Trying to explore the bug with separate vertex format

This commit is contained in:
samcake 2016-04-20 19:09:31 -07:00
parent 8eb89b394c
commit d727e3b493
5 changed files with 90 additions and 41 deletions

View file

@ -106,7 +106,7 @@ public:
batch.setInputBuffer(0, _particleBuffer, 0, sizeof(ParticlePrimitive));
auto numParticles = _particleBuffer->getSize() / sizeof(ParticlePrimitive);
batch.drawInstanced((gpu::uint32)numParticles, gpu::TRIANGLE_STRIP, (gpu::uint32)VERTEX_PER_PARTICLE);
// batch.drawInstanced((gpu::uint32)numParticles, gpu::TRIANGLE_STRIP, (gpu::uint32)VERTEX_PER_PARTICLE);
}
protected:

View file

@ -366,6 +366,7 @@ protected:
typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
BuffersState _invalidBuffers;
BuffersState _attribBindingBuffers;
Buffers _buffers;
Offsets _bufferOffsets;
@ -383,7 +384,7 @@ protected:
Offset _indirectBufferStride{ 0 };
GLuint _defaultVAO;
InputStageState() :
_invalidFormat(true),
_format(0),

View file

@ -133,41 +133,67 @@ void GLBackend::updateInput() {
// Assign the vertex format required
if (_input._format) {
for (auto& it : _input._format->getAttributes()) {
const Stream::Attribute& attrib = (it).second;
_input._attribBindingBuffers.reset();
GLuint slot = attrib._slot;
GLuint count = attrib._element.getLocationScalarCount();
uint8_t locationCount = attrib._element.getLocationCount();
GLenum type = _elementTypeToGLType[attrib._element.getType()];
GLuint offset = attrib._offset;;
GLboolean isNormalized = attrib._element.isNormalized();
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
auto& inputChannels = _input._format->getChannels();
for (auto& channelIt : inputChannels) {
auto bufferChannelNum = (channelIt).first;
const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second;
_input._attribBindingBuffers.set(bufferChannelNum);
GLenum perLocationSize = attrib._element.getLocationSize();
GLuint frequency = 0;
for (unsigned int i = 0; i < channel._slots.size(); i++) {
const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
for (size_t locNum = 0; locNum < locationCount; ++locNum) {
newActivation.set(slot + locNum);
glVertexAttribFormat(slot + locNum, count, type, isNormalized, offset + locNum * perLocationSize);
glVertexAttribBinding(slot + locNum, attrib._channel);
GLuint slot = attrib._slot;
GLuint count = attrib._element.getLocationScalarCount();
uint8_t locationCount = attrib._element.getLocationCount();
GLenum type = _elementTypeToGLType[attrib._element.getType()];
GLuint offset = attrib._offset;;
GLboolean isNormalized = attrib._element.isNormalized();
GLenum perLocationSize = attrib._element.getLocationSize();
for (size_t locNum = 0; locNum < locationCount; ++locNum) {
auto attriNum = slot + locNum;
newActivation.set(attriNum);
if (!_input._attributeActivation[attriNum]) {
_input._attributeActivation.set(attriNum);
glEnableVertexAttribArray(attriNum);
}
glVertexAttribFormat(attriNum, count, type, isNormalized, offset + locNum * perLocationSize);
// TODO: Support properly the IAttrib version
glVertexAttribBinding(attriNum, attrib._channel);
}
if (i == 0) {
frequency = attrib._frequency;
} else {
assert(frequency == attrib._frequency);
}
(void)CHECK_GL_ERROR();
}
glVertexBindingDivisor(attrib._channel, attrib._frequency);
glVertexBindingDivisor(bufferChannelNum, frequency);
}
(void) CHECK_GL_ERROR();
// Manage Activation what was and what is expected now
// This should only disable VertexAttribs since the one in use have been disabled above
for (size_t i = 0; i < newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _input._attributeActivation[i]) {
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
_input._attributeActivation.flip(i);
}
}
(void)CHECK_GL_ERROR();
}
// Manage Activation what was and what is expected now
for (size_t i = 0; i < newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _input._attributeActivation[i]) {
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
_input._attributeActivation.flip(i);
}
}
(void) CHECK_GL_ERROR();
_input._invalidFormat = false;
_stats._ISNumFormatChanges++;
@ -294,13 +320,21 @@ void GLBackend::resetInputStage() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
(void) CHECK_GL_ERROR();
#if defined(SUPPORT_VERTEX_ATTRIB_FORMAT)
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
glDisableVertexAttribArray(i);
}
for (uint32_t i = 0; i < _input._attribBindingBuffers.size(); i++) {
glBindVertexBuffer(i, 0, 0, 0);
}
#else
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
glDisableVertexAttribArray(i);
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
}
#endif
// Reset vertex buffer and format
_input._format.reset();

View file

@ -92,6 +92,9 @@ void GLBackend::syncTransformStateCache() {
Mat4 modelView;
auto modelViewInv = glm::inverse(modelView);
_transform._view.evalFromRawMatrix(modelViewInv);
glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO);
_transform._enabledDrawcallInfoBuffer = false;
}
void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const StereoState& stereo) {
@ -200,6 +203,12 @@ void GLBackend::TransformStageState::update(size_t commandIndex, const StereoSta
(void)CHECK_GL_ERROR();
}
#if(GPU_INPUT_PROFILE == GPU_CORE_41)
#define NO_SUPPORT_VERTEX_ATTRIB_FORMAT
#else
#define SUPPORT_VERTEX_ATTRIB_FORMAT
#endif
void GLBackend::updateTransform(const Batch& batch) {
_transform.update(_commandIndex, _stereo);
@ -212,22 +221,26 @@ void GLBackend::updateTransform(const Batch& batch) {
}
glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
} else {
#if defined(SUPPORT_VERTEX_ATTRIB_FORMAT)
if (!_transform._enabledDrawcallInfoBuffer) {
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);
*/
glVertexAttribIFormat(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0);
glVertexAttribBinding(gpu::Stream::DRAW_CALL_INFO, gpu::Stream::DRAW_CALL_INFO);
glVertexBindingDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
_transform._enabledDrawcallInfoBuffer = true;
}
glBindVertexBuffer(gpu::Stream::DRAW_CALL_INFO, _transform._drawCallInfoBuffer, (GLintptr) _transform._drawCallInfoOffsets[batch._currentNamedCall], 0);
// _transform._drawCallInfoOffsets[batch._currentNamedCall]);
glBindVertexBuffer(gpu::Stream::DRAW_CALL_INFO, _transform._drawCallInfoBuffer, (GLintptr)_transform._drawCallInfoOffsets[batch._currentNamedCall], 0);
#else
if (!_transform._enabledDrawcallInfoBuffer) {
glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
_transform._enabledDrawcallInfoBuffer = true;
}
glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0, _transform._drawCallInfoOffsets[batch._currentNamedCall]);
#endif
}
(void)CHECK_GL_ERROR();

View file

@ -55,6 +55,7 @@ void Stream::Format::evaluateCache() {
_key.clear();
_channels.clear();
_elementTotalSize = 0;
for(AttributeMap::iterator it = _attributes.begin(); it != _attributes.end(); it++) {
Attribute& attrib = (*it).second;
ChannelInfo& channel = _channels[attrib._channel];