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
|
||||
}
|
||||
}
|
||||
|
|
@ -15,13 +15,56 @@
|
|||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
|
||||
bool GLBackend::isTextureReady(const TexturePointer& texture) {
|
||||
// DO not transfer the texture, this call is expected for rendering texture
|
||||
GLTexture* object = syncGPUObject(texture, true);
|
||||
qDebug() << "GLBackendTexture isTextureReady syncGPUObject";
|
||||
return object && object->isReady();
|
||||
|
||||
GLuint GLBackend::getTextureID(const TexturePointer& texture) {
|
||||
GLTexture* object = syncGPUObject(texture);
|
||||
|
||||
if (!object) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return object->_id;
|
||||
}
|
||||
|
||||
GLTexture* GLBackend::syncGPUObject(const TexturePointer& texturePointer) {
|
||||
const Texture& texture = *texturePointer;
|
||||
// Special case external textures
|
||||
if (TextureUsageType::EXTERNAL == texture.getUsageType()) {
|
||||
Texture::ExternalUpdates updates = texture.getUpdates();
|
||||
if (!updates.empty()) {
|
||||
Texture::ExternalRecycler recycler = texture.getExternalRecycler();
|
||||
Q_ASSERT(recycler);
|
||||
// Discard any superfluous updates
|
||||
while (updates.size() > 1) {
|
||||
const auto& update = updates.front();
|
||||
// Superfluous updates will never have been read, but we want to ensure the previous
|
||||
// writes to them are complete before they're written again, so return them with the
|
||||
// same fences they arrived with. This can happen on any thread because no GL context
|
||||
// work is involved
|
||||
recycler(update.first, update.second);
|
||||
updates.pop_front();
|
||||
}
|
||||
|
||||
// The last texture remaining is the one we'll use to create the GLTexture
|
||||
const auto& update = updates.front();
|
||||
// Check for a fence, and if it exists, inject a wait into the command stream, then destroy the fence
|
||||
if (update.second) {
|
||||
GLsync fence = static_cast<GLsync>(update.second);
|
||||
glWaitSync(fence, 0, GL_TIMEOUT_IGNORED);
|
||||
glDeleteSync(fence);
|
||||
}
|
||||
|
||||
// Create the new texture object (replaces any previous texture object)
|
||||
new GLExternalTexture(shared_from_this(), texture, update.first);
|
||||
}
|
||||
|
||||
// Return the texture object (if any) associated with the texture, without extensive logic
|
||||
// (external textures are
|
||||
return Backend::getGPUObject<GLTexture>(texture);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void GLBackend::do_generateTextureMips(const Batch& batch, size_t paramOffset) {
|
||||
TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
|
@ -30,7 +73,7 @@ void GLBackend::do_generateTextureMips(const Batch& batch, size_t paramOffset) {
|
|||
}
|
||||
|
||||
// DO not transfer the texture, this call is expected for rendering texture
|
||||
GLTexture* object = syncGPUObject(resourceTexture, false);
|
||||
GLTexture* object = syncGPUObject(resourceTexture);
|
||||
qDebug() << "GLBackendTexture do_generateTextureMips syncGPUObject";
|
||||
if (!object) {
|
||||
return;
|
||||
|
|
|
@ -38,7 +38,7 @@ void GLBackend::do_setViewportTransform(const Batch& batch, size_t paramOffset)
|
|||
glViewport(vp.x, vp.y, vp.z, vp.w);
|
||||
|
||||
// Where we assign the GL viewport
|
||||
if (_stereo._enable) {
|
||||
if (_stereo.isStereo()) {
|
||||
vp.z /= 2;
|
||||
if (_stereo._pass) {
|
||||
vp.x += vp.z;
|
||||
|
@ -103,7 +103,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
|
|||
|
||||
if (_invalidView) {
|
||||
// Apply the correction
|
||||
if (_viewIsCamera && _correction.correction != glm::mat4()) {
|
||||
if (_viewIsCamera && (_viewCorrectionEnabled && _correction.correction != glm::mat4())) {
|
||||
// FIXME should I switch to using the camera correction buffer in Transform.slf and leave this out?
|
||||
Transform result;
|
||||
_view.mult(result, _view, _correction.correction);
|
||||
|
@ -120,7 +120,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
|
|||
size_t offset = _cameraUboSize * _cameras.size();
|
||||
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
|
||||
|
||||
if (stereo._enable) {
|
||||
if (stereo.isStereo()) {
|
||||
#ifdef GPU_STEREO_CAMERA_BUFFER
|
||||
_cameras.push_back(CameraBufferElement(_camera.getEyeCamera(0, stereo, _view), _camera.getEyeCamera(1, stereo, _view)));
|
||||
#else
|
||||
|
@ -152,7 +152,7 @@ void GLBackend::TransformStageState::update(size_t commandIndex, const StereoSta
|
|||
#ifdef GPU_STEREO_CAMERA_BUFFER
|
||||
bindCurrentCamera(0);
|
||||
#else
|
||||
if (!stereo._enable) {
|
||||
if (!stereo.isStereo()) {
|
||||
bindCurrentCamera(0);
|
||||
}
|
||||
#endif
|
||||
|
@ -162,51 +162,11 @@ void GLBackend::TransformStageState::update(size_t commandIndex, const StereoSta
|
|||
|
||||
void GLBackend::TransformStageState::bindCurrentCamera(int eye) const {
|
||||
if (_currentCameraOffset != INVALID_OFFSET) {
|
||||
//qDebug() << "GLBackend::TransformStageState::bindCurrentCamera";
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, _cameraBuffer, _currentCameraOffset + eye * _cameraUboSize, sizeof(CameraBufferElement));
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::updateTransform(const Batch& batch) {
|
||||
_transform.update(_commandIndex, _stereo);
|
||||
|
||||
auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
|
||||
if (batch._currentNamedCall.empty()) {
|
||||
(void)CHECK_GL_ERROR();
|
||||
auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
|
||||
glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
|
||||
(void)CHECK_GL_ERROR();
|
||||
GLint current_vao, current_vbo, maxVertexAtribs;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, ¤t_vao);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_vbo);
|
||||
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAtribs);
|
||||
glVertexAttribI4i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused, 0, 0);
|
||||
|
||||
//int values[] = {drawCallInfo.index, drawCallInfo.unused};
|
||||
//glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_INT, 0, (const GLvoid *) values);
|
||||
|
||||
/*
|
||||
//glDisableVertexAttribArray currentvao 1 current vbo 0
|
||||
GL_INVALID_OPERATION is generated
|
||||
a non-zero vertex array object is bound,
|
||||
zero is bound to the GL_ARRAY_BUFFER buffer object binding point and
|
||||
the pointer argument is not NULL. TRUE
|
||||
*/
|
||||
//qDebug() << "GLBackend::updateTransform glVertexAttribIPointer done";
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
} else {
|
||||
//qDebug() << "GLBackend::updateTransform else";
|
||||
glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
|
||||
glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0,
|
||||
_transform._drawCallInfoOffsets[batch._currentNamedCall]);
|
||||
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::resetTransformStage() {
|
||||
|
||||
glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO);
|
||||
_transform._enabledDrawcallInfoBuffer = false;
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ GLFramebuffer::~GLFramebuffer() {
|
|||
}
|
||||
}
|
||||
|
||||
bool GLFramebuffer::checkStatus(GLenum target) const {
|
||||
bool GLFramebuffer::checkStatus() const {
|
||||
bool result = false;
|
||||
switch (_status) {
|
||||
case GL_FRAMEBUFFER_COMPLETE:
|
||||
|
|
|
@ -64,7 +64,7 @@ public:
|
|||
protected:
|
||||
GLenum _status { GL_FRAMEBUFFER_COMPLETE };
|
||||
virtual void update() = 0;
|
||||
bool checkStatus(GLenum target) const;
|
||||
bool checkStatus() const;
|
||||
|
||||
GLFramebuffer(const std::weak_ptr<GLBackend>& backend, const Framebuffer& framebuffer, GLuint id) : GLObject(backend, framebuffer, id) {}
|
||||
~GLFramebuffer();
|
||||
|
|
|
@ -30,126 +30,6 @@ GLShader::~GLShader() {
|
|||
}
|
||||
}
|
||||
|
||||
// GLSL version
|
||||
static const std::string glslVersion {
|
||||
"#version 310 es"
|
||||
};
|
||||
|
||||
// Shader domain
|
||||
static const size_t NUM_SHADER_DOMAINS = 3;
|
||||
|
||||
// GL Shader type enums
|
||||
// Must match the order of type specified in gpu::Shader::Type
|
||||
static const std::array<GLenum, NUM_SHADER_DOMAINS> SHADER_DOMAINS { {
|
||||
GL_VERTEX_SHADER,
|
||||
GL_FRAGMENT_SHADER,
|
||||
//GL_GEOMETRY_SHADER,
|
||||
} };
|
||||
|
||||
// Domain specific defines
|
||||
// Must match the order of type specified in gpu::Shader::Type
|
||||
static const std::array<std::string, NUM_SHADER_DOMAINS> DOMAIN_DEFINES { {
|
||||
"#define GPU_VERTEX_SHADER",
|
||||
"#define GPU_PIXEL_SHADER",
|
||||
"#define GPU_GEOMETRY_SHADER",
|
||||
} };
|
||||
|
||||
// Stereo specific defines
|
||||
static const std::string stereoVersion {
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
"#define GPU_TRANSFORM_IS_STEREO\n#define GPU_TRANSFORM_STEREO_CAMERA\n#define GPU_TRANSFORM_STEREO_CAMERA_INSTANCED\n#define GPU_TRANSFORM_STEREO_SPLIT_SCREEN"
|
||||
#endif
|
||||
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
|
||||
#ifdef GPU_STEREO_CAMERA_BUFFER
|
||||
"#define GPU_TRANSFORM_IS_STEREO\n#define GPU_TRANSFORM_STEREO_CAMERA\n#define GPU_TRANSFORM_STEREO_CAMERA_ATTRIBUTED"
|
||||
#else
|
||||
"#define GPU_TRANSFORM_IS_STEREO"
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
// Versions specific of the shader
|
||||
static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
|
||||
"",
|
||||
stereoVersion
|
||||
} };
|
||||
|
||||
GLShader* compileBackendShader(GLBackend& backend, const Shader& shader) {
|
||||
// Any GLSLprogram ? normally yes...
|
||||
const std::string& shaderSource = shader.getSource().getCode();
|
||||
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
|
||||
GLShader::ShaderObjects shaderObjects;
|
||||
|
||||
for (int version = 0; version < GLShader::NumVersions; version++) {
|
||||
auto& shaderObject = shaderObjects[version];
|
||||
std::string shaderDefines = glslVersion + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version]
|
||||
+ "\n" + "#extension GL_EXT_texture_buffer : enable"
|
||||
+ "\nprecision lowp float; // check precision 2"
|
||||
+ "\nprecision lowp samplerBuffer;"
|
||||
+ "\nprecision lowp sampler2DShadow;";
|
||||
// TODO Delete bool result = compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram);
|
||||
std::string error;
|
||||
|
||||
|
||||
#ifdef SEPARATE_PROGRAM
|
||||
bool result = ::gl::compileShader(shaderDomain, shaderSource.c_str(), shaderDefines.c_str(), shaderObject.glshader, shaderObject.glprogram, error);
|
||||
#else
|
||||
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
|
||||
#endif
|
||||
if (!result) {
|
||||
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// So far so good, the shader is created successfully
|
||||
GLShader* object = new GLShader(backend.shared_from_this());
|
||||
object->_shaderObjects = shaderObjects;
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
GLShader* compileBackendProgram(GLBackend& backend, const Shader& program) {
|
||||
if (!program.isProgram()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GLShader::ShaderObjects programObjects;
|
||||
|
||||
for (int version = 0; version < GLShader::NumVersions; version++) {
|
||||
auto& programObject = programObjects[version];
|
||||
|
||||
// Let's go through every shaders and make sure they are ready to go
|
||||
std::vector< GLuint > shaderGLObjects;
|
||||
for (auto subShader : program.getShaders()) {
|
||||
auto object = GLShader::sync(backend, *subShader);
|
||||
if (object) {
|
||||
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
|
||||
} else {
|
||||
qCDebug(gpugllogging) << "GLShader::compileBackendProgram - One of the shaders of the program is not compiled?";
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
std::string error;
|
||||
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
|
||||
if (glprogram == 0) {
|
||||
qCWarning(gpugllogging) << error.c_str();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
programObject.glprogram = glprogram;
|
||||
|
||||
makeProgramBindings(programObject);
|
||||
}
|
||||
|
||||
// So far so good, the program versions have all been created successfully
|
||||
GLShader* object = new GLShader(backend.shared_from_this());
|
||||
object->_shaderObjects = programObjects;
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
|
||||
GLShader* object = Backend::getGPUObject<GLShader>(shader);
|
||||
|
||||
|
@ -159,13 +39,13 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
|
|||
}
|
||||
// need to have a gpu object?
|
||||
if (shader.isProgram()) {
|
||||
GLShader* tempObject = compileBackendProgram(backend, shader);
|
||||
GLShader* tempObject = backend.compileBackendProgram(shader);
|
||||
if (tempObject) {
|
||||
object = tempObject;
|
||||
Backend::setGPUObject(shader, object);
|
||||
}
|
||||
} else if (shader.isDomain()) {
|
||||
GLShader* tempObject = compileBackendShader(backend, shader);
|
||||
GLShader* tempObject = backend.compileBackendShader(shader);
|
||||
if (tempObject) {
|
||||
object = tempObject;
|
||||
Backend::setGPUObject(shader, object);
|
||||
|
@ -189,21 +69,21 @@ bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::Bin
|
|||
auto& shaderObject = object->_shaderObjects[version];
|
||||
if (shaderObject.glprogram) {
|
||||
Shader::SlotSet buffers;
|
||||
makeUniformBlockSlots(shaderObject.glprogram, slotBindings, buffers);
|
||||
backend.makeUniformBlockSlots(shaderObject.glprogram, slotBindings, buffers);
|
||||
|
||||
Shader::SlotSet uniforms;
|
||||
Shader::SlotSet textures;
|
||||
Shader::SlotSet samplers;
|
||||
makeUniformSlots(shaderObject.glprogram, slotBindings, uniforms, textures, samplers);
|
||||
backend.makeUniformSlots(shaderObject.glprogram, slotBindings, uniforms, textures, samplers);
|
||||
|
||||
Shader::SlotSet resourceBuffers;
|
||||
makeResourceBufferSlots(shaderObject.glprogram, slotBindings, resourceBuffers);
|
||||
backend.makeResourceBufferSlots(shaderObject.glprogram, slotBindings, resourceBuffers);
|
||||
|
||||
Shader::SlotSet inputs;
|
||||
makeInputSlots(shaderObject.glprogram, slotBindings, inputs);
|
||||
backend.makeInputSlots(shaderObject.glprogram, slotBindings, inputs);
|
||||
|
||||
Shader::SlotSet outputs;
|
||||
makeOutputSlots(shaderObject.glprogram, slotBindings, outputs);
|
||||
backend.makeOutputSlots(shaderObject.glprogram, slotBindings, outputs);
|
||||
|
||||
// Define the public slots only from the default version
|
||||
if (version == 0) {
|
||||
|
@ -222,3 +102,5 @@ bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::Bin
|
|||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -12,6 +12,13 @@
|
|||
|
||||
namespace gpu { namespace gl {
|
||||
|
||||
struct ShaderObject {
|
||||
GLuint glshader { 0 };
|
||||
GLuint glprogram { 0 };
|
||||
GLint transformCameraSlot { -1 };
|
||||
GLint transformObjectSlot { -1 };
|
||||
};
|
||||
|
||||
class GLShader : public GPUObject {
|
||||
public:
|
||||
static GLShader* sync(GLBackend& backend, const Shader& shader);
|
||||
|
|
|
@ -27,22 +27,22 @@ bool checkGLError(const char* name) {
|
|||
} else {
|
||||
switch (error) {
|
||||
case GL_INVALID_ENUM:
|
||||
qCDebug(gpugllogging) << "GLBackend::" << name << ": An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
|
||||
qCWarning(gpugllogging) << "GLBackend::" << name << ": An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
|
||||
break;
|
||||
case GL_INVALID_VALUE:
|
||||
qCDebug(gpugllogging) << "GLBackend" << name << ": A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
|
||||
qCWarning(gpugllogging) << "GLBackend" << name << ": A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
|
||||
break;
|
||||
case GL_INVALID_OPERATION:
|
||||
qCDebug(gpugllogging) << "GLBackend" << name << ": The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
|
||||
qCWarning(gpugllogging) << "GLBackend" << name << ": The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
|
||||
break;
|
||||
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
||||
qCDebug(gpugllogging) << "GLBackend" << name << ": The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
|
||||
qCWarning(gpugllogging) << "GLBackend" << name << ": The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
|
||||
break;
|
||||
case GL_OUT_OF_MEMORY:
|
||||
qCDebug(gpugllogging) << "GLBackend" << name << ": There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
|
||||
qCWarning(gpugllogging) << "GLBackend" << name << ": There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
|
||||
break;
|
||||
default:
|
||||
qCDebug(gpugllogging) << "GLBackend" << name << ": Unknown error: " << error;
|
||||
qCWarning(gpugllogging) << "GLBackend" << name << ": Unknown error: " << error;
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
|
@ -53,7 +53,7 @@ bool checkGLErrorDebug(const char* name) {
|
|||
#ifdef DEBUG
|
||||
return checkGLError(name);
|
||||
#else
|
||||
Q_UNUSED(name);
|
||||
Q_UNUSED(name);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
@ -86,43 +86,6 @@ gpu::Size getFreeDedicatedMemory() {
|
|||
return result;
|
||||
}
|
||||
|
||||
gpu::Size getDedicatedMemory() {
|
||||
static Size dedicatedMemory { 0 };
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&] {
|
||||
if (!dedicatedMemory) {
|
||||
GLint atiGpuMemory[4];
|
||||
// not really total memory, but close enough if called early enough in the application lifecycle
|
||||
//glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, atiGpuMemory);
|
||||
qDebug() << "TODO: GLShared.cpp.cpp:initInput GL_TEXTURE_FREE_MEMORY_ATI";
|
||||
if (GL_NO_ERROR == glGetError()) {
|
||||
dedicatedMemory = KB_TO_BYTES(atiGpuMemory[0]);
|
||||
}
|
||||
}
|
||||
|
||||
if (!dedicatedMemory) {
|
||||
GLint nvGpuMemory { 0 };
|
||||
qDebug() << "TODO: GLShared.cpp.cpp:initInput GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX";
|
||||
//glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &nvGpuMemory);
|
||||
if (GL_NO_ERROR == glGetError()) {
|
||||
dedicatedMemory = KB_TO_BYTES(nvGpuMemory);
|
||||
}
|
||||
}
|
||||
|
||||
if (!dedicatedMemory) {
|
||||
auto gpuIdent = GPUIdent::getInstance();
|
||||
if (gpuIdent && gpuIdent->isValid()) {
|
||||
dedicatedMemory = MB_TO_BYTES(gpuIdent->getMemory());
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
return dedicatedMemory;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
ComparisonFunction comparisonFuncFromGL(GLenum func) {
|
||||
if (func == GL_NEVER) {
|
||||
return NEVER;
|
||||
|
@ -354,504 +317,6 @@ void getCurrentGLState(State::Data& state) {
|
|||
}
|
||||
|
||||
|
||||
class ElementResource {
|
||||
public:
|
||||
gpu::Element _element;
|
||||
uint16 _resource;
|
||||
|
||||
ElementResource(Element&& elem, uint16 resource) : _element(elem), _resource(resource) {}
|
||||
};
|
||||
|
||||
ElementResource getFormatFromGLUniform(GLenum gltype) {
|
||||
switch (gltype) {
|
||||
case GL_FLOAT: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
/*
|
||||
case GL_DOUBLE: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_DOUBLE_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_DOUBLE_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_DOUBLE_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
*/
|
||||
case GL_INT: return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_INT_VEC2: return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_INT_VEC3: return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_INT_VEC4: return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
|
||||
|
||||
case GL_UNSIGNED_INT: return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_UNSIGNED_INT_VEC2: return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_UNSIGNED_INT_VEC3: return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
case GL_UNSIGNED_INT_VEC4: return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
|
||||
#endif
|
||||
|
||||
case GL_BOOL: return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
case GL_BOOL_VEC2: return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
case GL_BOOL_VEC3: return ElementResource(Element(VEC3, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
case GL_BOOL_VEC4: return ElementResource(Element(VEC4, gpu::BOOL, UNIFORM), Resource::BUFFER);
|
||||
|
||||
|
||||
case GL_FLOAT_MAT2: return ElementResource(Element(gpu::MAT2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_MAT3: return ElementResource(Element(MAT3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
case GL_FLOAT_MAT4: return ElementResource(Element(MAT4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
|
||||
|
||||
/* {GL_FLOAT_MAT2x3 mat2x3},
|
||||
{GL_FLOAT_MAT2x4 mat2x4},
|
||||
{GL_FLOAT_MAT3x2 mat3x2},
|
||||
{GL_FLOAT_MAT3x4 mat3x4},
|
||||
{GL_FLOAT_MAT4x2 mat4x2},
|
||||
{GL_FLOAT_MAT4x3 mat4x3},
|
||||
{GL_DOUBLE_MAT2 dmat2},
|
||||
{GL_DOUBLE_MAT3 dmat3},
|
||||
{GL_DOUBLE_MAT4 dmat4},
|
||||
{GL_DOUBLE_MAT2x3 dmat2x3},
|
||||
{GL_DOUBLE_MAT2x4 dmat2x4},
|
||||
{GL_DOUBLE_MAT3x2 dmat3x2},
|
||||
{GL_DOUBLE_MAT3x4 dmat3x4},
|
||||
{GL_DOUBLE_MAT4x2 dmat4x2},
|
||||
{GL_DOUBLE_MAT4x3 dmat4x3},
|
||||
*/
|
||||
|
||||
//qDebug() << "TODO: GLShared.cpp.cpp:ElementResource GL_SAMPLER_1D";
|
||||
//case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
|
||||
case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
|
||||
|
||||
case GL_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
|
||||
case GL_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
|
||||
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
|
||||
case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
|
||||
case GL_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
|
||||
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
|
||||
#endif
|
||||
|
||||
case GL_SAMPLER_2D_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_SAMPLER_CUBE_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
|
||||
|
||||
case GL_SAMPLER_2D_ARRAY_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
|
||||
#endif
|
||||
|
||||
// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
|
||||
// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
|
||||
|
||||
// {GL_SAMPLER_BUFFER samplerBuffer},
|
||||
// {GL_SAMPLER_2D_RECT sampler2DRect},
|
||||
// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
|
||||
|
||||
#if defined(Q_OS_WIN)
|
||||
case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
|
||||
case GL_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
|
||||
case GL_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
|
||||
case GL_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_3D);
|
||||
case GL_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_CUBE);
|
||||
|
||||
case GL_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
|
||||
case GL_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
|
||||
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
|
||||
|
||||
// {GL_INT_SAMPLER_BUFFER isamplerBuffer},
|
||||
// {GL_INT_SAMPLER_2D_RECT isampler2DRect},
|
||||
|
||||
case GL_UNSIGNED_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_3D);
|
||||
case GL_UNSIGNED_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_CUBE);
|
||||
|
||||
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
|
||||
#endif
|
||||
// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
|
||||
// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
|
||||
/*
|
||||
{GL_IMAGE_1D image1D},
|
||||
{GL_IMAGE_2D image2D},
|
||||
{GL_IMAGE_3D image3D},
|
||||
{GL_IMAGE_2D_RECT image2DRect},
|
||||
{GL_IMAGE_CUBE imageCube},
|
||||
{GL_IMAGE_BUFFER imageBuffer},
|
||||
{GL_IMAGE_1D_ARRAY image1DArray},
|
||||
{GL_IMAGE_2D_ARRAY image2DArray},
|
||||
{GL_IMAGE_2D_MULTISAMPLE image2DMS},
|
||||
{GL_IMAGE_2D_MULTISAMPLE_ARRAY image2DMSArray},
|
||||
{GL_INT_IMAGE_1D iimage1D},
|
||||
{GL_INT_IMAGE_2D iimage2D},
|
||||
{GL_INT_IMAGE_3D iimage3D},
|
||||
{GL_INT_IMAGE_2D_RECT iimage2DRect},
|
||||
{GL_INT_IMAGE_CUBE iimageCube},
|
||||
{GL_INT_IMAGE_BUFFER iimageBuffer},
|
||||
{GL_INT_IMAGE_1D_ARRAY iimage1DArray},
|
||||
{GL_INT_IMAGE_2D_ARRAY iimage2DArray},
|
||||
{GL_INT_IMAGE_2D_MULTISAMPLE iimage2DMS},
|
||||
{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY iimage2DMSArray},
|
||||
{GL_UNSIGNED_INT_IMAGE_1D uimage1D},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D uimage2D},
|
||||
{GL_UNSIGNED_INT_IMAGE_3D uimage3D},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_RECT uimage2DRect},
|
||||
{GL_UNSIGNED_INT_IMAGE_CUBE uimageCube},+ [0] {_name="fInnerRadius" _location=0 _element={_semantic=15 '\xf' _dimension=0 '\0' _type=0 '\0' } } gpu::Shader::Slot
|
||||
|
||||
{GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer},
|
||||
{GL_UNSIGNED_INT_IMAGE_1D_ARRAY uimage1DArray},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE uimage2DMS},
|
||||
{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY uimage2DMSArray},
|
||||
{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint}
|
||||
*/
|
||||
default:
|
||||
return ElementResource(Element(), Resource::BUFFER);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
|
||||
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
|
||||
GLint uniformsCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
|
||||
|
||||
for (int i = 0; i < uniformsCount; i++) {
|
||||
const GLint NAME_LENGTH = 256;
|
||||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
||||
GLint location = glGetUniformLocation(glprogram, name);
|
||||
const GLint INVALID_UNIFORM_LOCATION = -1;
|
||||
|
||||
// Try to make sense of the gltype
|
||||
auto elementResource = getFormatFromGLUniform(type);
|
||||
|
||||
// The uniform as a standard var type
|
||||
if (location != INVALID_UNIFORM_LOCATION) {
|
||||
// Let's make sure the name doesn't contains an array element
|
||||
std::string sname(name);
|
||||
auto foundBracket = sname.find_first_of('[');
|
||||
if (foundBracket != std::string::npos) {
|
||||
// std::string arrayname = sname.substr(0, foundBracket);
|
||||
|
||||
if (sname[foundBracket + 1] == '0') {
|
||||
sname = sname.substr(0, foundBracket);
|
||||
} else {
|
||||
// skip this uniform since it's not the first element of an array
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (elementResource._resource == Resource::BUFFER) {
|
||||
uniforms.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
|
||||
} else {
|
||||
// For texture/Sampler, the location is the actual binding value
|
||||
GLint binding = -1;
|
||||
glGetUniformiv(glprogram, location, &binding);
|
||||
|
||||
auto requestedBinding = slotBindings.find(std::string(sname));
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
if (binding != (*requestedBinding)._location) {
|
||||
binding = (*requestedBinding)._location;
|
||||
glProgramUniform1i(glprogram, location, binding);
|
||||
}
|
||||
}
|
||||
|
||||
textures.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
|
||||
samplers.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return uniformsCount;
|
||||
}
|
||||
|
||||
const GLint UNUSED_SLOT = -1;
|
||||
bool isUnusedSlot(GLint binding) {
|
||||
return (binding == UNUSED_SLOT);
|
||||
}
|
||||
|
||||
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
|
||||
GLint buffersCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
|
||||
|
||||
// fast exit
|
||||
if (buffersCount == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLint maxNumUniformBufferSlots = 0;
|
||||
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxNumUniformBufferSlots);
|
||||
std::vector<GLint> uniformBufferSlotMap(maxNumUniformBufferSlots, -1);
|
||||
|
||||
struct UniformBlockInfo {
|
||||
using Vector = std::vector<UniformBlockInfo>;
|
||||
const GLuint index{ 0 };
|
||||
const std::string name;
|
||||
GLint binding{ -1 };
|
||||
GLint size{ 0 };
|
||||
|
||||
static std::string getName(GLuint glprogram, GLuint i) {
|
||||
static const GLint NAME_LENGTH = 256;
|
||||
GLint length = 0;
|
||||
GLchar nameBuffer[NAME_LENGTH];
|
||||
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
|
||||
glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, nameBuffer);
|
||||
return std::string(nameBuffer);
|
||||
}
|
||||
|
||||
UniformBlockInfo(GLuint glprogram, GLuint i) : index(i), name(getName(glprogram, i)) {
|
||||
glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_BINDING, &binding);
|
||||
glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
|
||||
}
|
||||
};
|
||||
|
||||
UniformBlockInfo::Vector uniformBlocks;
|
||||
uniformBlocks.reserve(buffersCount);
|
||||
for (int i = 0; i < buffersCount; i++) {
|
||||
uniformBlocks.push_back(UniformBlockInfo(glprogram, i));
|
||||
}
|
||||
|
||||
for (auto& info : uniformBlocks) {
|
||||
auto requestedBinding = slotBindings.find(info.name);
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
info.binding = (*requestedBinding)._location;
|
||||
glUniformBlockBinding(glprogram, info.index, info.binding);
|
||||
uniformBufferSlotMap[info.binding] = info.index;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& info : uniformBlocks) {
|
||||
if (slotBindings.count(info.name)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the binding is 0, or the binding maps to an already used binding
|
||||
if (info.binding == 0 || uniformBufferSlotMap[info.binding] != UNUSED_SLOT) {
|
||||
// If no binding was assigned then just do it finding a free slot
|
||||
auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), isUnusedSlot);
|
||||
if (slotIt != uniformBufferSlotMap.end()) {
|
||||
info.binding = slotIt - uniformBufferSlotMap.begin();
|
||||
glUniformBlockBinding(glprogram, info.index, info.binding);
|
||||
} else {
|
||||
// This should neve happen, an active ubo cannot find an available slot among the max available?!
|
||||
info.binding = -1;
|
||||
}
|
||||
}
|
||||
|
||||
uniformBufferSlotMap[info.binding] = info.index;
|
||||
}
|
||||
|
||||
for (auto& info : uniformBlocks) {
|
||||
static const Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
|
||||
buffers.insert(Shader::Slot(info.name, info.binding, element, Resource::BUFFER, info.size));
|
||||
}
|
||||
return buffersCount;
|
||||
}
|
||||
//CLIMAX_MERGE_START
|
||||
//This has been copied over from gl45backendshader.cpp
|
||||
int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
|
||||
GLint buffersCount = 0;
|
||||
glGetProgramInterfaceiv(glprogram, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &buffersCount);
|
||||
|
||||
// fast exit
|
||||
if (buffersCount == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLint maxNumResourceBufferSlots = 0;
|
||||
glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxNumResourceBufferSlots);
|
||||
std::vector<GLint> resourceBufferSlotMap(maxNumResourceBufferSlots, -1);
|
||||
|
||||
struct ResourceBlockInfo {
|
||||
using Vector = std::vector<ResourceBlockInfo>;
|
||||
const GLuint index{ 0 };
|
||||
const std::string name;
|
||||
GLint binding{ -1 };
|
||||
GLint size{ 0 };
|
||||
|
||||
static std::string getName(GLuint glprogram, GLuint i) {
|
||||
static const GLint NAME_LENGTH = 256;
|
||||
GLint length = 0;
|
||||
GLchar nameBuffer[NAME_LENGTH];
|
||||
glGetProgramResourceName(glprogram, GL_SHADER_STORAGE_BLOCK, i, NAME_LENGTH, &length, nameBuffer);
|
||||
return std::string(nameBuffer);
|
||||
}
|
||||
|
||||
ResourceBlockInfo(GLuint glprogram, GLuint i) : index(i), name(getName(glprogram, i)) {
|
||||
GLenum props[2] = { GL_BUFFER_BINDING, GL_BUFFER_DATA_SIZE};
|
||||
glGetProgramResourceiv(glprogram, GL_SHADER_STORAGE_BLOCK, i, 2, props, 2, nullptr, &binding);
|
||||
}
|
||||
};
|
||||
|
||||
ResourceBlockInfo::Vector resourceBlocks;
|
||||
resourceBlocks.reserve(buffersCount);
|
||||
for (int i = 0; i < buffersCount; i++) {
|
||||
resourceBlocks.push_back(ResourceBlockInfo(glprogram, i));
|
||||
}
|
||||
|
||||
for (auto& info : resourceBlocks) {
|
||||
auto requestedBinding = slotBindings.find(info.name);
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
info.binding = (*requestedBinding)._location;
|
||||
glUniformBlockBinding(glprogram, info.index, info.binding);
|
||||
resourceBufferSlotMap[info.binding] = info.index;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& info : resourceBlocks) {
|
||||
if (slotBindings.count(info.name)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the binding is -1, or the binding maps to an already used binding
|
||||
if (info.binding == -1 || !isUnusedSlot(resourceBufferSlotMap[info.binding])) {
|
||||
// If no binding was assigned then just do it finding a free slot
|
||||
auto slotIt = std::find_if(resourceBufferSlotMap.begin(), resourceBufferSlotMap.end(), isUnusedSlot);
|
||||
if (slotIt != resourceBufferSlotMap.end()) {
|
||||
info.binding = slotIt - resourceBufferSlotMap.begin();
|
||||
glUniformBlockBinding(glprogram, info.index, info.binding);
|
||||
} else {
|
||||
// This should never happen, an active ssbo cannot find an available slot among the max available?!
|
||||
info.binding = -1;
|
||||
}
|
||||
}
|
||||
|
||||
resourceBufferSlotMap[info.binding] = info.index;
|
||||
}
|
||||
|
||||
for (auto& info : resourceBlocks) {
|
||||
static const Element element(SCALAR, gpu::UINT32, gpu::RESOURCE_BUFFER);
|
||||
resourceBuffers.insert(Shader::Slot(info.name, info.binding, element, Resource::BUFFER, info.size));
|
||||
}
|
||||
return buffersCount;
|
||||
}
|
||||
//CLIMAX_MERGE_END
|
||||
|
||||
int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
|
||||
GLint inputsCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
|
||||
|
||||
for (int i = 0; i < inputsCount; i++) {
|
||||
const GLint NAME_LENGTH = 256;
|
||||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
||||
|
||||
GLint binding = glGetAttribLocation(glprogram, name);
|
||||
|
||||
auto elementResource = getFormatFromGLUniform(type);
|
||||
inputs.insert(Shader::Slot(name, binding, elementResource._element, -1));
|
||||
}
|
||||
|
||||
return inputsCount;
|
||||
}
|
||||
|
||||
int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
|
||||
/* GLint outputsCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
|
||||
|
||||
for (int i = 0; i < inputsCount; i++) {
|
||||
const GLint NAME_LENGTH = 256;
|
||||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
||||
|
||||
auto element = getFormatFromGLUniform(type);
|
||||
outputs.insert(Shader::Slot(name, i, element));
|
||||
}
|
||||
*/
|
||||
return 0; //inputsCount;
|
||||
}
|
||||
|
||||
void makeProgramBindings(ShaderObject& shaderObject) {
|
||||
if (!shaderObject.glprogram) {
|
||||
return;
|
||||
}
|
||||
GLuint glprogram = shaderObject.glprogram;
|
||||
GLint loc = -1;
|
||||
|
||||
//Check for gpu specific attribute slotBindings
|
||||
loc = glGetAttribLocation(glprogram, "inPosition");
|
||||
if (loc >= 0 && loc != gpu::Stream::POSITION) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::POSITION, "inPosition");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inNormal");
|
||||
if (loc >= 0 && loc != gpu::Stream::NORMAL) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "inNormal");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inColor");
|
||||
if (loc >= 0 && loc != gpu::Stream::COLOR) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::COLOR, "inColor");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTexCoord0");
|
||||
if (loc >= 0 && loc != gpu::Stream::TEXCOORD) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "inTexCoord0");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTangent");
|
||||
if (loc >= 0 && loc != gpu::Stream::TANGENT) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "inTangent");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTexCoord1");
|
||||
if (loc >= 0 && loc != gpu::Stream::TEXCOORD1) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD1, "inTexCoord1");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inSkinClusterIndex");
|
||||
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_INDEX) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "inSkinClusterIndex");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inSkinClusterWeight");
|
||||
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_WEIGHT) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "inSkinClusterWeight");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "_drawCallInfo");
|
||||
if (loc >= 0 && loc != gpu::Stream::DRAW_CALL_INFO) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::DRAW_CALL_INFO, "_drawCallInfo");
|
||||
}
|
||||
|
||||
// Link again to take into account the assigned attrib location
|
||||
glLinkProgram(glprogram);
|
||||
|
||||
GLint linked = 0;
|
||||
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
|
||||
if (!linked) {
|
||||
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
|
||||
}
|
||||
|
||||
// now assign the ubo binding, then DON't relink!
|
||||
|
||||
//Check for gpu specific uniform slotBindings
|
||||
loc = glGetProgramResourceIndex(glprogram, GL_SHADER_STORAGE_BLOCK, "transformObjectBuffer");
|
||||
if (loc >= 0) {
|
||||
// FIXME GLES
|
||||
// glShaderStorageBlockBinding(glprogram, loc, TRANSFORM_OBJECT_SLOT);
|
||||
shaderObject.transformObjectSlot = TRANSFORM_OBJECT_SLOT;
|
||||
}
|
||||
|
||||
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(glprogram, loc, TRANSFORM_CAMERA_SLOT);
|
||||
shaderObject.transformCameraSlot = TRANSFORM_CAMERA_SLOT;
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void serverWait() {
|
||||
auto fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
||||
assert(fence);
|
||||
|
|
|
@ -17,9 +17,9 @@
|
|||
Q_DECLARE_LOGGING_CATEGORY(gpugllogging)
|
||||
Q_DECLARE_LOGGING_CATEGORY(trace_render_gpu_gl)
|
||||
|
||||
namespace gpu { namespace gl {
|
||||
#define BUFFER_OFFSET(bytes) ((GLubyte*) nullptr + (bytes))
|
||||
|
||||
static const GLint TRANSFORM_OBJECT_SLOT { 14 }; // SSBO binding slot
|
||||
namespace gpu { namespace gl {
|
||||
|
||||
// Create a fence and inject a GPU wait on the fence
|
||||
void serverWait();
|
||||
|
@ -27,7 +27,6 @@ void serverWait();
|
|||
// Create a fence and synchronously wait on the fence
|
||||
void clientWait();
|
||||
|
||||
gpu::Size getDedicatedMemory();
|
||||
gpu::Size getFreeDedicatedMemory();
|
||||
ComparisonFunction comparisonFuncFromGL(GLenum func);
|
||||
State::StencilOp stencilOpFromGL(GLenum stencilOp);
|
||||
|
@ -35,25 +34,6 @@ State::BlendOp blendOpFromGL(GLenum blendOp);
|
|||
State::BlendArg blendArgFromGL(GLenum blendArg);
|
||||
void getCurrentGLState(State::Data& state);
|
||||
|
||||
struct ShaderObject {
|
||||
GLuint glshader { 0 };
|
||||
GLuint glprogram { 0 };
|
||||
GLint transformCameraSlot { -1 };
|
||||
GLint transformObjectSlot { -1 };
|
||||
};
|
||||
|
||||
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
|
||||
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers);
|
||||
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers);
|
||||
int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs);
|
||||
int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs);
|
||||
//CLIMAX_MERGE_START
|
||||
//makeResourceBufferSlots has been added to glbacked as a virtual function and is being used in gl42 and gl45 overrides.
|
||||
//Since these files dont exist in the andoid version create a stub here.
|
||||
int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& resourceBuffers);
|
||||
//CLIMAX_MERGE_END
|
||||
void makeProgramBindings(ShaderObject& shaderObject);
|
||||
|
||||
enum GLSyncState {
|
||||
// The object is currently undergoing no processing, although it's content
|
||||
// may be out of date, or it's storage may be invalid relative to the
|
||||
|
@ -128,6 +108,7 @@ static const GLenum ELEMENT_TYPE_TO_GL[gpu::NUM_TYPES] = {
|
|||
GL_SHORT,
|
||||
GL_UNSIGNED_SHORT,
|
||||
GL_BYTE,
|
||||
GL_UNSIGNED_BYTE,
|
||||
GL_UNSIGNED_BYTE
|
||||
};
|
||||
|
||||
|
@ -156,6 +137,7 @@ class GLQuery;
|
|||
class GLState;
|
||||
class GLShader;
|
||||
class GLTexture;
|
||||
struct ShaderObject;
|
||||
|
||||
} } // namespace gpu::gl
|
||||
|
||||
|
|
|
@ -11,6 +11,9 @@
|
|||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
|
||||
bool GLTexelFormat::isCompressed() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
|
||||
// qDebug() << "GLTexelFormat::evalGLTexelFormatInternal " << dstFormat.getDimension() << ", " << dstFormat.getSemantic() << ", " << dstFormat.getType();
|
||||
|
@ -18,6 +21,7 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
|
|||
switch (dstFormat.getDimension()) {
|
||||
case gpu::SCALAR: {
|
||||
switch (dstFormat.getSemantic()) {
|
||||
case gpu::RED:
|
||||
case gpu::RGB:
|
||||
case gpu::RGBA:
|
||||
case gpu::SRGB:
|
||||
|
@ -74,7 +78,10 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
|
|||
// the type should be float
|
||||
result = GL_R11F_G11F_B10F;
|
||||
break;
|
||||
|
||||
case gpu::RGB9E5:
|
||||
// the type should be float
|
||||
result = GL_RGB9_E5;
|
||||
break;
|
||||
case gpu::DEPTH:
|
||||
result = GL_DEPTH_COMPONENT16;
|
||||
switch (dstFormat.getType()) {
|
||||
|
@ -114,6 +121,7 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
|
|||
switch (dstFormat.getSemantic()) {
|
||||
case gpu::RGB:
|
||||
case gpu::RGBA:
|
||||
case gpu::XY:
|
||||
result = GL_RG8;
|
||||
break;
|
||||
default:
|
||||
|
@ -178,12 +186,12 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
|
|||
case gpu::NINT8:
|
||||
result = GL_RGBA8_SNORM;
|
||||
break;
|
||||
case gpu::COMPRESSED:
|
||||
case gpu::NUINT2:
|
||||
case gpu::NINT16:
|
||||
case gpu::NUINT16:
|
||||
case gpu::NUINT32:
|
||||
case gpu::NINT32:
|
||||
case gpu::COMPRESSED:
|
||||
case gpu::NUM_TYPES: // quiet compiler
|
||||
Q_UNREACHABLE();
|
||||
}
|
||||
|
@ -201,7 +209,37 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
|
|||
}
|
||||
break;
|
||||
}
|
||||
// TODO: implement compression formats supported by android (ASTC, ETC2)
|
||||
/*
|
||||
case gpu::TILE4x4: {
|
||||
switch (dstFormat.getSemantic()) {
|
||||
case gpu::COMPRESSED_BC4_RED:
|
||||
result = GL_COMPRESSED_RED_RGTC1;
|
||||
break;
|
||||
case gpu::COMPRESSED_BC1_SRGB:
|
||||
result = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
|
||||
break;
|
||||
case gpu::COMPRESSED_BC1_SRGBA:
|
||||
result = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
|
||||
break;
|
||||
case gpu::COMPRESSED_BC3_SRGBA:
|
||||
result = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
|
||||
break;
|
||||
case gpu::COMPRESSED_BC5_XY:
|
||||
result = GL_COMPRESSED_RG_RGTC2;
|
||||
break;
|
||||
case gpu::COMPRESSED_BC6_RGB:
|
||||
result = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
|
||||
break;
|
||||
case gpu::COMPRESSED_BC7_SRGBA:
|
||||
result = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM;
|
||||
break;
|
||||
|
||||
default:
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
break;
|
||||
*/
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
|
@ -212,8 +250,6 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
|
|||
}
|
||||
|
||||
GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const Element& srcFormat) {
|
||||
// qDebug() << "GLTexelFormat::evalGLTexelFormat dst.getDimension=" << dstFormat.getDimension() << " dst.getType=" << dstFormat.getType() << " dst.getSemantic=" << dstFormat.getSemantic();
|
||||
// qDebug() << "GLTexelFormat::evalGLTexelFormat src.getDimension=" << srcFormat.getDimension() << " src.getType=" << srcFormat.getType() << " src.getSemantic=" << srcFormat.getSemantic();
|
||||
|
||||
if (dstFormat != srcFormat) {
|
||||
GLTexelFormat texel = { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE };
|
||||
|
@ -237,6 +273,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
//CLIMAX_MERGE_END
|
||||
|
||||
case gpu::DEPTH:
|
||||
texel.format = GL_DEPTH_COMPONENT;
|
||||
texel.internalFormat = GL_DEPTH_COMPONENT32_OES;
|
||||
break;
|
||||
case gpu::DEPTH_STENCIL:
|
||||
|
@ -245,7 +282,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
texel.internalFormat = GL_DEPTH24_STENCIL8;
|
||||
break;
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -257,10 +294,11 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
switch (dstFormat.getSemantic()) {
|
||||
case gpu::RGB:
|
||||
case gpu::RGBA:
|
||||
case gpu::XY:
|
||||
texel.internalFormat = GL_RG8;
|
||||
break;
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -288,7 +326,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
// break;
|
||||
//CLIMAX_MERGE_END
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -356,13 +394,13 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
*/
|
||||
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
return texel;
|
||||
} else {
|
||||
|
@ -374,12 +412,8 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
texel.type = ELEMENT_TYPE_TO_GL[dstFormat.getType()];
|
||||
|
||||
switch (dstFormat.getSemantic()) {
|
||||
//CLIMAX_MERGE_START
|
||||
// case gpu::COMPRESSED_R: {
|
||||
// qDebug() << "TODO: GLTexelFormat.cpp:evalGLTexelFormat GL_COMPRESSED_RED_RGTC1";
|
||||
// //texel.internalFormat = GL_COMPRESSED_RED_RGTC1;
|
||||
// break;
|
||||
// }
|
||||
|
||||
case gpu::RED:
|
||||
case gpu::RGB:
|
||||
case gpu::RGBA:
|
||||
case gpu::SRGB:
|
||||
|
@ -465,6 +499,12 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
texel.internalFormat = GL_R11F_G11F_B10F;
|
||||
break;
|
||||
|
||||
case gpu::RGB9E5:
|
||||
texel.format = GL_RGB;
|
||||
texel.type = GL_UNSIGNED_INT_5_9_9_9_REV;
|
||||
texel.internalFormat = GL_RGB9_E5;
|
||||
break;
|
||||
|
||||
case gpu::DEPTH:
|
||||
texel.format = GL_DEPTH_COMPONENT; // It's depth component to load it
|
||||
texel.internalFormat = GL_DEPTH_COMPONENT32_OES;
|
||||
|
@ -508,7 +548,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
texel.internalFormat = GL_DEPTH24_STENCIL8;
|
||||
break;
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -521,10 +561,11 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
switch (dstFormat.getSemantic()) {
|
||||
case gpu::RGB:
|
||||
case gpu::RGBA:
|
||||
case gpu::XY:
|
||||
texel.internalFormat = GL_RG8;
|
||||
break;
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -555,7 +596,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
// qDebug() << "TODO: GLTexelFormat.cpp:evalGLTexelFormat GL_COMPRESSED_SRGB";
|
||||
// break;
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -645,7 +686,7 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
|
|||
// //texel.internalFormat = GL_COMPRESSED_SRGB_ALPHA;
|
||||
// break;
|
||||
default:
|
||||
qCDebug(gpugllogging) << "Unknown combination of texel format";
|
||||
qCWarning(gpugllogging) << "Unknown combination of texel format";
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -18,6 +18,11 @@ public:
|
|||
GLenum format;
|
||||
GLenum type;
|
||||
|
||||
GLTexelFormat(GLenum glinternalFormat, GLenum glformat, GLenum gltype) : internalFormat(glinternalFormat), format(glformat), type(gltype) {}
|
||||
GLTexelFormat(GLenum glinternalFormat) : internalFormat(glinternalFormat) {}
|
||||
|
||||
bool isCompressed() const;
|
||||
|
||||
static GLTexelFormat evalGLTexelFormat(const Element& dstFormat) {
|
||||
return evalGLTexelFormat(dstFormat, dstFormat);
|
||||
}
|
||||
|
|
|
@ -8,27 +8,22 @@
|
|||
|
||||
#include "GLTexture.h"
|
||||
|
||||
#include <QtCore/QThread>
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
#include "GLTextureTransfer.h"
|
||||
#include "GLBackend.h"
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
|
||||
std::shared_ptr<GLTextureTransferHelper> GLTexture::_textureTransferHelper;
|
||||
|
||||
// FIXME placeholder for texture memory over-use
|
||||
#define DEFAULT_MAX_MEMORY_MB 256
|
||||
#define MIN_FREE_GPU_MEMORY_PERCENTAGE 0.25f
|
||||
#define OVER_MEMORY_PRESSURE 2.0f
|
||||
|
||||
const GLenum GLTexture::CUBE_FACE_LAYOUT[6] = {
|
||||
const GLenum GLTexture::CUBE_FACE_LAYOUT[GLTexture::TEXTURE_CUBE_NUM_FACES] = {
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
|
||||
};
|
||||
|
||||
|
||||
const GLenum GLTexture::WRAP_MODES[Sampler::NUM_WRAP_MODES] = {
|
||||
GL_REPEAT, // WRAP_REPEAT,
|
||||
GL_MIRRORED_REPEAT, // WRAP_MIRROR,
|
||||
|
@ -73,6 +68,17 @@ GLenum GLTexture::getGLTextureType(const Texture& texture) {
|
|||
return GL_TEXTURE_2D;
|
||||
}
|
||||
|
||||
uint8_t GLTexture::getFaceCount(GLenum target) {
|
||||
switch (target) {
|
||||
case GL_TEXTURE_2D:
|
||||
return TEXTURE_2D_NUM_FACES;
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
return TEXTURE_CUBE_NUM_FACES;
|
||||
default:
|
||||
Q_UNREACHABLE();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const std::vector<GLenum>& GLTexture::getFaceTargets(GLenum target) {
|
||||
static std::vector<GLenum> cubeFaceTargets {
|
||||
|
@ -96,228 +102,602 @@ const std::vector<GLenum>& GLTexture::getFaceTargets(GLenum target) {
|
|||
return faceTargets;
|
||||
}
|
||||
|
||||
// Default texture memory = GPU total memory - 2GB
|
||||
#define GPU_MEMORY_RESERVE_BYTES MB_TO_BYTES(2048)
|
||||
// Minimum texture memory = 1GB
|
||||
#define TEXTURE_MEMORY_MIN_BYTES MB_TO_BYTES(1024)
|
||||
|
||||
|
||||
float GLTexture::getMemoryPressure() {
|
||||
// Check for an explicit memory limit
|
||||
auto availableTextureMemory = Texture::getAllowedGPUMemoryUsage();
|
||||
|
||||
|
||||
// If no memory limit has been set, use a percentage of the total dedicated memory
|
||||
if (!availableTextureMemory) {
|
||||
#if 0
|
||||
auto totalMemory = getDedicatedMemory();
|
||||
if ((GPU_MEMORY_RESERVE_BYTES + TEXTURE_MEMORY_MIN_BYTES) > totalMemory) {
|
||||
availableTextureMemory = TEXTURE_MEMORY_MIN_BYTES;
|
||||
} else {
|
||||
availableTextureMemory = totalMemory - GPU_MEMORY_RESERVE_BYTES;
|
||||
}
|
||||
#else
|
||||
// Hardcode texture limit for sparse textures at 1 GB for now
|
||||
availableTextureMemory = TEXTURE_MEMORY_MIN_BYTES;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Return the consumed texture memory divided by the available texture memory.
|
||||
//CLIMAX_MERGE_START
|
||||
//auto consumedGpuMemory = Context::getTextureGPUMemoryUsage() - Context::getTextureGPUFramebufferMemoryUsage();
|
||||
//float memoryPressure = (float)consumedGpuMemory / (float)availableTextureMemory;
|
||||
//static Context::Size lastConsumedGpuMemory = 0;
|
||||
//if (memoryPressure > 1.0f && lastConsumedGpuMemory != consumedGpuMemory) {
|
||||
// lastConsumedGpuMemory = consumedGpuMemory;
|
||||
// qCDebug(gpugllogging) << "Exceeded max allowed texture memory: " << consumedGpuMemory << " / " << availableTextureMemory;
|
||||
//}
|
||||
//return memoryPressure;
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Create the texture and allocate storage
|
||||
GLTexture::GLTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, GLuint id, bool transferrable) :
|
||||
GLObject(backend, texture, id),
|
||||
_external(false),
|
||||
_source(texture.source()),
|
||||
_storageStamp(texture.getStamp()),
|
||||
_target(getGLTextureType(texture)),
|
||||
_internalFormat(gl::GLTexelFormat::evalGLTexelFormatInternal(texture.getTexelFormat())),
|
||||
_maxMip(texture.getMaxMip()),
|
||||
_minMip(texture.getMinMip()),
|
||||
_virtualSize(texture.evalTotalSize()),
|
||||
_transferrable(transferrable)
|
||||
{
|
||||
//qDebug() << "GLTexture::GLTexture building GLTexture with _internalFormat" << _internalFormat;
|
||||
auto strongBackend = _backend.lock();
|
||||
strongBackend->recycle();
|
||||
//CLIMAX_MERGE_START
|
||||
//Backend::incrementTextureGPUCount();
|
||||
//Backend::updateTextureGPUVirtualMemoryUsage(0, _virtualSize);
|
||||
//CLIMAX_MERGE_END
|
||||
Backend::setGPUObject(texture, this);
|
||||
}
|
||||
|
||||
GLTexture::GLTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, GLuint id) :
|
||||
GLObject(backend, texture, id),
|
||||
_external(true),
|
||||
_source(texture.source()),
|
||||
_storageStamp(0),
|
||||
_target(getGLTextureType(texture)),
|
||||
_internalFormat(GL_RGBA8),
|
||||
// FIXME force mips to 0?
|
||||
_maxMip(texture.getMaxMip()),
|
||||
_minMip(texture.getMinMip()),
|
||||
_virtualSize(0),
|
||||
_transferrable(false)
|
||||
GLObject(backend, texture, id),
|
||||
_source(texture.source()),
|
||||
_target(getGLTextureType(texture)),
|
||||
_texelFormat(GLTexelFormat::evalGLTexelFormatInternal(texture.getTexelFormat()))
|
||||
{
|
||||
Backend::setGPUObject(texture, this);
|
||||
|
||||
// FIXME Is this necessary?
|
||||
//withPreservedTexture([this] {
|
||||
// syncSampler();
|
||||
// if (_gpuObject.isAutogenerateMips()) {
|
||||
// generateMips();
|
||||
// }
|
||||
//});
|
||||
}
|
||||
|
||||
GLTexture::~GLTexture() {
|
||||
auto backend = _backend.lock();
|
||||
if (backend) {
|
||||
if (_external) {
|
||||
auto recycler = _gpuObject.getExternalRecycler();
|
||||
if (recycler) {
|
||||
backend->releaseExternalTexture(_id, recycler);
|
||||
} else {
|
||||
qWarning() << "No recycler available for texture " << _id << " possible leak";
|
||||
}
|
||||
} else if (_id) {
|
||||
// WARNING! Sparse textures do not use this code path. See GL45BackendTexture for
|
||||
// the GL45Texture destructor for doing any required work tracking GPU stats
|
||||
backend->releaseTexture(_id, _size);
|
||||
}
|
||||
|
||||
////CLIMAX_MERGE_START
|
||||
//if (!_external && !_transferrable) {
|
||||
// Backend::updateTextureGPUFramebufferMemoryUsage(_size, 0);
|
||||
//}
|
||||
if (backend && _id) {
|
||||
backend->releaseTexture(_id, 0);
|
||||
}
|
||||
//Backend::updateTextureGPUVirtualMemoryUsage(_virtualSize, 0);
|
||||
//CLIMAX_MERGE_END
|
||||
}
|
||||
|
||||
void GLTexture::createTexture() {
|
||||
withPreservedTexture([&] {
|
||||
allocateStorage();
|
||||
(void)CHECK_GL_ERROR();
|
||||
syncSampler();
|
||||
(void)CHECK_GL_ERROR();
|
||||
Size GLTexture::copyMipFaceFromTexture(uint16_t sourceMip, uint16_t targetMip, uint8_t face) const {
|
||||
if (!_gpuObject.isStoredMipFaceAvailable(sourceMip)) {
|
||||
return 0;
|
||||
}
|
||||
auto dim = _gpuObject.evalMipDimensions(sourceMip);
|
||||
auto mipData = _gpuObject.accessStoredMipFace(sourceMip, face);
|
||||
auto mipSize = _gpuObject.getStoredMipFaceSize(sourceMip, face);
|
||||
if (mipData) {
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat(), _gpuObject.getStoredMipFormat());
|
||||
return copyMipFaceLinesFromTexture(targetMip, face, dim, 0, texelFormat.internalFormat, texelFormat.format, texelFormat.type, mipSize, mipData->readData());
|
||||
} else {
|
||||
qCDebug(gpugllogging) << "Missing mipData level=" << sourceMip << " face=" << (int)face << " for texture " << _gpuObject.source().c_str();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
GLExternalTexture::GLExternalTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, GLuint id)
|
||||
: Parent(backend, texture, id) {
|
||||
Backend::textureExternalCount.increment();
|
||||
}
|
||||
|
||||
GLExternalTexture::~GLExternalTexture() {
|
||||
auto backend = _backend.lock();
|
||||
if (backend) {
|
||||
auto recycler = _gpuObject.getExternalRecycler();
|
||||
if (recycler) {
|
||||
backend->releaseExternalTexture(_id, recycler);
|
||||
} else {
|
||||
qCWarning(gpugllogging) << "No recycler available for texture " << _id << " possible leak";
|
||||
}
|
||||
const_cast<GLuint&>(_id) = 0;
|
||||
}
|
||||
Backend::textureExternalCount.decrement();
|
||||
}
|
||||
|
||||
|
||||
// Variable sized textures
|
||||
using MemoryPressureState = GLVariableAllocationSupport::MemoryPressureState;
|
||||
using WorkQueue = GLVariableAllocationSupport::WorkQueue;
|
||||
using TransferJobPointer = GLVariableAllocationSupport::TransferJobPointer;
|
||||
|
||||
std::list<TextureWeakPointer> GLVariableAllocationSupport::_memoryManagedTextures;
|
||||
MemoryPressureState GLVariableAllocationSupport::_memoryPressureState { MemoryPressureState::Idle };
|
||||
std::atomic<bool> GLVariableAllocationSupport::_memoryPressureStateStale { false };
|
||||
const uvec3 GLVariableAllocationSupport::INITIAL_MIP_TRANSFER_DIMENSIONS { 64, 64, 1 };
|
||||
WorkQueue GLVariableAllocationSupport::_transferQueue;
|
||||
WorkQueue GLVariableAllocationSupport::_promoteQueue;
|
||||
WorkQueue GLVariableAllocationSupport::_demoteQueue;
|
||||
size_t GLVariableAllocationSupport::_frameTexturesCreated { 0 };
|
||||
|
||||
#define OVERSUBSCRIBED_PRESSURE_VALUE 0.95f
|
||||
#define UNDERSUBSCRIBED_PRESSURE_VALUE 0.85f
|
||||
#define DEFAULT_ALLOWED_TEXTURE_MEMORY_MB ((size_t)1024)
|
||||
|
||||
static const size_t DEFAULT_ALLOWED_TEXTURE_MEMORY = MB_TO_BYTES(DEFAULT_ALLOWED_TEXTURE_MEMORY_MB);
|
||||
|
||||
using TransferJob = GLVariableAllocationSupport::TransferJob;
|
||||
|
||||
const uvec3 GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS { 1024, 1024, 1 };
|
||||
const size_t GLVariableAllocationSupport::MAX_TRANSFER_SIZE = GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.x * GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.y * 4;
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
|
||||
TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
|
||||
TransferJobPointer GLVariableAllocationSupport::_currentTransferJob;
|
||||
QThreadPool* TransferJob::_bufferThreadPool { nullptr };
|
||||
|
||||
void TransferJob::startBufferingThread() {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [&] {
|
||||
_bufferThreadPool = new QThreadPool(qApp);
|
||||
_bufferThreadPool->setMaxThreadCount(1);
|
||||
});
|
||||
}
|
||||
|
||||
void GLTexture::withPreservedTexture(std::function<void()> f) const {
|
||||
GLint boundTex = -1;
|
||||
switch (_target) {
|
||||
case GL_TEXTURE_2D:
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTex);
|
||||
break;
|
||||
#endif
|
||||
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &boundTex);
|
||||
break;
|
||||
TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t targetMip, uint8_t face, uint32_t lines, uint32_t lineOffset)
|
||||
: _parent(parent) {
|
||||
|
||||
default:
|
||||
qFatal("Unsupported texture type");
|
||||
auto transferDimensions = _parent._gpuObject.evalMipDimensions(sourceMip);
|
||||
GLenum format;
|
||||
GLenum internalFormat;
|
||||
GLenum type;
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_parent._gpuObject.getTexelFormat(), _parent._gpuObject.getStoredMipFormat());
|
||||
format = texelFormat.format;
|
||||
internalFormat = texelFormat.internalFormat;
|
||||
type = texelFormat.type;
|
||||
_transferSize = _parent._gpuObject.getStoredMipFaceSize(sourceMip, face);
|
||||
|
||||
// If we're copying a subsection of the mip, do additional calculations to find the size and offset of the segment
|
||||
if (0 != lines) {
|
||||
transferDimensions.y = lines;
|
||||
auto dimensions = _parent._gpuObject.evalMipDimensions(sourceMip);
|
||||
auto bytesPerLine = (uint32_t)_transferSize / dimensions.y;
|
||||
_transferOffset = bytesPerLine * lineOffset;
|
||||
_transferSize = bytesPerLine * lines;
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
glBindTexture(_target, _texture);
|
||||
f();
|
||||
glBindTexture(_target, boundTex);
|
||||
(void)CHECK_GL_ERROR();
|
||||
Backend::texturePendingGPUTransferMemSize.update(0, _transferSize);
|
||||
|
||||
if (_transferSize > GLVariableAllocationSupport::MAX_TRANSFER_SIZE) {
|
||||
qCWarning(gpugllogging) << "Transfer size of " << _transferSize << " exceeds theoretical maximum transfer size";
|
||||
}
|
||||
|
||||
// Buffering can invoke disk IO, so it should be off of the main and render threads
|
||||
_bufferingLambda = [=] {
|
||||
auto mipStorage = _parent._gpuObject.accessStoredMipFace(sourceMip, face);
|
||||
if (mipStorage) {
|
||||
_mipData = mipStorage->createView(_transferSize, _transferOffset);
|
||||
} else {
|
||||
qCWarning(gpugllogging) << "Buffering failed because mip could not be retrieved from texture " << _parent._source.c_str() ;
|
||||
}
|
||||
};
|
||||
|
||||
_transferLambda = [=] {
|
||||
if (_mipData) {
|
||||
_parent.copyMipFaceLinesFromTexture(targetMip, face, transferDimensions, lineOffset, internalFormat, format, type, _mipData->size(), _mipData->readData());
|
||||
_mipData.reset();
|
||||
} else {
|
||||
qCWarning(gpugllogging) << "Transfer failed because mip could not be retrieved from texture " << _parent._source.c_str();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
void GLTexture::setSize(GLuint size) const {
|
||||
////CLIMAX_MERGE_START
|
||||
//if (!_external && !_transferrable) {
|
||||
// Backend::updateTextureGPUFramebufferMemoryUsage(_size, 0);
|
||||
//}
|
||||
//Backend::updateTextureGPUMemoryUsage(_size, size);
|
||||
const_cast<GLuint&>(_size) = size;
|
||||
TransferJob::TransferJob(const GLTexture& parent, std::function<void()> transferLambda)
|
||||
: _parent(parent), _bufferingRequired(false), _transferLambda(transferLambda) {
|
||||
}
|
||||
|
||||
bool GLTexture::isInvalid() const {
|
||||
return _storageStamp < _gpuObject.getStamp();
|
||||
TransferJob::~TransferJob() {
|
||||
Backend::texturePendingGPUTransferMemSize.update(_transferSize, 0);
|
||||
}
|
||||
|
||||
bool GLTexture::isOutdated() const {
|
||||
return GLSyncState::Idle == _syncState && _contentStamp < _gpuObject.getDataStamp();
|
||||
}
|
||||
|
||||
bool GLTexture::isReady() const {
|
||||
// If we have an invalid texture, we're never ready
|
||||
if (isInvalid()) {
|
||||
bool TransferJob::tryTransfer() {
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
// Are we ready to transfer
|
||||
if (!bufferingCompleted()) {
|
||||
startBuffering();
|
||||
return false;
|
||||
}
|
||||
|
||||
auto syncState = _syncState.load();
|
||||
if (isOutdated() || Idle != syncState) {
|
||||
return false;
|
||||
#else
|
||||
if (_bufferingRequired) {
|
||||
_bufferingLambda();
|
||||
}
|
||||
|
||||
#endif
|
||||
_transferLambda();
|
||||
return true;
|
||||
}
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
bool TransferJob::bufferingRequired() const {
|
||||
if (!_bufferingRequired) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Do any post-transfer operations that might be required on the main context / rendering thread
|
||||
void GLTexture::postTransfer() {
|
||||
//CLIMAX_MERGE_START
|
||||
|
||||
// setSyncState(GLSyncState::Idle);
|
||||
// ++_transferCount;
|
||||
// The default state of a QFuture is with status Canceled | Started | Finished,
|
||||
// so we have to check isCancelled before we check the actual state
|
||||
if (_bufferingStatus.isCanceled()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// // At this point the mip pixels have been loaded, we can notify the gpu texture to abandon it's memory
|
||||
// switch (_gpuObject.getType()) {
|
||||
// case Texture::TEX_2D:
|
||||
// for (uint16_t i = 0; i < Sampler::MAX_MIP_LEVEL; ++i) {
|
||||
// if (_gpuObject.isStoredMipFaceAvailable(i)) {
|
||||
// _gpuObject.notifyMipFaceGPULoaded(i);
|
||||
// }
|
||||
// }
|
||||
// break;
|
||||
|
||||
// case Texture::TEX_CUBE:
|
||||
// // transfer pixels from each faces
|
||||
// for (uint8_t f = 0; f < CUBE_NUM_FACES; f++) {
|
||||
// for (uint16_t i = 0; i < Sampler::MAX_MIP_LEVEL; ++i) {
|
||||
// if (_gpuObject.isStoredMipFaceAvailable(i, f)) {
|
||||
// _gpuObject.notifyMipFaceGPULoaded(i, f);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// break;
|
||||
|
||||
// default:
|
||||
// qCWarning(gpugllogging) << __FUNCTION__ << " case for Texture Type " << _gpuObject.getType() << " not supported";
|
||||
// break;
|
||||
// }
|
||||
//CLIMAX_MERGE_END
|
||||
return !_bufferingStatus.isStarted();
|
||||
}
|
||||
|
||||
void GLTexture::initTextureTransferHelper() {
|
||||
_textureTransferHelper = std::make_shared<GLTextureTransferHelper>();
|
||||
bool TransferJob::bufferingCompleted() const {
|
||||
if (!_bufferingRequired) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// The default state of a QFuture is with status Canceled | Started | Finished,
|
||||
// so we have to check isCancelled before we check the actual state
|
||||
if (_bufferingStatus.isCanceled()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return _bufferingStatus.isFinished();
|
||||
}
|
||||
|
||||
void GLTexture::startTransfer() {
|
||||
createTexture();
|
||||
void TransferJob::startBuffering() {
|
||||
if (bufferingRequired()) {
|
||||
assert(_bufferingStatus.isCanceled());
|
||||
_bufferingStatus = QtConcurrent::run(_bufferThreadPool, [=] {
|
||||
_bufferingLambda();
|
||||
});
|
||||
assert(!_bufferingStatus.isCanceled());
|
||||
assert(_bufferingStatus.isStarted());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
GLVariableAllocationSupport::GLVariableAllocationSupport() {
|
||||
_memoryPressureStateStale = true;
|
||||
}
|
||||
|
||||
void GLTexture::finishTransfer() {
|
||||
if (_gpuObject.isAutogenerateMips()) {
|
||||
generateMips();
|
||||
GLVariableAllocationSupport::~GLVariableAllocationSupport() {
|
||||
_memoryPressureStateStale = true;
|
||||
}
|
||||
|
||||
void GLVariableAllocationSupport::addMemoryManagedTexture(const TexturePointer& texturePointer) {
|
||||
_memoryManagedTextures.push_back(texturePointer);
|
||||
if (MemoryPressureState::Idle != _memoryPressureState) {
|
||||
addToWorkQueue(texturePointer);
|
||||
}
|
||||
}
|
||||
|
||||
void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePointer) {
|
||||
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texturePointer);
|
||||
GLVariableAllocationSupport* vargltexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
|
||||
switch (_memoryPressureState) {
|
||||
case MemoryPressureState::Oversubscribed:
|
||||
if (vargltexture->canDemote()) {
|
||||
// Demote largest first
|
||||
_demoteQueue.push({ texturePointer, (float)gltexture->size() });
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Undersubscribed:
|
||||
if (vargltexture->canPromote()) {
|
||||
// Promote smallest first
|
||||
_promoteQueue.push({ texturePointer, 1.0f / (float)gltexture->size() });
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Transfer:
|
||||
if (vargltexture->hasPendingTransfers()) {
|
||||
// Transfer priority given to smaller mips first
|
||||
_transferQueue.push({ texturePointer, 1.0f / (float)gltexture->_gpuObject.evalMipSize(vargltexture->_populatedMip) });
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Idle:
|
||||
Q_UNREACHABLE();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
WorkQueue& GLVariableAllocationSupport::getActiveWorkQueue() {
|
||||
static WorkQueue empty;
|
||||
switch (_memoryPressureState) {
|
||||
case MemoryPressureState::Oversubscribed:
|
||||
return _demoteQueue;
|
||||
|
||||
case MemoryPressureState::Undersubscribed:
|
||||
return _promoteQueue;
|
||||
|
||||
case MemoryPressureState::Transfer:
|
||||
return _transferQueue;
|
||||
|
||||
case MemoryPressureState::Idle:
|
||||
Q_UNREACHABLE();
|
||||
break;
|
||||
}
|
||||
return empty;
|
||||
}
|
||||
|
||||
// FIXME hack for stats display
|
||||
QString getTextureMemoryPressureModeString() {
|
||||
switch (GLVariableAllocationSupport::_memoryPressureState) {
|
||||
case MemoryPressureState::Oversubscribed:
|
||||
return "Oversubscribed";
|
||||
|
||||
case MemoryPressureState::Undersubscribed:
|
||||
return "Undersubscribed";
|
||||
|
||||
case MemoryPressureState::Transfer:
|
||||
return "Transfer";
|
||||
|
||||
case MemoryPressureState::Idle:
|
||||
return "Idle";
|
||||
}
|
||||
Q_UNREACHABLE();
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
void GLVariableAllocationSupport::updateMemoryPressure() {
|
||||
static size_t lastAllowedMemoryAllocation = gpu::Texture::getAllowedGPUMemoryUsage();
|
||||
|
||||
size_t allowedMemoryAllocation = gpu::Texture::getAllowedGPUMemoryUsage();
|
||||
if (0 == allowedMemoryAllocation) {
|
||||
allowedMemoryAllocation = DEFAULT_ALLOWED_TEXTURE_MEMORY;
|
||||
}
|
||||
|
||||
// If the user explicitly changed the allowed memory usage, we need to mark ourselves stale
|
||||
// so that we react
|
||||
if (allowedMemoryAllocation != lastAllowedMemoryAllocation) {
|
||||
_memoryPressureStateStale = true;
|
||||
lastAllowedMemoryAllocation = allowedMemoryAllocation;
|
||||
}
|
||||
|
||||
if (!_memoryPressureStateStale.exchange(false)) {
|
||||
return;
|
||||
}
|
||||
|
||||
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
|
||||
|
||||
// Clear any defunct textures (weak pointers that no longer have a valid texture)
|
||||
_memoryManagedTextures.remove_if([&](const TextureWeakPointer& weakPointer) {
|
||||
return weakPointer.expired();
|
||||
});
|
||||
|
||||
// Convert weak pointers to strong. This new list may still contain nulls if a texture was
|
||||
// deleted on another thread between the previous line and this one
|
||||
std::vector<TexturePointer> strongTextures; {
|
||||
strongTextures.reserve(_memoryManagedTextures.size());
|
||||
std::transform(
|
||||
_memoryManagedTextures.begin(), _memoryManagedTextures.end(),
|
||||
std::back_inserter(strongTextures),
|
||||
[](const TextureWeakPointer& p) { return p.lock(); });
|
||||
}
|
||||
|
||||
size_t totalVariableMemoryAllocation = 0;
|
||||
size_t idealMemoryAllocation = 0;
|
||||
bool canDemote = false;
|
||||
bool canPromote = false;
|
||||
bool hasTransfers = false;
|
||||
for (const auto& texture : strongTextures) {
|
||||
// Race conditions can still leave nulls in the list, so we need to check
|
||||
if (!texture) {
|
||||
continue;
|
||||
}
|
||||
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
|
||||
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
|
||||
// Track how much the texture thinks it should be using
|
||||
idealMemoryAllocation += texture->evalTotalSize();
|
||||
// Track how much we're actually using
|
||||
totalVariableMemoryAllocation += gltexture->size();
|
||||
canDemote |= vartexture->canDemote();
|
||||
canPromote |= vartexture->canPromote();
|
||||
hasTransfers |= vartexture->hasPendingTransfers();
|
||||
}
|
||||
|
||||
size_t unallocated = idealMemoryAllocation - totalVariableMemoryAllocation;
|
||||
float pressure = (float)totalVariableMemoryAllocation / (float)allowedMemoryAllocation;
|
||||
|
||||
auto newState = MemoryPressureState::Idle;
|
||||
if (pressure < UNDERSUBSCRIBED_PRESSURE_VALUE && (unallocated != 0 && canPromote)) {
|
||||
newState = MemoryPressureState::Undersubscribed;
|
||||
} else if (pressure > OVERSUBSCRIBED_PRESSURE_VALUE && canDemote) {
|
||||
newState = MemoryPressureState::Oversubscribed;
|
||||
} else if (hasTransfers) {
|
||||
newState = MemoryPressureState::Transfer;
|
||||
}
|
||||
|
||||
if (newState != _memoryPressureState) {
|
||||
_memoryPressureState = newState;
|
||||
// Clear the existing queue
|
||||
_transferQueue = WorkQueue();
|
||||
_promoteQueue = WorkQueue();
|
||||
_demoteQueue = WorkQueue();
|
||||
|
||||
// Populate the existing textures into the queue
|
||||
if (_memoryPressureState != MemoryPressureState::Idle) {
|
||||
for (const auto& texture : strongTextures) {
|
||||
// Race conditions can still leave nulls in the list, so we need to check
|
||||
if (!texture) {
|
||||
continue;
|
||||
}
|
||||
addToWorkQueue(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TexturePointer GLVariableAllocationSupport::getNextWorkQueueItem(WorkQueue& workQueue) {
|
||||
while (!workQueue.empty()) {
|
||||
auto workTarget = workQueue.top();
|
||||
|
||||
auto texture = workTarget.first.lock();
|
||||
if (!texture) {
|
||||
workQueue.pop();
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check whether the resulting texture can actually have work performed
|
||||
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
|
||||
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
|
||||
switch (_memoryPressureState) {
|
||||
case MemoryPressureState::Oversubscribed:
|
||||
if (vartexture->canDemote()) {
|
||||
return texture;
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Undersubscribed:
|
||||
if (vartexture->canPromote()) {
|
||||
return texture;
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Transfer:
|
||||
if (vartexture->hasPendingTransfers()) {
|
||||
return texture;
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Idle:
|
||||
Q_UNREACHABLE();
|
||||
break;
|
||||
}
|
||||
|
||||
// If we got here, then the texture has no work to do in the current state,
|
||||
// so pop it off the queue and continue
|
||||
workQueue.pop();
|
||||
}
|
||||
|
||||
return TexturePointer();
|
||||
}
|
||||
|
||||
void GLVariableAllocationSupport::processWorkQueue(WorkQueue& workQueue) {
|
||||
if (workQueue.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the front of the work queue to perform work
|
||||
auto texture = getNextWorkQueueItem(workQueue);
|
||||
if (!texture) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Grab the first item off the demote queue
|
||||
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
|
||||
|
||||
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
|
||||
GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
|
||||
switch (_memoryPressureState) {
|
||||
case MemoryPressureState::Oversubscribed:
|
||||
vartexture->demote();
|
||||
workQueue.pop();
|
||||
addToWorkQueue(texture);
|
||||
_memoryPressureStateStale = true;
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Undersubscribed:
|
||||
vartexture->promote();
|
||||
workQueue.pop();
|
||||
addToWorkQueue(texture);
|
||||
_memoryPressureStateStale = true;
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Transfer:
|
||||
if (vartexture->executeNextTransfer(texture)) {
|
||||
workQueue.pop();
|
||||
addToWorkQueue(texture);
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
// Eagerly start the next buffering job if possible
|
||||
texture = getNextWorkQueueItem(workQueue);
|
||||
if (texture) {
|
||||
gltexture = Backend::getGPUObject<GLTexture>(*texture);
|
||||
vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
|
||||
vartexture->executeNextBuffer(texture);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
|
||||
case MemoryPressureState::Idle:
|
||||
Q_UNREACHABLE();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GLVariableAllocationSupport::processWorkQueues() {
|
||||
if (MemoryPressureState::Idle == _memoryPressureState) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& workQueue = getActiveWorkQueue();
|
||||
// Do work on the front of the queue
|
||||
processWorkQueue(workQueue);
|
||||
|
||||
if (workQueue.empty()) {
|
||||
_memoryPressureState = MemoryPressureState::Idle;
|
||||
_memoryPressureStateStale = true;
|
||||
}
|
||||
}
|
||||
|
||||
void GLVariableAllocationSupport::manageMemory() {
|
||||
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
|
||||
updateMemoryPressure();
|
||||
processWorkQueues();
|
||||
}
|
||||
|
||||
bool GLVariableAllocationSupport::executeNextTransfer(const TexturePointer& currentTexture) {
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
// If a transfer job is active on the buffering thread, but has not completed it's buffering lambda,
|
||||
// then we need to exit early, since we don't want to have the transfer job leave scope while it's
|
||||
// being used in another thread -- See https://highfidelity.fogbugz.com/f/cases/4626
|
||||
if (_currentTransferJob && !_currentTransferJob->bufferingCompleted()) {
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (_populatedMip <= _allocatedMip) {
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
_currentTransferJob.reset();
|
||||
_currentTransferTexture.reset();
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
// If the transfer queue is empty, rebuild it
|
||||
if (_pendingTransfers.empty()) {
|
||||
populateTransferQueue();
|
||||
}
|
||||
|
||||
bool result = false;
|
||||
if (!_pendingTransfers.empty()) {
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
// If there is a current transfer, but it's not the top of the pending transfer queue, then it's an orphan, so we want to abandon it.
|
||||
if (_currentTransferJob && _currentTransferJob != _pendingTransfers.front()) {
|
||||
_currentTransferJob.reset();
|
||||
}
|
||||
|
||||
if (!_currentTransferJob) {
|
||||
// Keeping hold of a strong pointer to the transfer job ensures that if the pending transfer queue is rebuilt, the transfer job
|
||||
// doesn't leave scope, causing a crash in the buffering thread
|
||||
_currentTransferJob = _pendingTransfers.front();
|
||||
|
||||
// Keeping hold of a strong pointer during the transfer ensures that the transfer thread cannot try to access a destroyed texture
|
||||
_currentTransferTexture = currentTexture;
|
||||
}
|
||||
|
||||
// transfer jobs use asynchronous buffering of the texture data because it may involve disk IO, so we execute a try here to determine if the buffering
|
||||
// is complete
|
||||
if (_currentTransferJob->tryTransfer()) {
|
||||
_pendingTransfers.pop();
|
||||
// Once a given job is finished, release the shared pointers keeping them alive
|
||||
_currentTransferTexture.reset();
|
||||
_currentTransferJob.reset();
|
||||
result = true;
|
||||
}
|
||||
#else
|
||||
if (_pendingTransfers.front()->tryTransfer()) {
|
||||
_pendingTransfers.pop();
|
||||
result = true;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
void GLVariableAllocationSupport::executeNextBuffer(const TexturePointer& currentTexture) {
|
||||
if (_currentTransferJob && !_currentTransferJob->bufferingCompleted()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// If the transfer queue is empty, rebuild it
|
||||
if (_pendingTransfers.empty()) {
|
||||
populateTransferQueue();
|
||||
}
|
||||
|
||||
if (!_pendingTransfers.empty()) {
|
||||
if (!_currentTransferJob) {
|
||||
_currentTransferJob = _pendingTransfers.front();
|
||||
_currentTransferTexture = currentTexture;
|
||||
}
|
||||
|
||||
_currentTransferJob->startBuffering();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void GLVariableAllocationSupport::incrementPopulatedSize(Size delta) const {
|
||||
_populatedSize += delta;
|
||||
// Keep the 2 code paths to be able to debug
|
||||
if (_size < _populatedSize) {
|
||||
Backend::textureResourcePopulatedGPUMemSize.update(0, delta);
|
||||
} else {
|
||||
Backend::textureResourcePopulatedGPUMemSize.update(0, delta);
|
||||
}
|
||||
}
|
||||
void GLVariableAllocationSupport::decrementPopulatedSize(Size delta) const {
|
||||
_populatedSize -= delta;
|
||||
// Keep the 2 code paths to be able to debug
|
||||
if (_size < _populatedSize) {
|
||||
Backend::textureResourcePopulatedGPUMemSize.update(delta, 0);
|
||||
} else {
|
||||
Backend::textureResourcePopulatedGPUMemSize.update(delta, 0);
|
||||
}
|
||||
}
|
|
@ -8,10 +8,15 @@
|
|||
#ifndef hifi_gpu_gl_GLTexture_h
|
||||
#define hifi_gpu_gl_GLTexture_h
|
||||
|
||||
#include <QtCore/QThreadPool>
|
||||
#include <QtConcurrent>
|
||||
|
||||
#include "GLShared.h"
|
||||
#include "GLTextureTransfer.h"
|
||||
#include "GLBackend.h"
|
||||
#include "GLTexelFormat.h"
|
||||
#include <thread>
|
||||
|
||||
#define THREADED_TEXTURE_BUFFERING 1
|
||||
|
||||
namespace gpu { namespace gl {
|
||||
|
||||
|
@ -20,214 +25,187 @@ struct GLFilterMode {
|
|||
GLint magFilter;
|
||||
};
|
||||
|
||||
class GLVariableAllocationSupport {
|
||||
friend class GLBackend;
|
||||
|
||||
public:
|
||||
GLVariableAllocationSupport();
|
||||
virtual ~GLVariableAllocationSupport();
|
||||
|
||||
enum class MemoryPressureState {
|
||||
Idle,
|
||||
Transfer,
|
||||
Oversubscribed,
|
||||
Undersubscribed,
|
||||
};
|
||||
|
||||
using QueuePair = std::pair<TextureWeakPointer, float>;
|
||||
struct QueuePairLess {
|
||||
bool operator()(const QueuePair& a, const QueuePair& b) {
|
||||
return a.second < b.second;
|
||||
}
|
||||
};
|
||||
using WorkQueue = std::priority_queue<QueuePair, std::vector<QueuePair>, QueuePairLess>;
|
||||
|
||||
class TransferJob {
|
||||
using VoidLambda = std::function<void()>;
|
||||
using VoidLambdaQueue = std::queue<VoidLambda>;
|
||||
const GLTexture& _parent;
|
||||
Texture::PixelsPointer _mipData;
|
||||
size_t _transferOffset { 0 };
|
||||
size_t _transferSize { 0 };
|
||||
|
||||
bool _bufferingRequired { true };
|
||||
VoidLambda _transferLambda;
|
||||
VoidLambda _bufferingLambda;
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
// Indicates if a transfer from backing storage to interal storage has started
|
||||
QFuture<void> _bufferingStatus;
|
||||
static QThreadPool* _bufferThreadPool;
|
||||
#endif
|
||||
|
||||
public:
|
||||
TransferJob(const TransferJob& other) = delete;
|
||||
TransferJob(const GLTexture& parent, std::function<void()> transferLambda);
|
||||
TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t targetMip, uint8_t face, uint32_t lines = 0, uint32_t lineOffset = 0);
|
||||
~TransferJob();
|
||||
bool tryTransfer();
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
void startBuffering();
|
||||
bool bufferingRequired() const;
|
||||
bool bufferingCompleted() const;
|
||||
static void startBufferingThread();
|
||||
#endif
|
||||
|
||||
private:
|
||||
void transfer();
|
||||
};
|
||||
|
||||
using TransferJobPointer = std::shared_ptr<TransferJob>;
|
||||
using TransferQueue = std::queue<TransferJobPointer>;
|
||||
static MemoryPressureState _memoryPressureState;
|
||||
|
||||
public:
|
||||
static void addMemoryManagedTexture(const TexturePointer& texturePointer);
|
||||
|
||||
protected:
|
||||
static size_t _frameTexturesCreated;
|
||||
static std::atomic<bool> _memoryPressureStateStale;
|
||||
static std::list<TextureWeakPointer> _memoryManagedTextures;
|
||||
static WorkQueue _transferQueue;
|
||||
static WorkQueue _promoteQueue;
|
||||
static WorkQueue _demoteQueue;
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
static TexturePointer _currentTransferTexture;
|
||||
static TransferJobPointer _currentTransferJob;
|
||||
#endif
|
||||
static const uvec3 INITIAL_MIP_TRANSFER_DIMENSIONS;
|
||||
static const uvec3 MAX_TRANSFER_DIMENSIONS;
|
||||
static const size_t MAX_TRANSFER_SIZE;
|
||||
|
||||
|
||||
static void updateMemoryPressure();
|
||||
static void processWorkQueues();
|
||||
static void processWorkQueue(WorkQueue& workQueue);
|
||||
static TexturePointer getNextWorkQueueItem(WorkQueue& workQueue);
|
||||
static void addToWorkQueue(const TexturePointer& texture);
|
||||
static WorkQueue& getActiveWorkQueue();
|
||||
|
||||
static void manageMemory();
|
||||
|
||||
//bool canPromoteNoAllocate() const { return _allocatedMip < _populatedMip; }
|
||||
bool canPromote() const { return _allocatedMip > _minAllocatedMip; }
|
||||
bool canDemote() const { return _allocatedMip < _maxAllocatedMip; }
|
||||
bool hasPendingTransfers() const { return _populatedMip > _allocatedMip; }
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
void executeNextBuffer(const TexturePointer& currentTexture);
|
||||
#endif
|
||||
bool executeNextTransfer(const TexturePointer& currentTexture);
|
||||
virtual void populateTransferQueue() = 0;
|
||||
virtual void promote() = 0;
|
||||
virtual void demote() = 0;
|
||||
|
||||
// THe amount of memory currently allocated
|
||||
Size _size { 0 };
|
||||
|
||||
// The amount of memory currnently populated
|
||||
void incrementPopulatedSize(Size delta) const;
|
||||
void decrementPopulatedSize(Size delta) const;
|
||||
mutable Size _populatedSize { 0 };
|
||||
|
||||
// The allocated mip level, relative to the number of mips in the gpu::Texture object
|
||||
// The relationship between a given glMip to the original gpu::Texture mip is always
|
||||
// glMip + _allocatedMip
|
||||
uint16 _allocatedMip { 0 };
|
||||
// The populated mip level, relative to the number of mips in the gpu::Texture object
|
||||
// This must always be >= the allocated mip
|
||||
uint16 _populatedMip { 0 };
|
||||
// The highest (lowest resolution) mip that we will support, relative to the number
|
||||
// of mips in the gpu::Texture object
|
||||
uint16 _maxAllocatedMip { 0 };
|
||||
// The lowest (highest resolution) mip that we will support, relative to the number
|
||||
// of mips in the gpu::Texture object
|
||||
uint16 _minAllocatedMip { 0 };
|
||||
// Contains a series of lambdas that when executed will transfer data to the GPU, modify
|
||||
// the _populatedMip and update the sampler in order to fully populate the allocated texture
|
||||
// until _populatedMip == _allocatedMip
|
||||
TransferQueue _pendingTransfers;
|
||||
};
|
||||
|
||||
class GLTexture : public GLObject<Texture> {
|
||||
using Parent = GLObject<Texture>;
|
||||
friend class GLBackend;
|
||||
friend class GLVariableAllocationSupport;
|
||||
public:
|
||||
static const uint16_t INVALID_MIP { (uint16_t)-1 };
|
||||
static const uint8_t INVALID_FACE { (uint8_t)-1 };
|
||||
|
||||
static void initTextureTransferHelper();
|
||||
static std::shared_ptr<GLTextureTransferHelper> _textureTransferHelper;
|
||||
|
||||
template <typename GLTextureType>
|
||||
static GLTexture* sync(GLBackend& backend, const TexturePointer& texturePointer, bool needTransfer) {
|
||||
const Texture& texture = *texturePointer;
|
||||
|
||||
// Special case external textures
|
||||
//CLIMAX_MERGE_START
|
||||
//Z:/HiFi_Android/HiFi_GIT/libraries/gpu-gl-android/src/gpu/gl/../gles/../gl/GLTexture.h:37:32: error: no member named 'isExternal' in 'gpu::Texture::Usage'
|
||||
// The only instance of this being used again. replace.
|
||||
// if (texture.getUsage().isExternal()) {
|
||||
// Texture::ExternalUpdates updates = texture.getUpdates();
|
||||
// if (!updates.empty()) {
|
||||
// Texture::ExternalRecycler recycler = texture.getExternalRecycler();
|
||||
// Q_ASSERT(recycler);
|
||||
// // Discard any superfluous updates
|
||||
// while (updates.size() > 1) {
|
||||
// const auto& update = updates.front();
|
||||
// // Superfluous updates will never have been read, but we want to ensure the previous
|
||||
// // writes to them are complete before they're written again, so return them with the
|
||||
// // same fences they arrived with. This can happen on any thread because no GL context
|
||||
// // work is involved
|
||||
// recycler(update.first, update.second);
|
||||
// updates.pop_front();
|
||||
// }
|
||||
|
||||
// // The last texture remaining is the one we'll use to create the GLTexture
|
||||
// const auto& update = updates.front();
|
||||
// // Check for a fence, and if it exists, inject a wait into the command stream, then destroy the fence
|
||||
// if (update.second) {
|
||||
// GLsync fence = static_cast<GLsync>(update.second);
|
||||
// glWaitSync(fence, 0, GL_TIMEOUT_IGNORED);
|
||||
// glDeleteSync(fence);
|
||||
// }
|
||||
|
||||
// // Create the new texture object (replaces any previous texture object)
|
||||
// new GLTextureType(backend.shared_from_this(), texture, update.first);
|
||||
// }
|
||||
|
||||
|
||||
// Return the texture object (if any) associated with the texture, without extensive logic
|
||||
// (external textures are
|
||||
//return Backend::getGPUObject<GLTextureType>(texture);
|
||||
//}
|
||||
//CLIMAX_MERGE_END
|
||||
if (!texture.isDefined()) {
|
||||
// NO texture definition yet so let's avoid thinking
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// If the object hasn't been created, or the object definition is out of date, drop and re-create
|
||||
GLTexture* object = Backend::getGPUObject<GLTextureType>(texture);
|
||||
|
||||
// Create the texture if need be (force re-creation if the storage stamp changes
|
||||
// for easier use of immutable storage)
|
||||
if (!object || object->isInvalid()) {
|
||||
// This automatically any previous texture
|
||||
object = new GLTextureType(backend.shared_from_this(), texture, needTransfer);
|
||||
if (!object->_transferrable) {
|
||||
object->createTexture();
|
||||
object->_contentStamp = texture.getDataStamp();
|
||||
object->updateSize();
|
||||
object->postTransfer();
|
||||
}
|
||||
}
|
||||
|
||||
// Object maybe doens't neet to be tranasferred after creation
|
||||
if (!object->_transferrable) {
|
||||
return object;
|
||||
}
|
||||
|
||||
// If we just did a transfer, return the object after doing post-transfer work
|
||||
if (GLSyncState::Transferred == object->getSyncState()) {
|
||||
object->postTransfer();
|
||||
}
|
||||
|
||||
if (object->isOutdated()) {
|
||||
// Object might be outdated, if so, start the transfer
|
||||
// (outdated objects that are already in transfer will have reported 'true' for ready()
|
||||
_textureTransferHelper->transferTexture(texturePointer);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!object->isReady()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
((GLTexture*)object)->updateMips();
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
template <typename GLTextureType>
|
||||
static GLuint getId(GLBackend& backend, const TexturePointer& texture, bool shouldSync) {
|
||||
if (!texture) {
|
||||
return 0;
|
||||
}
|
||||
GLTexture* object { nullptr };
|
||||
if (shouldSync) {
|
||||
object = sync<GLTextureType>(backend, texture, shouldSync);
|
||||
} else {
|
||||
object = Backend::getGPUObject<GLTextureType>(*texture);
|
||||
}
|
||||
|
||||
if (!object) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!shouldSync) {
|
||||
return object->_id;
|
||||
}
|
||||
|
||||
// Don't return textures that are in transfer state
|
||||
if ((object->getSyncState() != GLSyncState::Idle) ||
|
||||
// Don't return transferrable textures that have never completed transfer
|
||||
(!object->_transferrable || 0 != object->_transferCount)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return object->_id;
|
||||
}
|
||||
|
||||
~GLTexture();
|
||||
|
||||
// Is this texture generated outside the GPU library?
|
||||
const bool _external;
|
||||
const GLuint& _texture { _id };
|
||||
const std::string _source;
|
||||
const Stamp _storageStamp;
|
||||
const GLenum _target;
|
||||
const GLenum _internalFormat;
|
||||
const uint16 _maxMip;
|
||||
uint16 _minMip;
|
||||
const GLuint _virtualSize; // theoretical size as expected
|
||||
Stamp _contentStamp { 0 };
|
||||
const bool _transferrable;
|
||||
Size _transferCount { 0 };
|
||||
GLuint size() const { return _size; }
|
||||
GLSyncState getSyncState() const { return _syncState; }
|
||||
GLTexelFormat _texelFormat;
|
||||
|
||||
// Is the storage out of date relative to the gpu texture?
|
||||
bool isInvalid() const;
|
||||
static const std::vector<GLenum>& getFaceTargets(GLenum textureType);
|
||||
static uint8_t getFaceCount(GLenum textureType);
|
||||
static GLenum getGLTextureType(const Texture& texture);
|
||||
|
||||
// Is the content out of date relative to the gpu texture?
|
||||
bool isOutdated() const;
|
||||
|
||||
// Is the texture in a state where it can be rendered with no work?
|
||||
bool isReady() const;
|
||||
|
||||
// Execute any post-move operations that must occur only on the main thread
|
||||
virtual void postTransfer();
|
||||
|
||||
uint16 usedMipLevels() const { return (_maxMip - _minMip) + 1; }
|
||||
|
||||
static const size_t CUBE_NUM_FACES = 6;
|
||||
static const GLenum CUBE_FACE_LAYOUT[6];
|
||||
static const uint8_t TEXTURE_2D_NUM_FACES = 1;
|
||||
static const uint8_t TEXTURE_CUBE_NUM_FACES = 6;
|
||||
static const GLenum CUBE_FACE_LAYOUT[TEXTURE_CUBE_NUM_FACES];
|
||||
static const GLFilterMode FILTER_MODES[Sampler::NUM_FILTERS];
|
||||
static const GLenum WRAP_MODES[Sampler::NUM_WRAP_MODES];
|
||||
|
||||
// Return a floating point value indicating how much of the allowed
|
||||
// texture memory we are currently consuming. A value of 0 indicates
|
||||
// no texture memory usage, while a value of 1 indicates all available / allowed memory
|
||||
// is consumed. A value above 1 indicates that there is a problem.
|
||||
static float getMemoryPressure();
|
||||
protected:
|
||||
|
||||
static const std::vector<GLenum>& getFaceTargets(GLenum textureType);
|
||||
|
||||
static GLenum getGLTextureType(const Texture& texture);
|
||||
|
||||
|
||||
const GLuint _size { 0 }; // true size as reported by the gl api
|
||||
std::atomic<GLSyncState> _syncState { GLSyncState::Idle };
|
||||
|
||||
GLTexture(const std::weak_ptr<gl::GLBackend>& backend, const Texture& texture, GLuint id, bool transferrable);
|
||||
GLTexture(const std::weak_ptr<gl::GLBackend>& backend, const Texture& texture, GLuint id);
|
||||
|
||||
void setSyncState(GLSyncState syncState) { _syncState = syncState; }
|
||||
|
||||
void createTexture();
|
||||
|
||||
virtual void updateMips() {}
|
||||
virtual void allocateStorage() const = 0;
|
||||
virtual void updateSize() const = 0;
|
||||
virtual void syncSampler() const = 0;
|
||||
virtual Size size() const = 0;
|
||||
virtual void generateMips() const = 0;
|
||||
virtual void withPreservedTexture(std::function<void()> f) const;
|
||||
virtual void syncSampler() const = 0;
|
||||
|
||||
protected:
|
||||
void setSize(GLuint size) const;
|
||||
virtual Size copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const = 0;
|
||||
virtual Size copyMipFaceFromTexture(uint16_t sourceMip, uint16_t targetMip, uint8_t face) const final;
|
||||
virtual void copyTextureMipsInGPUMem(GLuint srcId, GLuint destId, uint16_t srcMipOffset, uint16_t destMipOffset, uint16_t populatedMips) {} // Only relevant for Variable Allocation textures
|
||||
|
||||
virtual void startTransfer();
|
||||
// Returns true if this is the last block required to complete transfer
|
||||
virtual bool continueTransfer() { return false; }
|
||||
virtual void finishTransfer();
|
||||
|
||||
private:
|
||||
friend class GLTextureTransferHelper;
|
||||
friend class GLBackend;
|
||||
GLTexture(const std::weak_ptr<gl::GLBackend>& backend, const Texture& texture, GLuint id);
|
||||
};
|
||||
|
||||
class GLExternalTexture : public GLTexture {
|
||||
using Parent = GLTexture;
|
||||
friend class GLBackend;
|
||||
public:
|
||||
~GLExternalTexture();
|
||||
protected:
|
||||
GLExternalTexture(const std::weak_ptr<gl::GLBackend>& backend, const Texture& texture, GLuint id);
|
||||
void generateMips() const override {}
|
||||
void syncSampler() const override {}
|
||||
Size copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const override { return 0;}
|
||||
|
||||
Size size() const override { return 0; }
|
||||
};
|
||||
|
||||
|
||||
} }
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,207 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/04/03
|
||||
// Copyright 2013-2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GLTextureTransfer.h"
|
||||
|
||||
#include <gl/GLHelpers.h>
|
||||
#include <gl/Context.h>
|
||||
|
||||
#include "GLShared.h"
|
||||
#include "GLTexture.h"
|
||||
|
||||
#ifdef HAVE_NSIGHT
|
||||
#include "nvToolsExt.h"
|
||||
std::unordered_map<TexturePointer, nvtxRangeId_t> _map;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef TEXTURE_TRANSFER_PBOS
|
||||
#define TEXTURE_TRANSFER_BLOCK_SIZE (64 * 1024)
|
||||
#define TEXTURE_TRANSFER_PBO_COUNT 128
|
||||
#endif
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
|
||||
GLTextureTransferHelper::GLTextureTransferHelper() {
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
setObjectName("TextureTransferThread");
|
||||
_context.create();
|
||||
initialize(true, QThread::LowPriority);
|
||||
// Clean shutdown on UNIX, otherwise _canvas is freed early
|
||||
connect(qApp, &QCoreApplication::aboutToQuit, [&] { terminate(); });
|
||||
#else
|
||||
initialize(false, QThread::LowPriority);
|
||||
#endif
|
||||
}
|
||||
|
||||
GLTextureTransferHelper::~GLTextureTransferHelper() {
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
if (isStillRunning()) {
|
||||
terminate();
|
||||
}
|
||||
#else
|
||||
terminate();
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLTextureTransferHelper::transferTexture(const gpu::TexturePointer& texturePointer) {
|
||||
GLTexture* object = Backend::getGPUObject<GLTexture>(*texturePointer);
|
||||
|
||||
//CLIMAX_MERGE_START
|
||||
//Backend::incrementTextureGPUTransferCount();
|
||||
object->setSyncState(GLSyncState::Pending);
|
||||
Lock lock(_mutex);
|
||||
_pendingTextures.push_back(texturePointer);
|
||||
}
|
||||
|
||||
void GLTextureTransferHelper::setup() {
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
_context.makeCurrent();
|
||||
|
||||
#ifdef TEXTURE_TRANSFER_FORCE_DRAW
|
||||
// FIXME don't use opengl 4.5 DSA functionality without verifying it's present
|
||||
glCreateRenderbuffers(1, &_drawRenderbuffer);
|
||||
glNamedRenderbufferStorage(_drawRenderbuffer, GL_RGBA8, 128, 128);
|
||||
glCreateFramebuffers(1, &_drawFramebuffer);
|
||||
glNamedFramebufferRenderbuffer(_drawFramebuffer, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _drawRenderbuffer);
|
||||
glCreateFramebuffers(1, &_readFramebuffer);
|
||||
#endif
|
||||
|
||||
#ifdef TEXTURE_TRANSFER_PBOS
|
||||
std::array<GLuint, TEXTURE_TRANSFER_PBO_COUNT> pbos;
|
||||
glCreateBuffers(TEXTURE_TRANSFER_PBO_COUNT, &pbos[0]);
|
||||
for (uint32_t i = 0; i < TEXTURE_TRANSFER_PBO_COUNT; ++i) {
|
||||
TextureTransferBlock newBlock;
|
||||
newBlock._pbo = pbos[i];
|
||||
glNamedBufferStorage(newBlock._pbo, TEXTURE_TRANSFER_BLOCK_SIZE, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
||||
newBlock._mapped = glMapNamedBufferRange(newBlock._pbo, 0, TEXTURE_TRANSFER_BLOCK_SIZE, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
|
||||
_readyQueue.push(newBlock);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLTextureTransferHelper::shutdown() {
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
_context.makeCurrent();
|
||||
#endif
|
||||
|
||||
#ifdef TEXTURE_TRANSFER_FORCE_DRAW
|
||||
glNamedFramebufferRenderbuffer(_drawFramebuffer, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &_drawFramebuffer);
|
||||
_drawFramebuffer = 0;
|
||||
glDeleteFramebuffers(1, &_readFramebuffer);
|
||||
_readFramebuffer = 0;
|
||||
|
||||
glNamedFramebufferTexture(_readFramebuffer, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0);
|
||||
glDeleteRenderbuffers(1, &_drawRenderbuffer);
|
||||
_drawRenderbuffer = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLTextureTransferHelper::queueExecution(VoidLambda lambda) {
|
||||
Lock lock(_mutex);
|
||||
_pendingCommands.push_back(lambda);
|
||||
}
|
||||
|
||||
#define MAX_TRANSFERS_PER_PASS 2
|
||||
|
||||
bool GLTextureTransferHelper::process() {
|
||||
// Take any new textures or commands off the queue
|
||||
VoidLambdaList pendingCommands;
|
||||
TextureList newTransferTextures;
|
||||
{
|
||||
Lock lock(_mutex);
|
||||
newTransferTextures.swap(_pendingTextures);
|
||||
pendingCommands.swap(_pendingCommands);
|
||||
}
|
||||
|
||||
if (!pendingCommands.empty()) {
|
||||
for (auto command : pendingCommands) {
|
||||
command();
|
||||
}
|
||||
glFlush();
|
||||
}
|
||||
|
||||
if (!newTransferTextures.empty()) {
|
||||
for (auto& texturePointer : newTransferTextures) {
|
||||
#ifdef HAVE_NSIGHT
|
||||
_map[texturePointer] = nvtxRangeStart("TextureTansfer");
|
||||
#endif
|
||||
GLTexture* object = Backend::getGPUObject<GLTexture>(*texturePointer);
|
||||
object->startTransfer();
|
||||
_transferringTextures.push_back(texturePointer);
|
||||
_textureIterator = _transferringTextures.begin();
|
||||
}
|
||||
_transferringTextures.sort([](const gpu::TexturePointer& a, const gpu::TexturePointer& b)->bool {
|
||||
return a->getSize() < b->getSize();
|
||||
});
|
||||
}
|
||||
|
||||
// No transfers in progress, sleep
|
||||
if (_transferringTextures.empty()) {
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
QThread::usleep(1);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
static auto lastReport = usecTimestampNow();
|
||||
auto now = usecTimestampNow();
|
||||
auto lastReportInterval = now - lastReport;
|
||||
if (lastReportInterval > USECS_PER_SECOND * 4) {
|
||||
lastReport = now;
|
||||
qDebug() << "Texture list " << _transferringTextures.size();
|
||||
}
|
||||
|
||||
size_t transferCount = 0;
|
||||
for (_textureIterator = _transferringTextures.begin(); _textureIterator != _transferringTextures.end();) {
|
||||
if (++transferCount > MAX_TRANSFERS_PER_PASS) {
|
||||
break;
|
||||
}
|
||||
auto texture = *_textureIterator;
|
||||
GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
|
||||
if (gltexture->continueTransfer()) {
|
||||
++_textureIterator;
|
||||
continue;
|
||||
}
|
||||
|
||||
gltexture->finishTransfer();
|
||||
|
||||
#ifdef TEXTURE_TRANSFER_FORCE_DRAW
|
||||
// FIXME force a draw on the texture transfer thread before passing the texture to the main thread for use
|
||||
#endif
|
||||
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
clientWait();
|
||||
#endif
|
||||
gltexture->_contentStamp = gltexture->_gpuObject.getDataStamp();
|
||||
gltexture->updateSize();
|
||||
gltexture->setSyncState(gpu::gl::GLSyncState::Transferred);
|
||||
//CLIMAX_MERGE_START
|
||||
//Backend::decrementTextureGPUTransferCount();
|
||||
#ifdef HAVE_NSIGHT
|
||||
// Mark the texture as transferred
|
||||
nvtxRangeEnd(_map[texture]);
|
||||
_map.erase(texture);
|
||||
#endif
|
||||
_textureIterator = _transferringTextures.erase(_textureIterator);
|
||||
}
|
||||
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
if (!_transferringTextures.empty()) {
|
||||
// Don't saturate the GPU
|
||||
clientWait();
|
||||
} else {
|
||||
// Don't saturate the CPU
|
||||
QThread::msleep(1);
|
||||
}
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
|
@ -1,78 +0,0 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/04/03
|
||||
// Copyright 2013-2016 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#ifndef hifi_gpu_gl_GLTextureTransfer_h
|
||||
#define hifi_gpu_gl_GLTextureTransfer_h
|
||||
|
||||
#include <QtGlobal>
|
||||
#include <QtCore/QSharedPointer>
|
||||
|
||||
#include <GenericQueueThread.h>
|
||||
|
||||
#include <gl/Context.h>
|
||||
|
||||
#include "GLShared.h"
|
||||
|
||||
#ifdef Q_OS_WIN
|
||||
#define THREADED_TEXTURE_TRANSFER
|
||||
#endif
|
||||
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
// FIXME when sparse textures are enabled, it's harder to force a draw on the transfer thread
|
||||
// also, the current draw code is implicitly using OpenGL 4.5 functionality
|
||||
//#define TEXTURE_TRANSFER_FORCE_DRAW
|
||||
// FIXME PBO's increase the complexity and don't seem to work reliably
|
||||
//#define TEXTURE_TRANSFER_PBOS
|
||||
#endif
|
||||
|
||||
namespace gpu { namespace gl {
|
||||
|
||||
using TextureList = std::list<TexturePointer>;
|
||||
using TextureListIterator = TextureList::iterator;
|
||||
|
||||
class GLTextureTransferHelper : public GenericThread {
|
||||
public:
|
||||
using VoidLambda = std::function<void()>;
|
||||
using VoidLambdaList = std::list<VoidLambda>;
|
||||
using Pointer = std::shared_ptr<GLTextureTransferHelper>;
|
||||
GLTextureTransferHelper();
|
||||
~GLTextureTransferHelper();
|
||||
void transferTexture(const gpu::TexturePointer& texturePointer);
|
||||
void queueExecution(VoidLambda lambda);
|
||||
|
||||
void setup() override;
|
||||
void shutdown() override;
|
||||
bool process() override;
|
||||
|
||||
private:
|
||||
#ifdef THREADED_TEXTURE_TRANSFER
|
||||
::gl::OffscreenContext _context;
|
||||
#endif
|
||||
|
||||
#ifdef TEXTURE_TRANSFER_FORCE_DRAW
|
||||
// Framebuffers / renderbuffers for forcing access to the texture on the transfer thread
|
||||
GLuint _drawRenderbuffer { 0 };
|
||||
GLuint _drawFramebuffer { 0 };
|
||||
GLuint _readFramebuffer { 0 };
|
||||
#endif
|
||||
|
||||
// A mutex for protecting items access on the render and transfer threads
|
||||
Mutex _mutex;
|
||||
// Commands that have been submitted for execution on the texture transfer thread
|
||||
VoidLambdaList _pendingCommands;
|
||||
// Textures that have been submitted for transfer
|
||||
TextureList _pendingTextures;
|
||||
// Textures currently in the transfer process
|
||||
// Only used on the transfer thread
|
||||
TextureList _transferringTextures;
|
||||
TextureListIterator _textureIterator;
|
||||
|
||||
};
|
||||
|
||||
} }
|
||||
|
||||
#endif
|
|
@ -27,6 +27,12 @@ class GLESBackend : public GLBackend {
|
|||
friend class Context;
|
||||
|
||||
public:
|
||||
static const GLint TRANSFORM_OBJECT_SLOT { 31 };
|
||||
static const GLint RESOURCE_TRANSFER_TEX_UNIT { 32 };
|
||||
static const GLint RESOURCE_TRANSFER_EXTRA_TEX_UNIT { 33 };
|
||||
static const GLint RESOURCE_BUFFER_TEXBUF_TEX_UNIT { 34 };
|
||||
static const GLint RESOURCE_BUFFER_SLOT0_TEX_UNIT { 35 };
|
||||
|
||||
explicit GLESBackend(bool syncCache) : Parent(syncCache) {}
|
||||
GLESBackend() : Parent() {}
|
||||
virtual ~GLESBackend() {
|
||||
|
@ -38,33 +44,95 @@ public:
|
|||
static const std::string GLES_VERSION;
|
||||
const std::string& getVersion() const override { return GLES_VERSION; }
|
||||
|
||||
|
||||
class GLESTexture : public GLTexture {
|
||||
using Parent = GLTexture;
|
||||
GLuint allocate();
|
||||
public:
|
||||
GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& buffer, GLuint externalId);
|
||||
GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& buffer, bool transferrable);
|
||||
|
||||
friend class GLESBackend;
|
||||
GLuint allocate(const Texture& texture);
|
||||
protected:
|
||||
void transferMip(uint16_t mipLevel, uint8_t face) const;
|
||||
void startTransfer() override;
|
||||
void allocateStorage() const override;
|
||||
void updateSize() const override;
|
||||
void syncSampler() const override;
|
||||
GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& buffer);
|
||||
void generateMips() const override;
|
||||
Size copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const override;
|
||||
void syncSampler() const override;
|
||||
|
||||
void withPreservedTexture(std::function<void()> f) const;
|
||||
};
|
||||
|
||||
//
|
||||
// Textures that have fixed allocation sizes and cannot be managed at runtime
|
||||
//
|
||||
|
||||
class GLESFixedAllocationTexture : public GLESTexture {
|
||||
using Parent = GLESTexture;
|
||||
friend class GLESBackend;
|
||||
|
||||
public:
|
||||
GLESFixedAllocationTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture);
|
||||
~GLESFixedAllocationTexture();
|
||||
|
||||
protected:
|
||||
Size size() const override { return _size; }
|
||||
void allocateStorage() const;
|
||||
void syncSampler() const override;
|
||||
const Size _size { 0 };
|
||||
};
|
||||
|
||||
class GLESAttachmentTexture : public GLESFixedAllocationTexture {
|
||||
using Parent = GLESFixedAllocationTexture;
|
||||
friend class GLESBackend;
|
||||
protected:
|
||||
GLESAttachmentTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture);
|
||||
~GLESAttachmentTexture();
|
||||
};
|
||||
|
||||
class GLESStrictResourceTexture : public GLESFixedAllocationTexture {
|
||||
using Parent = GLESFixedAllocationTexture;
|
||||
friend class GLESBackend;
|
||||
protected:
|
||||
GLESStrictResourceTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture);
|
||||
~GLESStrictResourceTexture();
|
||||
};
|
||||
|
||||
class GLESVariableAllocationTexture : public GLESTexture, public GLVariableAllocationSupport {
|
||||
using Parent = GLESTexture;
|
||||
friend class GLESBackend;
|
||||
using PromoteLambda = std::function<void()>;
|
||||
|
||||
|
||||
protected:
|
||||
GLESVariableAllocationTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture);
|
||||
~GLESVariableAllocationTexture();
|
||||
|
||||
void allocateStorage(uint16 allocatedMip);
|
||||
void syncSampler() const override;
|
||||
void promote() override;
|
||||
void demote() override;
|
||||
void populateTransferQueue() override;
|
||||
|
||||
Size copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const override;
|
||||
Size copyMipsFromTexture();
|
||||
|
||||
void copyTextureMipsInGPUMem(GLuint srcId, GLuint destId, uint16_t srcMipOffset, uint16_t destMipOffset, uint16_t populatedMips) override;
|
||||
|
||||
Size size() const override { return _size; }
|
||||
};
|
||||
|
||||
class GLESResourceTexture : public GLESVariableAllocationTexture {
|
||||
using Parent = GLESVariableAllocationTexture;
|
||||
friend class GLESBackend;
|
||||
protected:
|
||||
GLESResourceTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture);
|
||||
~GLESResourceTexture();
|
||||
};
|
||||
|
||||
protected:
|
||||
GLuint getFramebufferID(const FramebufferPointer& framebuffer) override;
|
||||
GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) override;
|
||||
|
||||
GLuint getBufferID(const Buffer& buffer) override;
|
||||
GLuint getResourceBufferID(const Buffer& buffer);
|
||||
GLBuffer* syncGPUObject(const Buffer& buffer) override;
|
||||
|
||||
GLuint getTextureID(const TexturePointer& texture, bool needTransfer = true) override;
|
||||
GLTexture* syncGPUObject(const TexturePointer& texture, bool sync = true) override;
|
||||
GLTexture* syncGPUObject(const TexturePointer& texture) override;
|
||||
|
||||
GLuint getQueryID(const QueryPointer& query) override;
|
||||
GLQuery* syncGPUObject(const Query& query) override;
|
||||
|
@ -78,14 +146,13 @@ protected:
|
|||
void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) override;
|
||||
|
||||
// Input Stage
|
||||
void updateInput() override;
|
||||
void resetInputStage() override;
|
||||
void updateInput() override;
|
||||
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void transferTransformState(const Batch& batch) const override;
|
||||
void initTransform() override;
|
||||
void updateTransform(const Batch& batch);
|
||||
void resetTransformStage();
|
||||
void updateTransform(const Batch& batch) override;
|
||||
|
||||
// Resource Stage
|
||||
bool bindResourceBuffer(uint32_t slot, BufferPointer& buffer) override;
|
||||
|
@ -93,6 +160,11 @@ protected:
|
|||
|
||||
// Output stage
|
||||
void do_blit(const Batch& batch, size_t paramOffset) override;
|
||||
|
||||
std::string getBackendShaderHeader() const override;
|
||||
void makeProgramBindings(ShaderObject& shaderObject) override;
|
||||
int makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) override;
|
||||
|
||||
};
|
||||
|
||||
} }
|
||||
|
|
|
@ -53,10 +53,12 @@ public:
|
|||
GL_COLOR_ATTACHMENT15 };
|
||||
|
||||
int unit = 0;
|
||||
auto backend = _backend.lock();
|
||||
for (auto& b : _gpuObject.getRenderBuffers()) {
|
||||
surface = b._texture;
|
||||
if (surface) {
|
||||
gltexture = gl::GLTexture::sync<GLESBackend::GLESTexture>(*_backend.lock().get(), surface, false); // Grab the gltexture and don't transfer
|
||||
Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType());
|
||||
gltexture = backend->syncGPUObject(surface);
|
||||
} else {
|
||||
gltexture = nullptr;
|
||||
}
|
||||
|
@ -81,9 +83,11 @@ public:
|
|||
}
|
||||
|
||||
if (_gpuObject.getDepthStamp() != _depthStamp) {
|
||||
auto backend = _backend.lock();
|
||||
auto surface = _gpuObject.getDepthStencilBuffer();
|
||||
if (_gpuObject.hasDepthStencil() && surface) {
|
||||
gltexture = gl::GLTexture::sync<GLESBackend::GLESTexture>(*_backend.lock().get(), surface, false); // Grab the gltexture and don't transfer
|
||||
Q_ASSERT(TextureUsageType::RENDERBUFFER == surface->getUsageType());
|
||||
gltexture = backend->syncGPUObject(surface);
|
||||
}
|
||||
|
||||
if (gltexture) {
|
||||
|
@ -99,8 +103,8 @@ public:
|
|||
if (!_colorBuffers.empty()) {
|
||||
glDrawBuffers((GLsizei)_colorBuffers.size(), _colorBuffers.data());
|
||||
} else {
|
||||
static const std::vector<GLenum> NO_BUFFERS{ GL_NONE };
|
||||
glDrawBuffers((GLsizei)NO_BUFFERS.size(), NO_BUFFERS.data());
|
||||
GLenum DrawBuffers[1] = {GL_NONE};
|
||||
glDrawBuffers(1, DrawBuffers);
|
||||
}
|
||||
|
||||
// Now check for completness
|
||||
|
@ -111,7 +115,7 @@ public:
|
|||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentFBO);
|
||||
}
|
||||
|
||||
checkStatus(GL_DRAW_FRAMEBUFFER);
|
||||
checkStatus();
|
||||
}
|
||||
|
||||
|
||||
|
@ -120,7 +124,7 @@ public:
|
|||
: Parent(backend, framebuffer, allocate()) { }
|
||||
};
|
||||
|
||||
gl::GLFramebuffer* gpu::gles::GLESBackend::syncGPUObject(const Framebuffer& framebuffer) {
|
||||
gl::GLFramebuffer* GLESBackend::syncGPUObject(const Framebuffer& framebuffer) {
|
||||
return GLESFramebuffer::sync<GLESFramebuffer>(*this, framebuffer);
|
||||
}
|
||||
|
||||
|
|
113
libraries/gpu-gles/src/gpu/gles/GLESBackendShader.cpp
Normal file
113
libraries/gpu-gles/src/gpu/gles/GLESBackendShader.cpp
Normal file
|
@ -0,0 +1,113 @@
|
|||
//
|
||||
// Created by Sam Gateau on 2017/04/13
|
||||
// Copyright 2013-2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GLESBackend.h"
|
||||
#include "../gl/GLShader.h"
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
using namespace gpu::gles;
|
||||
|
||||
// GLSL version
|
||||
std::string GLESBackend::getBackendShaderHeader() const {
|
||||
return Parent::getBackendShaderHeader();
|
||||
}
|
||||
|
||||
int GLESBackend::makeResourceBufferSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,Shader::SlotSet& resourceBuffers) {
|
||||
GLint ssboCount = 0;
|
||||
GLint uniformsCount = 0;
|
||||
|
||||
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
|
||||
|
||||
for (int i = 0; i < uniformsCount; i++) {
|
||||
const GLint NAME_LENGTH = 256;
|
||||
GLchar name[NAME_LENGTH];
|
||||
GLint length = 0;
|
||||
GLint size = 0;
|
||||
GLenum type = 0;
|
||||
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
||||
GLint location = glGetUniformLocation(glprogram, name);
|
||||
const GLint INVALID_UNIFORM_LOCATION = -1;
|
||||
|
||||
// Try to make sense of the gltype
|
||||
auto elementResource = getFormatFromGLUniform(type);
|
||||
|
||||
// The uniform as a standard var type
|
||||
if (location != INVALID_UNIFORM_LOCATION) {
|
||||
|
||||
if (elementResource._resource == Resource::BUFFER) {
|
||||
if (elementResource._element.getSemantic() == gpu::RESOURCE_BUFFER) {
|
||||
// Let's make sure the name doesn't contains an array element
|
||||
std::string sname(name);
|
||||
auto foundBracket = sname.find_first_of('[');
|
||||
if (foundBracket != std::string::npos) {
|
||||
// std::string arrayname = sname.substr(0, foundBracket);
|
||||
|
||||
if (sname[foundBracket + 1] == '0') {
|
||||
sname = sname.substr(0, foundBracket);
|
||||
} else {
|
||||
// skip this uniform since it's not the first element of an array
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// For texture/Sampler, the location is the actual binding value
|
||||
GLint binding = -1;
|
||||
glGetUniformiv(glprogram, location, &binding);
|
||||
|
||||
if (binding == GLESBackend::TRANSFORM_OBJECT_SLOT) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto requestedBinding = slotBindings.find(std::string(sname));
|
||||
if (requestedBinding != slotBindings.end()) {
|
||||
GLint requestedLoc = (*requestedBinding)._location + GLESBackend::RESOURCE_BUFFER_SLOT0_TEX_UNIT;
|
||||
if (binding != requestedLoc) {
|
||||
binding = requestedLoc;
|
||||
}
|
||||
} else {
|
||||
binding += GLESBackend::RESOURCE_BUFFER_SLOT0_TEX_UNIT;
|
||||
}
|
||||
glProgramUniform1i(glprogram, location, binding);
|
||||
|
||||
ssboCount++;
|
||||
resourceBuffers.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ssboCount;
|
||||
}
|
||||
|
||||
void GLESBackend::makeProgramBindings(ShaderObject& shaderObject) {
|
||||
if (!shaderObject.glprogram) {
|
||||
return;
|
||||
}
|
||||
GLuint glprogram = shaderObject.glprogram;
|
||||
GLint loc = -1;
|
||||
|
||||
GLBackend::makeProgramBindings(shaderObject);
|
||||
|
||||
// now assign the ubo binding, then DON't relink!
|
||||
|
||||
//Check for gpu specific uniform slotBindings
|
||||
loc = glGetUniformLocation(glprogram, "transformObjectBuffer");
|
||||
if (loc >= 0) {
|
||||
glProgramUniform1i(glprogram, loc, GLESBackend::TRANSFORM_OBJECT_SLOT);
|
||||
shaderObject.transformObjectSlot = GLESBackend::TRANSFORM_OBJECT_SLOT;
|
||||
}
|
||||
|
||||
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
|
||||
shaderObject.transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
|
@ -12,41 +12,90 @@
|
|||
|
||||
#include <unordered_set>
|
||||
#include <unordered_map>
|
||||
#include <QtCore/QThread>
|
||||
|
||||
// #include "../gl/GLTexelFormat.h"
|
||||
#include "../gl/GLTexelFormat.h"
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
using namespace gpu::gles;
|
||||
|
||||
//using GL41TexelFormat = GLTexelFormat;
|
||||
GLTexture* GLESBackend::syncGPUObject(const TexturePointer& texturePointer) {
|
||||
if (!texturePointer) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const Texture& texture = *texturePointer;
|
||||
if (TextureUsageType::EXTERNAL == texture.getUsageType()) {
|
||||
return Parent::syncGPUObject(texturePointer);
|
||||
}
|
||||
|
||||
if (!texture.isDefined()) {
|
||||
// NO texture definition yet so let's avoid thinking
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GLESTexture* object = Backend::getGPUObject<GLESTexture>(texture);
|
||||
if (!object) {
|
||||
switch (texture.getUsageType()) {
|
||||
case TextureUsageType::RENDERBUFFER:
|
||||
object = new GLESAttachmentTexture(shared_from_this(), texture);
|
||||
break;
|
||||
|
||||
case TextureUsageType::STRICT_RESOURCE:
|
||||
qCDebug(gpugllogging) << "Strict texture " << texture.source().c_str();
|
||||
object = new GLESStrictResourceTexture(shared_from_this(), texture);
|
||||
break;
|
||||
|
||||
case TextureUsageType::RESOURCE:
|
||||
qCDebug(gpugllogging) << "variable / Strict texture " << texture.source().c_str();
|
||||
object = new GLESResourceTexture(shared_from_this(), texture);
|
||||
GLVariableAllocationSupport::addMemoryManagedTexture(texturePointer);
|
||||
break;
|
||||
|
||||
default:
|
||||
Q_UNREACHABLE();
|
||||
}
|
||||
} else {
|
||||
if (texture.getUsageType() == TextureUsageType::RESOURCE) {
|
||||
auto varTex = static_cast<GLESVariableAllocationTexture*> (object);
|
||||
|
||||
if (varTex->_minAllocatedMip > 0) {
|
||||
auto minAvailableMip = texture.minAvailableMipLevel();
|
||||
if (minAvailableMip < varTex->_minAllocatedMip) {
|
||||
varTex->_minAllocatedMip = minAvailableMip;
|
||||
GLESVariableAllocationTexture::_memoryPressureStateStale = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
using GLESTexture = GLESBackend::GLESTexture;
|
||||
|
||||
GLuint GLESTexture::allocate() {
|
||||
//CLIMAX_MERGE_START
|
||||
//Backend::incrementTextureGPUCount();
|
||||
//CLIMAX_MERGE_END
|
||||
GLESTexture::GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture)
|
||||
: GLTexture(backend, texture, allocate(texture)) {
|
||||
}
|
||||
|
||||
void GLESTexture::withPreservedTexture(std::function<void()> f) const {
|
||||
glActiveTexture(GL_TEXTURE0 + GLESBackend::RESOURCE_TRANSFER_TEX_UNIT);
|
||||
glBindTexture(_target, _texture);
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
f();
|
||||
glBindTexture(_target, 0);
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
||||
GLuint GLESTexture::allocate(const Texture& texture) {
|
||||
GLuint result;
|
||||
glGenTextures(1, &result);
|
||||
return result;
|
||||
}
|
||||
|
||||
GLuint GLESBackend::getTextureID(const TexturePointer& texture, bool transfer) {
|
||||
return GLESTexture::getId<GLESTexture>(*this, texture, transfer);
|
||||
}
|
||||
|
||||
GLTexture* GLESBackend::syncGPUObject(const TexturePointer& texture, bool transfer) {
|
||||
return GLESTexture::sync<GLESTexture>(*this, texture, transfer);
|
||||
}
|
||||
|
||||
GLESTexture::GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, GLuint externalId)
|
||||
: GLTexture(backend, texture, externalId) {
|
||||
}
|
||||
|
||||
GLESTexture::GLESTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture, bool transferrable)
|
||||
: GLTexture(backend, texture, allocate(), transferrable) {
|
||||
}
|
||||
|
||||
void GLESTexture::generateMips() const {
|
||||
withPreservedTexture([&] {
|
||||
|
@ -55,102 +104,62 @@ void GLESTexture::generateMips() const {
|
|||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLESTexture::allocateStorage() const {
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat());
|
||||
glTexParameteri(_target, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
(void)CHECK_GL_ERROR();
|
||||
glTexParameteri(_target, GL_TEXTURE_MAX_LEVEL, _maxMip - _minMip);
|
||||
(void)CHECK_GL_ERROR();
|
||||
/* if (GLEW_VERSION_4_2 && !_gpuObject.getTexelFormat().isCompressed()) {
|
||||
// Get the dimensions, accounting for the downgrade level
|
||||
Vec3u dimensions = _gpuObject.evalMipDimensions(_minMip);
|
||||
glTexStorage2D(_target, usedMipLevels(), texelFormat.internalFormat, dimensions.x, dimensions.y);
|
||||
(void)CHECK_GL_ERROR();
|
||||
} else {*/
|
||||
for (uint16_t l = _minMip; l <= _maxMip; l++) {
|
||||
// Get the mip level dimensions, accounting for the downgrade level
|
||||
Vec3u dimensions = _gpuObject.evalMipDimensions(l);
|
||||
for (GLenum target : getFaceTargets(_target)) {
|
||||
glTexImage2D(target, l - _minMip, texelFormat.internalFormat, dimensions.x, dimensions.y, 0, texelFormat.format, texelFormat.type, NULL);
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
//}
|
||||
}
|
||||
Size GLESTexture::copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const {
|
||||
Size amountCopied = sourceSize;
|
||||
if (GL_TEXTURE_2D == _target) {
|
||||
qDebug() << "[UNIMPLEMENTED] GL_TEXTURE_2D internalFormat: " << internalFormat;
|
||||
/*switch (internalFormat) {
|
||||
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
|
||||
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
|
||||
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
|
||||
case GL_COMPRESSED_RED_RGTC1:
|
||||
case GL_COMPRESSED_RG_RGTC2:
|
||||
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:
|
||||
case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:
|
||||
glCompressedTexSubImage2D(_target, mip, 0, yOffset, size.x, size.y, internalFormat,
|
||||
static_cast<GLsizei>(sourceSize), sourcePointer);
|
||||
break;
|
||||
default:*/
|
||||
glTexSubImage2D(_target, mip, 0, yOffset, size.x, size.y, format, type, sourcePointer);
|
||||
//break;
|
||||
//}
|
||||
} else if (GL_TEXTURE_CUBE_MAP == _target) {
|
||||
auto target = GLTexture::CUBE_FACE_LAYOUT[face];
|
||||
qDebug() << "[UNIMPLEMENTED] GL_TEXTURE_CUBE_MAP internalFormat: " << internalFormat;
|
||||
|
||||
void GLESTexture::updateSize() const {
|
||||
setSize(_virtualSize);
|
||||
if (!_id) {
|
||||
return;
|
||||
/*switch (internalFormat) {
|
||||
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
|
||||
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
|
||||
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
|
||||
case GL_COMPRESSED_RED_RGTC1:
|
||||
case GL_COMPRESSED_RG_RGTC2:
|
||||
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:
|
||||
case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:
|
||||
glCompressedTexSubImage2D(target, mip, 0, yOffset, size.x, size.y, internalFormat,
|
||||
static_cast<GLsizei>(sourceSize), sourcePointer);
|
||||
break;
|
||||
default:*/
|
||||
glTexSubImage2D(target, mip, 0, yOffset, size.x, size.y, format, type, sourcePointer);
|
||||
// break;
|
||||
//}
|
||||
} else {
|
||||
// TODO: implement for android
|
||||
assert(false);
|
||||
amountCopied = 0;
|
||||
}
|
||||
|
||||
if (_gpuObject.getTexelFormat().isCompressed()) {
|
||||
GLenum proxyType = GL_TEXTURE_2D;
|
||||
GLuint numFaces = 1;
|
||||
if (_gpuObject.getType() == gpu::Texture::TEX_CUBE) {
|
||||
proxyType = CUBE_FACE_LAYOUT[0];
|
||||
numFaces = (GLuint)CUBE_NUM_FACES;
|
||||
}
|
||||
GLint gpuSize{ 0 };
|
||||
glGetTexLevelParameteriv(proxyType, 0, GL_TEXTURE_COMPRESSED, &gpuSize);
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
if (gpuSize) {
|
||||
for (GLuint level = _minMip; level < _maxMip; level++) {
|
||||
GLint levelSize{ 0 };
|
||||
//glGetTexLevelParameteriv(proxyType, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &levelSize);
|
||||
//qDebug() << "TODO: GLBackendTexture.cpp:updateSize GL_TEXTURE_COMPRESSED_IMAGE_SIZE";
|
||||
levelSize *= numFaces;
|
||||
|
||||
if (levelSize <= 0) {
|
||||
break;
|
||||
}
|
||||
gpuSize += levelSize;
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
setSize(gpuSize);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move content bits from the CPU to the GPU for a given mip / face
|
||||
void GLESTexture::transferMip(uint16_t mipLevel, uint8_t face) const {
|
||||
auto mip = _gpuObject.accessStoredMipFace(mipLevel, face);
|
||||
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat(), _gpuObject.getStoredMipFormat());
|
||||
//GLenum target = getFaceTargets()[face];
|
||||
GLenum target = _target == GL_TEXTURE_2D ? GL_TEXTURE_2D : CUBE_FACE_LAYOUT[face];
|
||||
auto size = _gpuObject.evalMipDimensions(mipLevel);
|
||||
glTexSubImage2D(target, mipLevel, 0, 0, size.x, size.y, texelFormat.format, texelFormat.type, mip->readData());
|
||||
(void)CHECK_GL_ERROR();
|
||||
return amountCopied;
|
||||
}
|
||||
|
||||
void GLESTexture::startTransfer() {
|
||||
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
|
||||
Parent::startTransfer();
|
||||
|
||||
glBindTexture(_target, _id);
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
// transfer pixels from each faces
|
||||
uint8_t numFaces = (Texture::TEX_CUBE == _gpuObject.getType()) ? CUBE_NUM_FACES : 1;
|
||||
for (uint8_t f = 0; f < numFaces; f++) {
|
||||
for (uint16_t i = 0; i < Sampler::MAX_MIP_LEVEL; ++i) {
|
||||
if (_gpuObject.isStoredMipFaceAvailable(i, f)) {
|
||||
transferMip(i, f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GLESBackend::GLESTexture::syncSampler() const {
|
||||
void GLESTexture::syncSampler() const {
|
||||
const Sampler& sampler = _gpuObject.getSampler();
|
||||
|
||||
const auto& fm = FILTER_MODES[sampler.getFilter()];
|
||||
glTexParameteri(_target, GL_TEXTURE_MIN_FILTER, fm.minFilter);
|
||||
glTexParameteri(_target, GL_TEXTURE_MAG_FILTER, fm.magFilter);
|
||||
|
||||
if (sampler.doComparison()) {
|
||||
glTexParameteri(_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
||||
glTexParameteri(_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); // GL_COMPARE_R_TO_TEXTURE
|
||||
glTexParameteri(_target, GL_TEXTURE_COMPARE_FUNC, COMPARISON_TO_GL[sampler.getComparisonFunction()]);
|
||||
} else {
|
||||
glTexParameteri(_target, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
|
@ -161,16 +170,453 @@ void GLESBackend::GLESTexture::syncSampler() const {
|
|||
glTexParameteri(_target, GL_TEXTURE_WRAP_R, WRAP_MODES[sampler.getWrapModeW()]);
|
||||
|
||||
glTexParameterfv(_target, GL_TEXTURE_BORDER_COLOR_EXT, (const float*)&sampler.getBorderColor());
|
||||
|
||||
|
||||
glTexParameteri(_target, GL_TEXTURE_BASE_LEVEL, (uint16)sampler.getMipOffset());
|
||||
|
||||
glTexParameterf(_target, GL_TEXTURE_MIN_LOD, (float)sampler.getMinMip());
|
||||
glTexParameterf(_target, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
//qDebug() << "[GPU-GL-GLBackend] syncSampler 12 " << _target << "," << sampler.getMaxAnisotropy();
|
||||
//glTexParameterf(_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, sampler.getMaxAnisotropy());
|
||||
//(void)CHECK_GL_ERROR();
|
||||
//qDebug() << "[GPU-GL-GLBackend] syncSampler end";
|
||||
}
|
||||
|
||||
using GLESFixedAllocationTexture = GLESBackend::GLESFixedAllocationTexture;
|
||||
|
||||
GLESFixedAllocationTexture::GLESFixedAllocationTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture) : GLESTexture(backend, texture), _size(texture.evalTotalSize()) {
|
||||
withPreservedTexture([&] {
|
||||
allocateStorage();
|
||||
syncSampler();
|
||||
});
|
||||
}
|
||||
|
||||
GLESFixedAllocationTexture::~GLESFixedAllocationTexture() {
|
||||
}
|
||||
|
||||
void GLESFixedAllocationTexture::allocateStorage() const {
|
||||
const GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat());
|
||||
const auto numMips = _gpuObject.getNumMips();
|
||||
|
||||
// glTextureStorage2D(_id, mips, texelFormat.internalFormat, dimensions.x, dimensions.y);
|
||||
for (GLint level = 0; level < numMips; level++) {
|
||||
Vec3u dimensions = _gpuObject.evalMipDimensions(level);
|
||||
for (GLenum target : getFaceTargets(_target)) {
|
||||
glTexImage2D(target, level, texelFormat.internalFormat, dimensions.x, dimensions.y, 0, texelFormat.format, texelFormat.type, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
glTexParameteri(_target, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(_target, GL_TEXTURE_MAX_LEVEL, numMips - 1);
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLESFixedAllocationTexture::syncSampler() const {
|
||||
Parent::syncSampler();
|
||||
const Sampler& sampler = _gpuObject.getSampler();
|
||||
auto baseMip = std::max<uint16_t>(sampler.getMipOffset(), sampler.getMinMip());
|
||||
|
||||
glTexParameteri(_target, GL_TEXTURE_BASE_LEVEL, baseMip);
|
||||
glTexParameterf(_target, GL_TEXTURE_MIN_LOD, (float)sampler.getMinMip());
|
||||
glTexParameterf(_target, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.0f : sampler.getMaxMip()));
|
||||
}
|
||||
|
||||
// Renderbuffer attachment textures
|
||||
using GLESAttachmentTexture = GLESBackend::GLESAttachmentTexture;
|
||||
|
||||
GLESAttachmentTexture::GLESAttachmentTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture) : GLESFixedAllocationTexture(backend, texture) {
|
||||
Backend::textureFramebufferCount.increment();
|
||||
Backend::textureFramebufferGPUMemSize.update(0, size());
|
||||
}
|
||||
|
||||
GLESAttachmentTexture::~GLESAttachmentTexture() {
|
||||
Backend::textureFramebufferCount.decrement();
|
||||
Backend::textureFramebufferGPUMemSize.update(size(), 0);
|
||||
}
|
||||
|
||||
// Strict resource textures
|
||||
using GLESStrictResourceTexture = GLESBackend::GLESStrictResourceTexture;
|
||||
|
||||
GLESStrictResourceTexture::GLESStrictResourceTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture) : GLESFixedAllocationTexture(backend, texture) {
|
||||
Backend::textureResidentCount.increment();
|
||||
Backend::textureResidentGPUMemSize.update(0, size());
|
||||
|
||||
withPreservedTexture([&] {
|
||||
|
||||
auto mipLevels = _gpuObject.getNumMips();
|
||||
for (uint16_t sourceMip = 0; sourceMip < mipLevels; sourceMip++) {
|
||||
uint16_t targetMip = sourceMip;
|
||||
size_t maxFace = GLTexture::getFaceCount(_target);
|
||||
for (uint8_t face = 0; face < maxFace; face++) {
|
||||
copyMipFaceFromTexture(sourceMip, targetMip, face);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (texture.isAutogenerateMips()) {
|
||||
generateMips();
|
||||
}
|
||||
}
|
||||
|
||||
GLESStrictResourceTexture::~GLESStrictResourceTexture() {
|
||||
Backend::textureResidentCount.decrement();
|
||||
Backend::textureResidentGPUMemSize.update(size(), 0);
|
||||
}
|
||||
|
||||
using GLESVariableAllocationTexture = GLESBackend::GLESVariableAllocationTexture;
|
||||
|
||||
GLESVariableAllocationTexture::GLESVariableAllocationTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture) :
|
||||
GLESTexture(backend, texture)
|
||||
{
|
||||
Backend::textureResourceCount.increment();
|
||||
|
||||
auto mipLevels = texture.getNumMips();
|
||||
_allocatedMip = mipLevels;
|
||||
_maxAllocatedMip = _populatedMip = mipLevels;
|
||||
_minAllocatedMip = texture.minAvailableMipLevel();
|
||||
|
||||
uvec3 mipDimensions;
|
||||
for (uint16_t mip = _minAllocatedMip; mip < mipLevels; ++mip) {
|
||||
if (glm::all(glm::lessThanEqual(texture.evalMipDimensions(mip), INITIAL_MIP_TRANSFER_DIMENSIONS))) {
|
||||
_maxAllocatedMip = _populatedMip = mip;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
auto targetMip = _populatedMip - std::min<uint16_t>(_populatedMip, 2);
|
||||
uint16_t allocatedMip = std::max<uint16_t>(_minAllocatedMip, targetMip);
|
||||
|
||||
allocateStorage(allocatedMip);
|
||||
_memoryPressureStateStale = true;
|
||||
copyMipsFromTexture();
|
||||
|
||||
syncSampler();
|
||||
}
|
||||
|
||||
GLESVariableAllocationTexture::~GLESVariableAllocationTexture() {
|
||||
Backend::textureResourceCount.decrement();
|
||||
Backend::textureResourceGPUMemSize.update(_size, 0);
|
||||
Backend::textureResourcePopulatedGPUMemSize.update(_populatedSize, 0);
|
||||
}
|
||||
|
||||
void GLESVariableAllocationTexture::allocateStorage(uint16 allocatedMip) {
|
||||
_allocatedMip = allocatedMip;
|
||||
|
||||
const GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuObject.getTexelFormat());
|
||||
const auto dimensions = _gpuObject.evalMipDimensions(_allocatedMip);
|
||||
const auto totalMips = _gpuObject.getNumMips();
|
||||
const auto mips = totalMips - _allocatedMip;
|
||||
withPreservedTexture([&] {
|
||||
// FIXME technically GL 4.2, but OSX includes the ARB_texture_storage extension
|
||||
glTexStorage2D(_target, mips, texelFormat.internalFormat, dimensions.x, dimensions.y); CHECK_GL_ERROR();
|
||||
});
|
||||
auto mipLevels = _gpuObject.getNumMips();
|
||||
_size = 0;
|
||||
for (uint16_t mip = _allocatedMip; mip < mipLevels; ++mip) {
|
||||
_size += _gpuObject.evalMipSize(mip);
|
||||
}
|
||||
Backend::textureResourceGPUMemSize.update(0, _size);
|
||||
|
||||
}
|
||||
|
||||
Size GLESVariableAllocationTexture::copyMipsFromTexture() {
|
||||
auto mipLevels = _gpuObject.getNumMips();
|
||||
size_t maxFace = GLTexture::getFaceCount(_target);
|
||||
Size amount = 0;
|
||||
for (uint16_t sourceMip = _populatedMip; sourceMip < mipLevels; ++sourceMip) {
|
||||
uint16_t targetMip = sourceMip - _allocatedMip;
|
||||
for (uint8_t face = 0; face < maxFace; ++face) {
|
||||
amount += copyMipFaceFromTexture(sourceMip, targetMip, face);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return amount;
|
||||
}
|
||||
|
||||
Size GLESVariableAllocationTexture::copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const {
|
||||
Size amountCopied = 0;
|
||||
withPreservedTexture([&] {
|
||||
amountCopied = Parent::copyMipFaceLinesFromTexture(mip, face, size, yOffset, internalFormat, format, type, sourceSize, sourcePointer);
|
||||
});
|
||||
incrementPopulatedSize(amountCopied);
|
||||
return amountCopied;
|
||||
}
|
||||
|
||||
void GLESVariableAllocationTexture::syncSampler() const {
|
||||
withPreservedTexture([&] {
|
||||
Parent::syncSampler();
|
||||
glTexParameteri(_target, GL_TEXTURE_BASE_LEVEL, _populatedMip - _allocatedMip);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
void copyUncompressedTexGPUMem(const gpu::Texture& texture, GLenum texTarget, GLuint srcId, GLuint destId, uint16_t numMips, uint16_t srcMipOffset, uint16_t destMipOffset, uint16_t populatedMips) {
|
||||
// DestID must be bound to the GLESBackend::RESOURCE_TRANSFER_TEX_UNIT
|
||||
|
||||
GLuint fbo { 0 };
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
|
||||
|
||||
uint16_t mips = numMips;
|
||||
// copy pre-existing mips
|
||||
for (uint16_t mip = populatedMips; mip < mips; ++mip) {
|
||||
auto mipDimensions = texture.evalMipDimensions(mip);
|
||||
uint16_t targetMip = mip - destMipOffset;
|
||||
uint16_t sourceMip = mip - srcMipOffset;
|
||||
for (GLenum target : GLTexture::getFaceTargets(texTarget)) {
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, srcId, sourceMip);
|
||||
(void)CHECK_GL_ERROR();
|
||||
glCopyTexSubImage2D(target, targetMip, 0, 0, 0, 0, mipDimensions.x, mipDimensions.y);
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
||||
// destroy the transfer framebuffer
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
glDeleteFramebuffers(1, &fbo);
|
||||
}
|
||||
|
||||
void copyCompressedTexGPUMem(const gpu::Texture& texture, GLenum texTarget, GLuint srcId, GLuint destId, uint16_t numMips, uint16_t srcMipOffset, uint16_t destMipOffset, uint16_t populatedMips) {
|
||||
// DestID must be bound to the GLESBackend::RESOURCE_TRANSFER_TEX_UNIT
|
||||
|
||||
struct MipDesc {
|
||||
GLint _faceSize;
|
||||
GLint _size;
|
||||
GLint _offset;
|
||||
GLint _width;
|
||||
GLint _height;
|
||||
};
|
||||
std::vector<MipDesc> sourceMips(numMips);
|
||||
|
||||
std::vector<GLubyte> bytes;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + GLESBackend::RESOURCE_TRANSFER_EXTRA_TEX_UNIT);
|
||||
glBindTexture(texTarget, srcId);
|
||||
const auto& faceTargets = GLTexture::getFaceTargets(texTarget);
|
||||
GLint internalFormat { 0 };
|
||||
|
||||
// Collect the mip description from the source texture
|
||||
GLint bufferOffset { 0 };
|
||||
for (uint16_t mip = populatedMips; mip < numMips; ++mip) {
|
||||
auto& sourceMip = sourceMips[mip];
|
||||
|
||||
uint16_t sourceLevel = mip - srcMipOffset;
|
||||
|
||||
// Grab internal format once
|
||||
if (internalFormat == 0) {
|
||||
glGetTexLevelParameteriv(faceTargets[0], sourceLevel, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
|
||||
}
|
||||
|
||||
// Collect the size of the first face, and then compute the total size offset needed for this mip level
|
||||
auto mipDimensions = texture.evalMipDimensions(mip);
|
||||
sourceMip._width = mipDimensions.x;
|
||||
sourceMip._height = mipDimensions.y;
|
||||
#ifdef DEBUG_COPY
|
||||
glGetTexLevelParameteriv(faceTargets.front(), sourceLevel, GL_TEXTURE_WIDTH, &sourceMip._width);
|
||||
glGetTexLevelParameteriv(faceTargets.front(), sourceLevel, GL_TEXTURE_HEIGHT, &sourceMip._height);
|
||||
#endif
|
||||
// TODO: retrieve the size of a compressed image
|
||||
assert(false);
|
||||
//glGetTexLevelParameteriv(faceTargets.front(), sourceLevel, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &sourceMip._faceSize);
|
||||
sourceMip._size = (GLint)faceTargets.size() * sourceMip._faceSize;
|
||||
sourceMip._offset = bufferOffset;
|
||||
bufferOffset += sourceMip._size;
|
||||
gpu::gl::checkGLError();
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
// Allocate the PBO to accomodate for all the mips to copy
|
||||
GLuint pbo { 0 };
|
||||
glGenBuffers(1, &pbo);
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
|
||||
glBufferData(GL_PIXEL_PACK_BUFFER, bufferOffset, nullptr, GL_STATIC_COPY);
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
// Transfer from source texture to pbo
|
||||
for (uint16_t mip = populatedMips; mip < numMips; ++mip) {
|
||||
auto& sourceMip = sourceMips[mip];
|
||||
|
||||
uint16_t sourceLevel = mip - srcMipOffset;
|
||||
|
||||
for (GLint f = 0; f < (GLint)faceTargets.size(); f++) {
|
||||
// TODO: implement for android
|
||||
//glGetCompressedTexImage(faceTargets[f], sourceLevel, BUFFER_OFFSET(sourceMip._offset + f * sourceMip._faceSize));
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
// Now populate the new texture from the pbo
|
||||
glBindTexture(texTarget, 0);
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + GLESBackend::RESOURCE_TRANSFER_TEX_UNIT);
|
||||
|
||||
// Transfer from pbo to new texture
|
||||
for (uint16_t mip = populatedMips; mip < numMips; ++mip) {
|
||||
auto& sourceMip = sourceMips[mip];
|
||||
|
||||
uint16_t destLevel = mip - destMipOffset;
|
||||
|
||||
for (GLint f = 0; f < (GLint)faceTargets.size(); f++) {
|
||||
#ifdef DEBUG_COPY
|
||||
GLint destWidth, destHeight, destSize;
|
||||
glGetTexLevelParameteriv(faceTargets.front(), destLevel, GL_TEXTURE_WIDTH, &destWidth);
|
||||
glGetTexLevelParameteriv(faceTargets.front(), destLevel, GL_TEXTURE_HEIGHT, &destHeight);
|
||||
glGetTexLevelParameteriv(faceTargets.front(), destLevel, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &destSize);
|
||||
#endif
|
||||
glCompressedTexSubImage2D(faceTargets[f], destLevel, 0, 0, sourceMip._width, sourceMip._height, internalFormat,
|
||||
sourceMip._faceSize, BUFFER_OFFSET(sourceMip._offset + f * sourceMip._faceSize));
|
||||
gpu::gl::checkGLError();
|
||||
}
|
||||
}
|
||||
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
glDeleteBuffers(1, &pbo);
|
||||
}
|
||||
|
||||
void GLESVariableAllocationTexture::copyTextureMipsInGPUMem(GLuint srcId, GLuint destId, uint16_t srcMipOffset, uint16_t destMipOffset, uint16_t populatedMips) {
|
||||
uint16_t numMips = _gpuObject.getNumMips();
|
||||
withPreservedTexture([&] {
|
||||
qDebug() << "[TEXTURE] is compressed: " << _texelFormat.isCompressed();
|
||||
if (_texelFormat.isCompressed()) {
|
||||
copyCompressedTexGPUMem(_gpuObject, _target, srcId, destId, numMips, srcMipOffset, destMipOffset, populatedMips);
|
||||
} else {
|
||||
copyUncompressedTexGPUMem(_gpuObject, _target, srcId, destId, numMips, srcMipOffset, destMipOffset, populatedMips);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void GLESVariableAllocationTexture::promote() {
|
||||
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
|
||||
Q_ASSERT(_allocatedMip > 0);
|
||||
|
||||
uint16_t targetAllocatedMip = _allocatedMip - std::min<uint16_t>(_allocatedMip, 2);
|
||||
targetAllocatedMip = std::max<uint16_t>(_minAllocatedMip, targetAllocatedMip);
|
||||
|
||||
GLuint oldId = _id;
|
||||
auto oldSize = _size;
|
||||
uint16_t oldAllocatedMip = _allocatedMip;
|
||||
|
||||
// create new texture
|
||||
const_cast<GLuint&>(_id) = allocate(_gpuObject);
|
||||
|
||||
// allocate storage for new level
|
||||
allocateStorage(targetAllocatedMip);
|
||||
|
||||
// copy pre-existing mips
|
||||
copyTextureMipsInGPUMem(oldId, _id, oldAllocatedMip, _allocatedMip, _populatedMip);
|
||||
|
||||
// destroy the old texture
|
||||
glDeleteTextures(1, &oldId);
|
||||
|
||||
// Update sampler
|
||||
syncSampler();
|
||||
|
||||
// update the memory usage
|
||||
Backend::textureResourceGPUMemSize.update(oldSize, 0);
|
||||
// no change to Backend::textureResourcePopulatedGPUMemSize
|
||||
|
||||
populateTransferQueue();
|
||||
}
|
||||
|
||||
void GLESVariableAllocationTexture::demote() {
|
||||
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
|
||||
Q_ASSERT(_allocatedMip < _maxAllocatedMip);
|
||||
auto oldId = _id;
|
||||
auto oldSize = _size;
|
||||
auto oldPopulatedMip = _populatedMip;
|
||||
|
||||
// allocate new texture
|
||||
const_cast<GLuint&>(_id) = allocate(_gpuObject);
|
||||
uint16_t oldAllocatedMip = _allocatedMip;
|
||||
allocateStorage(_allocatedMip + 1);
|
||||
_populatedMip = std::max(_populatedMip, _allocatedMip);
|
||||
|
||||
|
||||
// copy pre-existing mips
|
||||
copyTextureMipsInGPUMem(oldId, _id, oldAllocatedMip, _allocatedMip, _populatedMip);
|
||||
|
||||
// destroy the old texture
|
||||
glDeleteTextures(1, &oldId);
|
||||
|
||||
// Update sampler
|
||||
syncSampler();
|
||||
|
||||
// update the memory usage
|
||||
Backend::textureResourceGPUMemSize.update(oldSize, 0);
|
||||
// Demoting unpopulate the memory delta
|
||||
if (oldPopulatedMip != _populatedMip) {
|
||||
auto numPopulatedDemoted = _populatedMip - oldPopulatedMip;
|
||||
Size amountUnpopulated = 0;
|
||||
for (int i = 0; i < numPopulatedDemoted; i++) {
|
||||
amountUnpopulated += _gpuObject.evalMipSize(oldPopulatedMip + i);
|
||||
}
|
||||
decrementPopulatedSize(amountUnpopulated);
|
||||
}
|
||||
populateTransferQueue();
|
||||
}
|
||||
|
||||
|
||||
void GLESVariableAllocationTexture::populateTransferQueue() {
|
||||
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
|
||||
if (_populatedMip <= _allocatedMip) {
|
||||
return;
|
||||
}
|
||||
_pendingTransfers = TransferQueue();
|
||||
|
||||
const uint8_t maxFace = GLTexture::getFaceCount(_target);
|
||||
uint16_t sourceMip = _populatedMip;
|
||||
do {
|
||||
--sourceMip;
|
||||
auto targetMip = sourceMip - _allocatedMip;
|
||||
auto mipDimensions = _gpuObject.evalMipDimensions(sourceMip);
|
||||
for (uint8_t face = 0; face < maxFace; ++face) {
|
||||
if (!_gpuObject.isStoredMipFaceAvailable(sourceMip, face)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If the mip is less than the max transfer size, then just do it in one transfer
|
||||
if (glm::all(glm::lessThanEqual(mipDimensions, MAX_TRANSFER_DIMENSIONS))) {
|
||||
// Can the mip be transferred in one go
|
||||
_pendingTransfers.emplace(new TransferJob(*this, sourceMip, targetMip, face));
|
||||
continue;
|
||||
}
|
||||
|
||||
// break down the transfers into chunks so that no single transfer is
|
||||
// consuming more than X bandwidth
|
||||
// For compressed format, regions must be a multiple of the 4x4 tiles, so enforce 4 lines as the minimum block
|
||||
auto mipSize = _gpuObject.getStoredMipFaceSize(sourceMip, face);
|
||||
const auto lines = mipDimensions.y;
|
||||
const uint32_t BLOCK_NUM_LINES { 4 };
|
||||
const auto numBlocks = (lines + (BLOCK_NUM_LINES - 1)) / BLOCK_NUM_LINES;
|
||||
auto bytesPerBlock = mipSize / numBlocks;
|
||||
Q_ASSERT(0 == (mipSize % lines));
|
||||
uint32_t linesPerTransfer = BLOCK_NUM_LINES * (uint32_t)(MAX_TRANSFER_SIZE / bytesPerBlock);
|
||||
uint32_t lineOffset = 0;
|
||||
while (lineOffset < lines) {
|
||||
uint32_t linesToCopy = std::min<uint32_t>(lines - lineOffset, linesPerTransfer);
|
||||
_pendingTransfers.emplace(new TransferJob(*this, sourceMip, targetMip, face, linesToCopy, lineOffset));
|
||||
lineOffset += linesToCopy;
|
||||
}
|
||||
}
|
||||
|
||||
// queue up the sampler and populated mip change for after the transfer has completed
|
||||
_pendingTransfers.emplace(new TransferJob(*this, [=] {
|
||||
_populatedMip = sourceMip;
|
||||
syncSampler();
|
||||
}));
|
||||
} while (sourceMip != _allocatedMip);
|
||||
}
|
||||
|
||||
// resource textures
|
||||
using GLESResourceTexture = GLESBackend::GLESResourceTexture;
|
||||
|
||||
GLESResourceTexture::GLESResourceTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture) : GLESVariableAllocationTexture(backend, texture) {
|
||||
if (texture.isAutogenerateMips()) {
|
||||
generateMips();
|
||||
}
|
||||
}
|
||||
|
||||
GLESResourceTexture::~GLESResourceTexture() {
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -38,9 +38,9 @@ void GLESBackend::transferTransformState(const Batch& batch) const {
|
|||
}
|
||||
|
||||
if (!batch._objects.empty()) {
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, _transform._objectBuffer);
|
||||
glBufferData(GL_SHADER_STORAGE_BUFFER, batch._objects.size() * sizeof(Batch::TransformObject), batch._objects.data(), GL_STREAM_DRAW);
|
||||
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, _transform._objectBuffer);
|
||||
glBufferData(GL_TEXTURE_BUFFER, batch._objects.size() * sizeof(Batch::TransformObject), batch._objects.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_TEXTURE_BUFFER, 0);
|
||||
}
|
||||
|
||||
if (!batch._namedData.empty()) {
|
||||
|
@ -58,10 +58,44 @@ void GLESBackend::transferTransformState(const Batch& batch) const {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._objectBuffer);
|
||||
glActiveTexture(GL_TEXTURE0 + GLESBackend::TRANSFORM_OBJECT_SLOT);
|
||||
glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture);
|
||||
if (!batch._objects.empty()) {
|
||||
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, _transform._objectBuffer);
|
||||
}
|
||||
|
||||
CHECK_GL_ERROR();
|
||||
|
||||
// Make sure the current Camera offset is unknown before render Draw
|
||||
_transform._currentCameraOffset = INVALID_OFFSET;
|
||||
}
|
||||
|
||||
|
||||
void GLESBackend::updateTransform(const Batch& batch) {
|
||||
_transform.update(_commandIndex, _stereo);
|
||||
|
||||
auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
|
||||
if (batch._currentNamedCall.empty()) {
|
||||
auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
|
||||
if (_transform._enabledDrawcallInfoBuffer) {
|
||||
glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
|
||||
_transform._enabledDrawcallInfoBuffer = false;
|
||||
}
|
||||
glVertexAttribI4i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused, 0, 0);
|
||||
//glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
|
||||
} else {
|
||||
if (!_transform._enabledDrawcallInfoBuffer) {
|
||||
glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, (isStereo() ? 2 : 1));
|
||||
#else
|
||||
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
|
||||
#endif
|
||||
_transform._enabledDrawcallInfoBuffer = true;
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
|
||||
glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0, _transform._drawCallInfoOffsets[batch._currentNamedCall]);
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
Loading…
Reference in a new issue