mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-07 03:32:42 +02:00
Make android use the existing shared pointers
This commit is contained in:
parent
700c6519bf
commit
d92c62c742
1 changed files with 84 additions and 75 deletions
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@ -39,7 +39,6 @@
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#define GPU_STEREO_TECHNIQUE_INSTANCED
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#endif
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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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@ -57,23 +56,25 @@
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//
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// GL Backend pointer storage mechanism
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// One of the following three defines must be uncommented.
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// One of the following three defines must be defined.
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// GPU_POINTER_STORAGE_SHARED
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// Equivalent to current state of affairs in master,
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// Works pretty well, but ends up creating a lot of needless smart pointer duplication
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// which means there's a high aggregate cost of manipulating std::shared_ptr counters
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//#define GPU_POINTER_STORAGE_SHARED
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// The platonic ideal, use references to smart pointers.
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// However, this produces artifacts because there are too many places in the code right now that
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// The platonic ideal, use references to smart pointers.
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// However, this produces artifacts because there are too many places in the code right now that
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// create temporary values (undesirable smart pointer duplications) and then those temp variables
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// get passed on and have their reference taken, and then invalidated
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//#define GPU_POINTER_STORAGE_REF
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// GPU_POINTER_STORAGE_REF
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// Raw pointer manipulation. Seems more dangerous than the reference wrappers,
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// but in practice, the danger of grabbing a reference to a temporary variable
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// but in practice, the danger of grabbing a reference to a temporary variable
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// is causing issues
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// GPU_POINTER_STORAGE_RAW
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#if defined(USE_GLES)
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#define GPU_POINTER_STORAGE_SHARED
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#else
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#define GPU_POINTER_STORAGE_RAW
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#endif
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namespace gpu { namespace gl {
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@ -99,7 +100,7 @@ static inline bool valid(const std::shared_ptr<T>& pointer) {
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}
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template <typename T>
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static inline void assign(std::shared_ptr<T>&pointer, const std::shared_ptr<T>& source) {
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static inline void assign(std::shared_ptr<T>& pointer, const std::shared_ptr<T>& source) {
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pointer = source;
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}
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@ -130,7 +131,7 @@ private:
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};
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};
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template<typename T>
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template <typename T>
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static bool compare(const PointerReferenceWrapper<T>& reference, const std::shared_ptr<T>& pointer) {
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return reference.get() == pointer;
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}
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@ -140,12 +141,12 @@ static inline T* acquire(const PointerReferenceWrapper<T>& reference) {
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return reference.get().get();
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}
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template<typename T>
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template <typename T>
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static void assign(PointerReferenceWrapper<T>& reference, const std::shared_ptr<T>& pointer) {
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reference = pointer;
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}
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template<typename T>
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template <typename T>
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static bool valid(const PointerReferenceWrapper<T>& reference) {
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return reference.get().operator bool();
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}
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@ -161,12 +162,12 @@ using FramebufferReference = PointerReferenceWrapper<Framebuffer>;
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using FormatReference = PointerReferenceWrapper<Stream::Format>;
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using PipelineReference = PointerReferenceWrapper<Pipeline>;
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#define GPU_REFERENCE_INIT_VALUE
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#define GPU_REFERENCE_INIT_VALUE
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#elif defined(GPU_POINTER_STORAGE_RAW)
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template<typename T>
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static bool compare(const T*const& rawPointer, const std::shared_ptr<T>& pointer) {
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template <typename T>
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static bool compare(const T* const& rawPointer, const std::shared_ptr<T>& pointer) {
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return rawPointer == pointer.get();
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}
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@ -176,7 +177,7 @@ static inline T* acquire(T*& rawPointer) {
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}
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template <typename T>
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static inline bool valid(const T*const& rawPointer) {
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static inline bool valid(const T* const& rawPointer) {
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return rawPointer;
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}
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@ -209,8 +210,8 @@ class GLBackend : public Backend, public std::enable_shared_from_this<GLBackend>
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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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public:
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#if defined(USE_GLES)
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// https://www.khronos.org/registry/OpenGL-Refpages/es3/html/glGet.xhtml
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static const GLint MIN_REQUIRED_TEXTURE_IMAGE_UNITS = 16;
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@ -251,8 +252,8 @@ public:
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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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const Vec4i& region,
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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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@ -273,7 +274,6 @@ public:
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static const int MAX_NUM_RESOURCE_TABLE_TEXTURES = 2;
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size_t getMaxNumResourceTextureTables() const { return MAX_NUM_RESOURCE_TABLE_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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@ -325,7 +325,6 @@ public:
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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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@ -345,7 +344,7 @@ public:
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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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// 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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@ -370,7 +369,9 @@ public:
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virtual void do_setStateAntialiasedLineEnable(bool enable) final;
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virtual void do_setStateDepthBias(Vec2 bias) final;
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virtual void do_setStateDepthTest(State::DepthTest test) final;
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virtual void do_setStateStencil(State::StencilActivation activation, State::StencilTest frontTest, State::StencilTest backTest) final;
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virtual void do_setStateStencil(State::StencilActivation activation,
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State::StencilTest frontTest,
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State::StencilTest backTest) final;
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virtual void do_setStateAlphaToCoverageEnable(bool enable) final;
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virtual void do_setStateSampleMask(uint32 mask) final;
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virtual void do_setStateBlend(State::BlendFunction blendFunction) final;
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@ -399,7 +400,9 @@ public:
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virtual void releaseQuery(GLuint id) const;
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virtual void queueLambda(const std::function<void()> lambda) const;
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bool isTextureManagementSparseEnabled() const override { return (_textureManagement._sparseCapable && Texture::getEnableSparseTextures()); }
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bool isTextureManagementSparseEnabled() const override {
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return (_textureManagement._sparseCapable && Texture::getEnableSparseTextures());
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}
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protected:
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virtual GLint getRealUniformLocation(GLint location) const;
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@ -408,11 +411,11 @@ protected:
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// FIXME instead of a single flag, create a features struct similar to
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// https://www.khronos.org/registry/vulkan/specs/1.0/man/html/VkPhysicalDeviceFeatures.html
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virtual bool supportsBindless() const { return false; }
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virtual bool supportsBindless() const { return false; }
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static const size_t INVALID_OFFSET = (size_t)-1;
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bool _inRenderTransferPass { false };
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int _currentDraw { -1 };
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bool _inRenderTransferPass{ false };
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int _currentDraw{ -1 };
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std::list<std::string> profileRanges;
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mutable Mutex _trashMutex;
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@ -441,14 +444,14 @@ protected:
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virtual void updateInput() = 0;
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struct InputStageState {
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bool _invalidFormat { true };
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bool _lastUpdateStereoState{ false };
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bool _invalidFormat{ true };
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bool _lastUpdateStereoState{ false };
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bool _hadColorAttribute{ true };
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FormatReference _format{ GPU_REFERENCE_INIT_VALUE };
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std::string _formatKey;
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typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
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ActivationCache _attributeActivation { 0 };
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ActivationCache _attributeActivation{ 0 };
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typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
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glm::vec4 _colorAttribute{ 0.0f };
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BufferReference _indexBuffer{};
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Offset _indexBufferOffset { 0 };
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Type _indexBufferType { UINT32 };
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Offset _indexBufferOffset{ 0 };
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Type _indexBufferType{ UINT32 };
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BufferReference _indirectBuffer{};
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Offset _indirectBufferOffset{ 0 };
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Offset _indirectBufferStride{ 0 };
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GLuint _defaultVAO { 0 };
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GLuint _defaultVAO{ 0 };
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} _input;
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virtual void initTransform() = 0;
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virtual void resetTransformStage();
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// Allows for correction of the camera pose to account for changes
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// between the time when a was recorded and the time(s) when it is
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// between the time when a was recorded and the time(s) when it is
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// executed
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// Prev is the previous correction used at previous frame
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struct CameraCorrection {
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struct Cameras {
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TransformCamera _cams[2];
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Cameras() {};
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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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Cameras(const TransformCamera& camL, const TransformCamera& camR) {
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memcpy(_cams, &camL, sizeof(TransformCamera));
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memcpy(_cams + 1, &camR, sizeof(TransformCamera));
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};
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};
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using CameraBufferElement = Cameras;
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mutable std::map<std::string, GLvoid*> _drawCallInfoOffsets;
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GLuint _objectBuffer { 0 };
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GLuint _cameraBuffer { 0 };
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GLuint _drawCallInfoBuffer { 0 };
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GLuint _objectBufferTexture { 0 };
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size_t _cameraUboSize { 0 };
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GLuint _objectBuffer{ 0 };
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GLuint _cameraBuffer{ 0 };
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GLuint _drawCallInfoBuffer{ 0 };
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GLuint _objectBufferTexture{ 0 };
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size_t _cameraUboSize{ 0 };
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bool _viewIsCamera{ false };
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bool _skybox { false };
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bool _skybox{ false };
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Transform _view;
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CameraCorrection _correction;
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bool _viewCorrectionEnabled{ true };
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Mat4 _projection;
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Vec4i _viewport { 0, 0, 1, 1 };
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Vec2 _depthRange { 0.0f, 1.0f };
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Vec4i _viewport{ 0, 0, 1, 1 };
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Vec2 _depthRange{ 0.0f, 1.0f };
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Vec2 _projectionJitter{ 0.0f, 0.0f };
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bool _invalidView { false };
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bool _invalidProj { false };
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bool _invalidViewport { false };
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bool _invalidView{ false };
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bool _invalidProj{ false };
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bool _invalidViewport{ false };
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bool _enabledDrawcallInfoBuffer{ false };
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GLsizeiptr size{ 0 };
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BufferState& operator=(const BufferState& other) = delete;
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void reset() { gpu::gl::reset(buffer); offset = 0; size = 0; }
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void reset() {
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gpu::gl::reset(buffer);
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offset = 0;
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size = 0;
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}
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bool compare(const BufferPointer& buffer, GLintptr offset, GLsizeiptr size) {
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const auto& self = *this;
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return (self.offset == offset && self.size == size && gpu::gl::compare(self.buffer, buffer));
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};
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// MAX_NUM_UNIFORM_BUFFERS-1 is the max uniform index BATCHES are allowed to set, but
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// MIN_REQUIRED_UNIFORM_BUFFER_BINDINGS is used here because the backend sets some
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// internal UBOs for things like camera correction
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// MIN_REQUIRED_UNIFORM_BUFFER_BINDINGS is used here because the backend sets some
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// internal UBOs for things like camera correction
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std::array<BufferState, MIN_REQUIRED_UNIFORM_BUFFER_BINDINGS> _buffers;
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} _uniform;
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// Helper function that provides common code
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// Helper function that provides common code
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void bindUniformBuffer(uint32_t slot, const BufferPointer& buffer, GLintptr offset = 0, GLsizeiptr size = 0);
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void releaseUniformBuffer(uint32_t slot);
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void resetUniformStage();
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virtual bool bindResourceBuffer(uint32_t slot, const BufferPointer& buffer) = 0;
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virtual void releaseResourceBuffer(uint32_t slot) = 0;
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// Helper function that provides common code used by do_setResourceTexture and
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// Helper function that provides common code used by do_setResourceTexture and
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// do_setResourceTextureTable (in non-bindless mode)
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void bindResourceTexture(uint32_t slot, const TexturePointer& texture);
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// update resource cache and do the gl unbind call with the current gpu::Texture cached at slot s
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void releaseResourceTexture(uint32_t slot);
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struct PipelineStageState {
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PipelineReference _pipeline{};
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GLuint _program { 0 };
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bool _cameraCorrection { false };
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GLShader* _programShader { nullptr };
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bool _invalidProgram { false };
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GLuint _program{ 0 };
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bool _cameraCorrection{ false };
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GLShader* _programShader{ nullptr };
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bool _invalidProgram{ false };
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BufferView _cameraCorrectionBuffer { gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr )) };
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BufferView _cameraCorrectionBufferIdentity { gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr )) };
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BufferView _cameraCorrectionBuffer{ gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr)) };
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BufferView _cameraCorrectionBufferIdentity{ gpu::BufferView(
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std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr)) };
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State::Data _stateCache{ State::DEFAULT };
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State::Signature _stateSignatureCache { 0 };
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State::Signature _stateSignatureCache{ 0 };
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GLState* _state { nullptr };
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bool _invalidState { false };
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GLState* _state{ nullptr };
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bool _invalidState{ false };
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PipelineStageState() {
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_cameraCorrectionBuffer.edit<CameraCorrection>() = CameraCorrection();
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virtual GLShader* compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler);
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virtual GLShader* compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler);
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virtual std::string getBackendShaderHeader() const = 0;
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// For a program, this will return a string containing all the source files (without any
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// backend headers or defines). For a vertex, fragment or geometry shader, this will
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// return the fully customized shader with all the version and backend specific
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// For a program, this will return a string containing all the source files (without any
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// backend headers or defines). For a vertex, fragment or geometry shader, this will
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// return the fully customized shader with all the version and backend specific
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// preprocessor directives
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// The program string returned can be used as a key for a cache of shader binaries
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// The shader strings can be reliably sent to the low level `compileShader` functions
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void syncOutputStateCache();
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void resetOutputStage();
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struct OutputStageState {
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FramebufferReference _framebuffer{};
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GLuint _drawFBO { 0 };
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GLuint _drawFBO{ 0 };
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} _output;
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void resetQueryStage();
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struct QueryStageState {
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uint32_t _rangeQueryDepth { 0 };
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uint32_t _rangeQueryDepth{ 0 };
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} _queryStage;
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void resetStages();
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// Stores cached binary versions of the shaders for quicker startup on subsequent runs
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// Note that shaders in the cache can still fail to load due to hardware or driver
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// changes that invalidate the cached binary, in which case we fall back on compiling
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// Note that shaders in the cache can still fail to load due to hardware or driver
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// changes that invalidate the cached binary, in which case we fall back on compiling
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// the source again
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struct ShaderBinaryCache {
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std::mutex _mutex;
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virtual void killShaderBinaryCache();
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struct TextureManagementStageState {
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bool _sparseCapable { false };
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bool _sparseCapable{ false };
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GLTextureTransferEnginePointer _transferEngine;
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} _textureManagement;
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virtual void initTextureManagementStage();
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