mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-19 08:18:05 +02:00
Merge branch 'master' of github.com:highfidelity/hifi into fix-include-race
This commit is contained in:
commit
d73fc1681c
20 changed files with 320 additions and 29 deletions
|
@ -386,8 +386,11 @@ bool AudioMixer::prepareMixForListeningNode(Node* node) {
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// loop through all other nodes that have sufficient audio to mix
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DependencyManager::get<NodeList>()->eachNode([&](const SharedNodePointer& otherNode){
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// make sure that we have audio data for this other node and that it isn't being ignored by our listening node
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if (otherNode->getLinkedData() && !node->isIgnoringNodeWithID(otherNode->getUUID())) {
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// make sure that we have audio data for this other node
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// and that it isn't being ignored by our listening node
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// and that it isn't ignoring our listening node
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if (otherNode->getLinkedData()
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&& !node->isIgnoringNodeWithID(otherNode->getUUID()) && !otherNode->isIgnoringNodeWithID(node->getUUID())) {
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AudioMixerClientData* otherNodeClientData = (AudioMixerClientData*) otherNode->getLinkedData();
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// enumerate the ARBs attached to the otherNode and add all that should be added to mix
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@ -230,9 +230,11 @@ void AvatarMixer::broadcastAvatarData() {
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[&](const SharedNodePointer& otherNode)->bool {
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// make sure we have data for this avatar, that it isn't the same node,
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// and isn't an avatar that the viewing node has ignored
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// or that has ignored the viewing node
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if (!otherNode->getLinkedData()
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|| otherNode->getUUID() == node->getUUID()
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|| node->isIgnoringNodeWithID(otherNode->getUUID())) {
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|| node->isIgnoringNodeWithID(otherNode->getUUID())
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|| otherNode->isIgnoringNodeWithID(node->getUUID())) {
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return false;
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} else {
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return true;
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@ -50,7 +50,8 @@ QJsonObject OpenGLVersionChecker::checkVersion(bool& valid, bool& override) {
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valid = true;
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override = false;
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QGLWidget* glWidget = new QGLWidget();
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QGLWidget* glWidget = new QGLWidget(getDefaultGLFormat());
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valid = glWidget->isValid();
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// Inform user if no OpenGL support
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if (!valid) {
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@ -307,11 +307,20 @@ 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._enable) {
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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(_stereo._enable ? "Render Stereo" : "Render");
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renderPassDraw(batch);
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}
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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if (_stereo._enable) {
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glDisable(GL_CLIP_DISTANCE0);
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}
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#endif
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// Restore the saved stereo state for the next batch
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_stereo._enable = savedStereo;
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}
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@ -326,13 +335,24 @@ void GLBackend::syncCache() {
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glEnable(GL_LINE_SMOOTH);
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}
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#ifdef GPU_STEREO_DRAWCALL_DOUBLED
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void GLBackend::setupStereoSide(int side) {
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ivec4 vp = _transform._viewport;
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vp.z /= 2;
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glViewport(vp.x + side * vp.z, vp.y, vp.z, vp.w);
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#ifdef GPU_STEREO_CAMERA_BUFFER
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#ifdef GPU_STEREO_DRAWCALL_DOUBLED
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glVertexAttribI1i(14, side);
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#endif
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#else
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_transform.bindCurrentCamera(side);
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#endif
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}
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#else
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#endif
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void GLBackend::do_resetStages(const Batch& batch, size_t paramOffset) {
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resetStages();
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@ -385,8 +405,11 @@ void GLBackend::do_popProfileRange(const Batch& batch, size_t paramOffset) {
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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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// As long as we don;t use several versions of shaders we can avoid this more complex code path
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// #define GET_UNIFORM_LOCATION(shaderUniformLoc) _pipeline._programShader->getUniformLocation(shaderUniformLoc, isStereo());
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#ifdef GPU_STEREO_CAMERA_BUFFER
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#define GET_UNIFORM_LOCATION(shaderUniformLoc) _pipeline._programShader->getUniformLocation(shaderUniformLoc, (GLShader::Version) isStereo())
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#else
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#define GET_UNIFORM_LOCATION(shaderUniformLoc) shaderUniformLoc
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#endif
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void GLBackend::do_glUniform1i(const Batch& batch, size_t paramOffset) {
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if (_pipeline._program == 0) {
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@ -29,6 +29,29 @@
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#include "GLShared.h"
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// Different versions for the stereo drawcall
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// Current preferred is "instanced" which draw the shape twice but instanced and rely on clipping plane to draw left/right side only
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//#define GPU_STEREO_TECHNIQUE_DOUBLED_SIMPLE
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//#define GPU_STEREO_TECHNIQUE_DOUBLED_SMARTER
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#define GPU_STEREO_TECHNIQUE_INSTANCED
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// Let these be configured by the one define picked above
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#ifdef GPU_STEREO_TECHNIQUE_DOUBLED_SIMPLE
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#define GPU_STEREO_DRAWCALL_DOUBLED
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#endif
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#ifdef GPU_STEREO_TECHNIQUE_DOUBLED_SMARTER
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#define GPU_STEREO_DRAWCALL_DOUBLED
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#define GPU_STEREO_CAMERA_BUFFER
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#endif
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#ifdef GPU_STEREO_TECHNIQUE_INSTANCED
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#define GPU_STEREO_DRAWCALL_INSTANCED
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#define GPU_STEREO_CAMERA_BUFFER
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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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@ -204,7 +227,10 @@ protected:
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void renderPassTransfer(const Batch& batch);
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void renderPassDraw(const Batch& batch);
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#ifdef GPU_STEREO_DRAWCALL_DOUBLED
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void setupStereoSide(int side);
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#endif
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virtual void initInput() final;
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virtual void killInput() final;
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@ -262,7 +288,19 @@ protected:
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};
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struct TransformStageState {
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#ifdef GPU_STEREO_CAMERA_BUFFER
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struct Cameras {
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TransformCamera _cams[2];
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Cameras() {};
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Cameras(const TransformCamera& cam) { memcpy(_cams, &cam, sizeof(TransformCamera)); };
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Cameras(const TransformCamera& camL, const TransformCamera& camR) { memcpy(_cams, &camL, sizeof(TransformCamera)); memcpy(_cams + 1, &camR, sizeof(TransformCamera)); };
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};
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using CameraBufferElement = Cameras;
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#else
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using CameraBufferElement = TransformCamera;
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#endif
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using TransformCameras = std::vector<CameraBufferElement>;
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TransformCamera _camera;
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@ -187,7 +187,11 @@ void GLBackend::updateInput() {
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glVertexAttribFormat(slot + locNum, count, type, isNormalized, offset + locNum * perLocationSize);
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glVertexAttribBinding(slot + locNum, attrib._channel);
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}
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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glVertexBindingDivisor(attrib._channel, attrib._frequency * (isStereo() ? 2 : 1));
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#else
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glVertexBindingDivisor(attrib._channel, attrib._frequency);
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#endif
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}
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(void)CHECK_GL_ERROR();
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}
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@ -306,7 +310,11 @@ void GLBackend::updateInput() {
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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glVertexAttribPointer(slot + (GLuint)locNum, count, type, isNormalized, stride,
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reinterpret_cast<GLvoid*>(pointer + perLocationStride * (GLuint)locNum));
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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glVertexAttribDivisor(slot + (GLuint)locNum, attrib._frequency * (isStereo() ? 2 : 1));
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#else
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glVertexAttribDivisor(slot + (GLuint)locNum, attrib._frequency);
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#endif
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}
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// TODO: Support properly the IAttrib version
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@ -48,7 +48,13 @@ void GLBackend::do_setPipeline(const Batch& batch, size_t paramOffset) {
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// check the program cache
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// pick the program version
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// check the program cache
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// pick the program version
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#ifdef GPU_STEREO_CAMERA_BUFFER
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GLuint glprogram = pipelineObject->_program->getProgram((GLShader::Version) isStereo());
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#else
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GLuint glprogram = pipelineObject->_program->getProgram();
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#endif
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if (_pipeline._program != glprogram) {
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_pipeline._program = glprogram;
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@ -31,10 +31,25 @@ void GLBackend::do_setProjectionTransform(const Batch& batch, size_t paramOffset
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void GLBackend::do_setViewportTransform(const Batch& batch, size_t paramOffset) {
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memcpy(&_transform._viewport, batch.readData(batch._params[paramOffset]._uint), sizeof(Vec4i));
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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{
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ivec4& vp = _transform._viewport;
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glViewport(vp.x, vp.y, vp.z, vp.w);
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// Where we assign the GL viewport
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if (_stereo._enable) {
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vp.z /= 2;
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if (_stereo._pass) {
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vp.x += vp.z;
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}
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}
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}
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#else
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if (!_inRenderTransferPass && !isStereo()) {
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ivec4& vp = _transform._viewport;
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glViewport(vp.x, vp.y, vp.z, vp.w);
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}
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#endif
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// The Viewport is tagged invalid because the CameraTransformUBO is not up to date and will need update on next drawcall
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_transform._invalidViewport = true;
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@ -100,13 +115,21 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
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if (_invalidView || _invalidProj || _invalidViewport) {
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size_t offset = _cameraUboSize * _cameras.size();
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_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
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if (stereo._enable) {
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_cameras.push_back((_camera.getEyeCamera(0, stereo, _view)));
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_cameras.push_back((_camera.getEyeCamera(1, stereo, _view)));
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} else {
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_cameras.push_back((_camera.recomputeDerived(_view)));
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}
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if (stereo._enable) {
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#ifdef GPU_STEREO_CAMERA_BUFFER
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_cameras.push_back(CameraBufferElement(_camera.getEyeCamera(0, stereo, _view), _camera.getEyeCamera(1, stereo, _view)));
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#else
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_cameras.push_back((_camera.getEyeCamera(0, stereo, _view)));
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_cameras.push_back((_camera.getEyeCamera(1, stereo, _view)));
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#endif
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} else {
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#ifdef GPU_STEREO_CAMERA_BUFFER
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_cameras.push_back(CameraBufferElement(_camera.recomputeDerived(_view)));
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#else
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_cameras.push_back((_camera.recomputeDerived(_view)));
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#endif
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}
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}
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// Flags are clean
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@ -122,9 +145,13 @@ void GLBackend::TransformStageState::update(size_t commandIndex, const StereoSta
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}
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if (offset != INVALID_OFFSET) {
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#ifdef GPU_STEREO_CAMERA_BUFFER
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bindCurrentCamera(0);
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#else
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if (!stereo._enable) {
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bindCurrentCamera(0);
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}
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#endif
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}
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(void)CHECK_GL_ERROR();
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}
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@ -148,7 +175,11 @@ void GLBackend::updateTransform(const Batch& batch) {
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glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
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glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0,
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_transform._drawCallInfoOffsets[batch._currentNamedCall]);
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, (isStereo() ? 2 : 1));
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#else
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glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
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#endif
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}
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(void)CHECK_GL_ERROR();
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|
|
|
@ -54,9 +54,24 @@ static const std::array<std::string, NUM_SHADER_DOMAINS> DOMAIN_DEFINES { {
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"#define GPU_GEOMETRY_SHADER",
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} };
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// Stereo specific defines
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static const std::string stereoVersion {
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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"#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"
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#endif
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#ifdef GPU_STEREO_DRAWCALL_DOUBLED
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#ifdef GPU_STEREO_CAMERA_BUFFER
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"#define GPU_TRANSFORM_IS_STEREO\n#define GPU_TRANSFORM_STEREO_CAMERA\n#define GPU_TRANSFORM_STEREO_CAMERA_ATTRIBUTED"
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#else
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"#define GPU_TRANSFORM_IS_STEREO"
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#endif
|
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#endif
|
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};
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|
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// Versions specific of the shader
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static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
|
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""
|
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"",
|
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stereoVersion
|
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} };
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|
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GLShader* compileBackendShader(GLBackend& backend, const Shader& shader) {
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|
@ -181,7 +196,8 @@ bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::Bin
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// Define the public slots only from the default version
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if (version == 0) {
|
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shader.defineSlots(uniforms, buffers, textures, samplers, inputs, outputs);
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} else {
|
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} // else
|
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{
|
||||
GLShader::UniformMapping mapping;
|
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for (auto srcUniform : shader.getUniforms()) {
|
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mapping[srcUniform._location] = uniforms.findLocation(srcUniform._name);
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|
|
|
@ -19,6 +19,8 @@ public:
|
|||
|
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enum Version {
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Mono = 0,
|
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Stereo,
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|
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NumVersions
|
||||
};
|
||||
|
||||
|
@ -40,8 +42,8 @@ public:
|
|||
|
||||
GLint getUniformLocation(GLint srcLoc, Version version = Mono) {
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// THIS will be used in the future PR as we grow the number of versions
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// return _uniformMappings[version][srcLoc];
|
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return srcLoc;
|
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return _uniformMappings[version][srcLoc];
|
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// return srcLoc;
|
||||
}
|
||||
|
||||
const std::weak_ptr<GLBackend> _backend;
|
||||
|
|
|
@ -25,11 +25,14 @@ void GL41Backend::do_draw(const Batch& batch, size_t paramOffset) {
|
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uint32 startVertex = batch._params[paramOffset + 0]._uint;
|
||||
|
||||
if (isStereo()) {
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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||||
glDrawArraysInstanced(mode, startVertex, numVertices, 2);
|
||||
#else
|
||||
setupStereoSide(0);
|
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glDrawArrays(mode, startVertex, numVertices);
|
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setupStereoSide(1);
|
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glDrawArrays(mode, startVertex, numVertices);
|
||||
|
||||
#endif
|
||||
_stats._DSNumTriangles += 2 * numVertices / 3;
|
||||
_stats._DSNumDrawcalls += 2;
|
||||
|
||||
|
@ -55,11 +58,14 @@ void GL41Backend::do_drawIndexed(const Batch& batch, size_t paramOffset) {
|
|||
GLvoid* indexBufferByteOffset = reinterpret_cast<GLvoid*>(startIndex * typeByteSize + _input._indexBufferOffset);
|
||||
|
||||
if (isStereo()) {
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glDrawElementsInstanced(mode, numIndices, glType, indexBufferByteOffset, 2);
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||||
#else
|
||||
setupStereoSide(0);
|
||||
glDrawElements(mode, numIndices, glType, indexBufferByteOffset);
|
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setupStereoSide(1);
|
||||
glDrawElements(mode, numIndices, glType, indexBufferByteOffset);
|
||||
|
||||
#endif
|
||||
_stats._DSNumTriangles += 2 * numIndices / 3;
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||||
_stats._DSNumDrawcalls += 2;
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||||
} else {
|
||||
|
@ -83,11 +89,14 @@ void GL41Backend::do_drawInstanced(const Batch& batch, size_t paramOffset) {
|
|||
if (isStereo()) {
|
||||
GLint trueNumInstances = 2 * numInstances;
|
||||
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glDrawArraysInstanced(mode, startVertex, numVertices, trueNumInstances);
|
||||
#else
|
||||
setupStereoSide(0);
|
||||
glDrawArraysInstancedARB(mode, startVertex, numVertices, numInstances);
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||||
glDrawArraysInstanced(mode, startVertex, numVertices, numInstances);
|
||||
setupStereoSide(1);
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||||
glDrawArraysInstancedARB(mode, startVertex, numVertices, numInstances);
|
||||
|
||||
glDrawArraysInstanced(mode, startVertex, numVertices, numInstances);
|
||||
#endif
|
||||
_stats._DSNumTriangles += (trueNumInstances * numVertices) / 3;
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||||
_stats._DSNumDrawcalls += trueNumInstances;
|
||||
} else {
|
||||
|
@ -124,10 +133,14 @@ void GL41Backend::do_drawIndexedInstanced(const Batch& batch, size_t paramOffset
|
|||
if (isStereo()) {
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||||
GLint trueNumInstances = 2 * numInstances;
|
||||
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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||||
glbackend_glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, trueNumInstances, 0, startInstance);
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||||
#else
|
||||
setupStereoSide(0);
|
||||
glbackend_glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
|
||||
setupStereoSide(1);
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||||
glbackend_glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
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||||
#endif
|
||||
|
||||
_stats._DSNumTriangles += (trueNumInstances * numIndices) / 3;
|
||||
_stats._DSNumDrawcalls += trueNumInstances;
|
||||
|
|
|
@ -25,10 +25,14 @@ void GL45Backend::do_draw(const Batch& batch, size_t paramOffset) {
|
|||
uint32 startVertex = batch._params[paramOffset + 0]._uint;
|
||||
|
||||
if (isStereo()) {
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glDrawArraysInstanced(mode, startVertex, numVertices, 2);
|
||||
#else
|
||||
setupStereoSide(0);
|
||||
glDrawArrays(mode, startVertex, numVertices);
|
||||
setupStereoSide(1);
|
||||
glDrawArrays(mode, startVertex, numVertices);
|
||||
#endif
|
||||
|
||||
_stats._DSNumTriangles += 2 * numVertices / 3;
|
||||
_stats._DSNumDrawcalls += 2;
|
||||
|
@ -55,11 +59,14 @@ void GL45Backend::do_drawIndexed(const Batch& batch, size_t paramOffset) {
|
|||
GLvoid* indexBufferByteOffset = reinterpret_cast<GLvoid*>(startIndex * typeByteSize + _input._indexBufferOffset);
|
||||
|
||||
if (isStereo()) {
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glDrawElementsInstanced(mode, numIndices, glType, indexBufferByteOffset, 2);
|
||||
#else
|
||||
setupStereoSide(0);
|
||||
glDrawElements(mode, numIndices, glType, indexBufferByteOffset);
|
||||
setupStereoSide(1);
|
||||
glDrawElements(mode, numIndices, glType, indexBufferByteOffset);
|
||||
|
||||
#endif
|
||||
_stats._DSNumTriangles += 2 * numIndices / 3;
|
||||
_stats._DSNumDrawcalls += 2;
|
||||
} else {
|
||||
|
@ -83,10 +90,14 @@ void GL45Backend::do_drawInstanced(const Batch& batch, size_t paramOffset) {
|
|||
if (isStereo()) {
|
||||
GLint trueNumInstances = 2 * numInstances;
|
||||
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glDrawArraysInstanced(mode, startVertex, numVertices, trueNumInstances);
|
||||
#else
|
||||
setupStereoSide(0);
|
||||
glDrawArraysInstanced(mode, startVertex, numVertices, numInstances);
|
||||
setupStereoSide(1);
|
||||
glDrawArraysInstanced(mode, startVertex, numVertices, numInstances);
|
||||
#endif
|
||||
|
||||
_stats._DSNumTriangles += (trueNumInstances * numVertices) / 3;
|
||||
_stats._DSNumDrawcalls += trueNumInstances;
|
||||
|
@ -112,10 +123,15 @@ void GL45Backend::do_drawIndexedInstanced(const Batch& batch, size_t paramOffset
|
|||
|
||||
if (isStereo()) {
|
||||
GLint trueNumInstances = 2 * numInstances;
|
||||
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, trueNumInstances, 0, startInstance);
|
||||
#else
|
||||
setupStereoSide(0);
|
||||
glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
|
||||
setupStereoSide(1);
|
||||
glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
|
||||
#endif
|
||||
_stats._DSNumTriangles += (trueNumInstances * numIndices) / 3;
|
||||
_stats._DSNumDrawcalls += trueNumInstances;
|
||||
} else {
|
||||
|
|
|
@ -22,29 +22,84 @@ struct TransformCamera {
|
|||
};
|
||||
|
||||
layout(std140) uniform transformCameraBuffer {
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA
|
||||
TransformCamera _camera[2];
|
||||
#else
|
||||
TransformCamera _camera;
|
||||
#endif
|
||||
#else
|
||||
TransformCamera _camera;
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifdef GPU_VERTEX_SHADER
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA_ATTRIBUTED
|
||||
layout(location=14) in int _inStereoSide;
|
||||
#endif
|
||||
|
||||
flat out int _stereoSide;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef GPU_PIXEL_SHADER
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA
|
||||
flat in int _stereoSide;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
TransformCamera getTransformCamera() {
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA
|
||||
#ifdef GPU_VERTEX_SHADER
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA_ATTRIBUTED
|
||||
_stereoSide = _inStereoSide;
|
||||
#endif
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA_INSTANCED
|
||||
_stereoSide = gl_InstanceID % 2;
|
||||
#endif
|
||||
#endif
|
||||
return _camera[_stereoSide];
|
||||
#else
|
||||
return _camera;
|
||||
#endif
|
||||
#else
|
||||
return _camera;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 getEyeWorldPos() {
|
||||
return _camera._viewInverse[3].xyz;
|
||||
return getTransformCamera()._viewInverse[3].xyz;
|
||||
}
|
||||
|
||||
|
||||
bool cam_isStereo() {
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
return getTransformCamera()._stereoInfo.x > 0.0;
|
||||
#else
|
||||
return _camera._stereoInfo.x > 0.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
float cam_getStereoSide() {
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_CAMERA
|
||||
return getTransformCamera()._stereoInfo.y;
|
||||
#else
|
||||
return _camera._stereoInfo.y;
|
||||
#endif
|
||||
#else
|
||||
return _camera._stereoInfo.y;
|
||||
#endif
|
||||
}
|
||||
|
||||
<@endfunc@>
|
||||
|
||||
|
||||
<@func declareStandardObjectTransform()@>
|
||||
struct TransformObject {
|
||||
mat4 _model;
|
||||
|
@ -92,6 +147,25 @@ TransformObject getTransformObject() {
|
|||
<$viewport$> = <$cameraTransform$>._viewport;
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformStereoClipsSpace(cameraTransform, clipPos)@>
|
||||
{
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
|
||||
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||
vec4 eyeClipEdge[2]= vec4[2](vec4(-1,0,0,1), vec4(1,0,0,1));
|
||||
vec2 eyeOffsetScale = vec2(-0.5, +0.5);
|
||||
uint eyeIndex = _stereoSide;
|
||||
gl_ClipDistance[0] = dot(<$clipPos$>, eyeClipEdge[eyeIndex]);
|
||||
float newClipPosX = <$clipPos$>.x * 0.5 + eyeOffsetScale[eyeIndex] * <$clipPos$>.w;
|
||||
<$clipPos$>.x = newClipPosX;
|
||||
#endif
|
||||
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
||||
<@func transformModelToEyeWorldAlignedPos(cameraTransform, objectTransform, modelPos, eyeWorldAlignedPos)@>
|
||||
<!// Bring the model pos in the world aligned space centered on the eye axis !>
|
||||
{ // _transformModelToEyeWorldAlignedPos
|
||||
|
@ -108,6 +182,8 @@ TransformObject getTransformObject() {
|
|||
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
|
||||
|
||||
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
|
||||
|
||||
<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
@ -117,6 +193,8 @@ TransformObject getTransformObject() {
|
|||
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
|
||||
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
|
||||
<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
|
||||
|
||||
<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
@ -135,11 +213,10 @@ TransformObject getTransformObject() {
|
|||
<@endfunc@>
|
||||
|
||||
<@func transformModelToWorldDir(cameraTransform, objectTransform, modelDir, worldDir)@>
|
||||
{ // transformModelToEyeDir
|
||||
{ // transformModelToEyeDir
|
||||
vec3 mr0 = <$objectTransform$>._modelInverse[0].xyz;
|
||||
vec3 mr1 = <$objectTransform$>._modelInverse[1].xyz;
|
||||
vec3 mr2 = <$objectTransform$>._modelInverse[2].xyz;
|
||||
|
||||
<$worldDir$> = vec3(dot(mr0, <$modelDir$>), dot(mr1, <$modelDir$>), dot(mr2, <$modelDir$>));
|
||||
}
|
||||
<@endfunc@>
|
||||
|
@ -173,6 +250,8 @@ TransformObject getTransformObject() {
|
|||
<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
|
||||
{ // transformEyeToClipPos
|
||||
<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);
|
||||
|
||||
<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
|
|
@ -36,4 +36,6 @@ void main(void) {
|
|||
|
||||
// Position is supposed to come in clip space
|
||||
gl_Position = vec4(inPosition.xy, 0.0, 1.0);
|
||||
|
||||
<$transformStereoClipsSpace(cam, gl_Position)$>
|
||||
}
|
||||
|
|
|
@ -24,7 +24,7 @@ out vec4 _texCoord0;
|
|||
|
||||
void main(void) {
|
||||
if (sphereParam.w != 0.0) {
|
||||
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
|
@ -33,9 +33,14 @@ void main(void) {
|
|||
vec4 projected = gl_Position / gl_Position.w;
|
||||
projected.xy = (projected.xy + 1.0) * 0.5;
|
||||
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||
#else
|
||||
if (cam_isStereo()) {
|
||||
projected.x = 0.5 * (projected.x + cam_getStereoSide());
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
_texCoord0 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
|
||||
} else {
|
||||
const float depth = -1.0; //Draw at near plane
|
||||
|
@ -47,11 +52,27 @@ void main(void) {
|
|||
);
|
||||
vec4 pos = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||
TransformCamera cam = getTransformCamera();
|
||||
<$transformStereoClipsSpace(cam, pos)$>
|
||||
#endif
|
||||
#endif
|
||||
|
||||
_texCoord0 = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0);
|
||||
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||
#else
|
||||
if (cam_isStereo()) {
|
||||
_texCoord0.x = 0.5 * (_texCoord0.x + cam_getStereoSide());
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_Position = pos;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -46,9 +46,14 @@ void main(void) {
|
|||
vec4 projected = gl_Position / gl_Position.w;
|
||||
projected.xy = (projected.xy + 1.0) * 0.5;
|
||||
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||
#else
|
||||
if (cam_isStereo()) {
|
||||
projected.x = 0.5 * (projected.x + cam_getStereoSide());
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
_texCoord0 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
|
||||
} else {
|
||||
const float depth = -1.0; //Draw at near plane
|
||||
|
@ -60,10 +65,24 @@ void main(void) {
|
|||
);
|
||||
vec4 pos = UNIT_QUAD[gl_VertexID];
|
||||
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||
TransformCamera cam = getTransformCamera();
|
||||
<$transformStereoClipsSpace(cam, pos)$>
|
||||
#endif
|
||||
#endif
|
||||
|
||||
_texCoord0 = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0);
|
||||
|
||||
#ifdef GPU_TRANSFORM_IS_STEREO
|
||||
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN
|
||||
#else
|
||||
if (cam_isStereo()) {
|
||||
_texCoord0.x = 0.5 * (_texCoord0.x + cam_getStereoSide());
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_Position = pos;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -401,9 +401,13 @@ bool OpenVrDisplayPlugin::internalActivate() {
|
|||
memset(&timing, 0, sizeof(timing));
|
||||
timing.m_nSize = sizeof(vr::Compositor_FrameTiming);
|
||||
vr::VRCompositor()->GetFrameTiming(&timing);
|
||||
_asyncReprojectionActive = timing.m_nReprojectionFlags & VRCompositor_ReprojectionAsync;
|
||||
auto usingOpenVRForOculus = oculusViaOpenVR();
|
||||
_asyncReprojectionActive = (timing.m_nReprojectionFlags & VRCompositor_ReprojectionAsync) || usingOpenVRForOculus;
|
||||
|
||||
_threadedSubmit = !_asyncReprojectionActive;
|
||||
if (usingOpenVRForOculus) {
|
||||
qDebug() << "Oculus active via OpenVR: " << usingOpenVRForOculus;
|
||||
}
|
||||
qDebug() << "OpenVR Async Reprojection active: " << _asyncReprojectionActive;
|
||||
qDebug() << "OpenVR Threaded submit enabled: " << _threadedSubmit;
|
||||
|
||||
|
|
|
@ -60,6 +60,12 @@ bool isOculusPresent() {
|
|||
return result;
|
||||
}
|
||||
|
||||
bool oculusViaOpenVR() {
|
||||
static const QString DEBUG_FLAG("HIFI_DEBUG_OPENVR");
|
||||
static bool enableDebugOpenVR = QProcessEnvironment::systemEnvironment().contains(DEBUG_FLAG);
|
||||
return enableDebugOpenVR && isOculusPresent() && vr::VR_IsHmdPresent();
|
||||
}
|
||||
|
||||
bool openVrSupported() {
|
||||
static const QString DEBUG_FLAG("HIFI_DEBUG_OPENVR");
|
||||
static bool enableDebugOpenVR = QProcessEnvironment::systemEnvironment().contains(DEBUG_FLAG);
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include <controllers/Forward.h>
|
||||
#include <plugins/Forward.h>
|
||||
|
||||
bool oculusViaOpenVR(); // is the user using Oculus via OpenVR
|
||||
bool openVrSupported();
|
||||
|
||||
vr::IVRSystem* acquireOpenVrSystem();
|
||||
|
|
Loading…
Reference in a new issue