// // GLBackend.cpp // libraries/gpu/src/gpu // // Created by Sam Gateau on 10/27/2014. // Copyright 2014 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 #include #include #include #include #if defined(NSIGHT_FOUND) #include "nvToolsExt.h" #endif #include #include "GLTexture.h" #include "GLShader.h" using namespace gpu; using namespace gpu::gl; GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] = { (&::gpu::gl::GLBackend::do_draw), (&::gpu::gl::GLBackend::do_drawIndexed), (&::gpu::gl::GLBackend::do_drawInstanced), (&::gpu::gl::GLBackend::do_drawIndexedInstanced), (&::gpu::gl::GLBackend::do_multiDrawIndirect), (&::gpu::gl::GLBackend::do_multiDrawIndexedIndirect), (&::gpu::gl::GLBackend::do_setInputFormat), (&::gpu::gl::GLBackend::do_setInputBuffer), (&::gpu::gl::GLBackend::do_setIndexBuffer), (&::gpu::gl::GLBackend::do_setIndirectBuffer), (&::gpu::gl::GLBackend::do_setModelTransform), (&::gpu::gl::GLBackend::do_setViewTransform), (&::gpu::gl::GLBackend::do_setProjectionTransform), (&::gpu::gl::GLBackend::do_setProjectionJitter), (&::gpu::gl::GLBackend::do_setViewportTransform), (&::gpu::gl::GLBackend::do_setDepthRangeTransform), (&::gpu::gl::GLBackend::do_setPipeline), (&::gpu::gl::GLBackend::do_setStateBlendFactor), (&::gpu::gl::GLBackend::do_setStateScissorRect), (&::gpu::gl::GLBackend::do_setUniformBuffer), (&::gpu::gl::GLBackend::do_setResourceBuffer), (&::gpu::gl::GLBackend::do_setResourceTexture), (&::gpu::gl::GLBackend::do_setResourceTextureTable), (&::gpu::gl::GLBackend::do_setResourceFramebufferSwapChainTexture), (&::gpu::gl::GLBackend::do_setFramebuffer), (&::gpu::gl::GLBackend::do_setFramebufferSwapChain), (&::gpu::gl::GLBackend::do_clearFramebuffer), (&::gpu::gl::GLBackend::do_blit), (&::gpu::gl::GLBackend::do_generateTextureMips), (&::gpu::gl::GLBackend::do_advance), (&::gpu::gl::GLBackend::do_beginQuery), (&::gpu::gl::GLBackend::do_endQuery), (&::gpu::gl::GLBackend::do_getQuery), (&::gpu::gl::GLBackend::do_resetStages), (&::gpu::gl::GLBackend::do_disableContextViewCorrection), (&::gpu::gl::GLBackend::do_restoreContextViewCorrection), (&::gpu::gl::GLBackend::do_disableContextStereo), (&::gpu::gl::GLBackend::do_restoreContextStereo), (&::gpu::gl::GLBackend::do_runLambda), (&::gpu::gl::GLBackend::do_startNamedCall), (&::gpu::gl::GLBackend::do_stopNamedCall), (&::gpu::gl::GLBackend::do_glUniform1i), (&::gpu::gl::GLBackend::do_glUniform1f), (&::gpu::gl::GLBackend::do_glUniform2f), (&::gpu::gl::GLBackend::do_glUniform3f), (&::gpu::gl::GLBackend::do_glUniform4f), (&::gpu::gl::GLBackend::do_glUniform3fv), (&::gpu::gl::GLBackend::do_glUniform4fv), (&::gpu::gl::GLBackend::do_glUniform4iv), (&::gpu::gl::GLBackend::do_glUniformMatrix3fv), (&::gpu::gl::GLBackend::do_glUniformMatrix4fv), (&::gpu::gl::GLBackend::do_glColor4f), (&::gpu::gl::GLBackend::do_pushProfileRange), (&::gpu::gl::GLBackend::do_popProfileRange), }; #define GL_GET_INTEGER(NAME) glGetIntegerv(GL_##NAME, &const_cast(NAME)); GLint GLBackend::MAX_TEXTURE_IMAGE_UNITS{ 0 }; GLint GLBackend::MAX_UNIFORM_BUFFER_BINDINGS{ 0 }; GLint GLBackend::MAX_COMBINED_UNIFORM_BLOCKS{ 0 }; GLint GLBackend::MAX_COMBINED_TEXTURE_IMAGE_UNITS{ 0 }; GLint GLBackend::MAX_UNIFORM_BLOCK_SIZE{ 0 }; GLint GLBackend::UNIFORM_BUFFER_OFFSET_ALIGNMENT{ 1 }; void GLBackend::init() { static std::once_flag once; std::call_once(once, [] { QString vendor{ (const char*)glGetString(GL_VENDOR) }; QString renderer{ (const char*)glGetString(GL_RENDERER) }; // Textures GL_GET_INTEGER(MAX_TEXTURE_IMAGE_UNITS); GL_GET_INTEGER(MAX_COMBINED_TEXTURE_IMAGE_UNITS); // Uniform blocks GL_GET_INTEGER(MAX_UNIFORM_BUFFER_BINDINGS); GL_GET_INTEGER(MAX_COMBINED_UNIFORM_BLOCKS); GL_GET_INTEGER(MAX_UNIFORM_BLOCK_SIZE); GL_GET_INTEGER(UNIFORM_BUFFER_OFFSET_ALIGNMENT); qCDebug(gpugllogging) << "GL Version: " << QString((const char*) glGetString(GL_VERSION)); qCDebug(gpugllogging) << "GL Shader Language Version: " << QString((const char*) glGetString(GL_SHADING_LANGUAGE_VERSION)); qCDebug(gpugllogging) << "GL Vendor: " << vendor; qCDebug(gpugllogging) << "GL Renderer: " << renderer; GPUIdent* gpu = GPUIdent::getInstance(vendor, renderer); // From here on, GPUIdent::getInstance()->getMumble() should efficiently give the same answers. qCDebug(gpugllogging) << "GPU:"; qCDebug(gpugllogging) << "\tcard:" << gpu->getName(); qCDebug(gpugllogging) << "\tdriver:" << gpu->getDriver(); qCDebug(gpugllogging) << "\tdedicated memory:" << gpu->getMemory() << "MB"; qCDebug(gpugllogging) << "Limits:"; qCDebug(gpugllogging) << "\tmax textures:" << MAX_TEXTURE_IMAGE_UNITS; qCDebug(gpugllogging) << "\tmax texture binding:" << MAX_COMBINED_TEXTURE_IMAGE_UNITS; qCDebug(gpugllogging) << "\tmax uniforms:" << MAX_UNIFORM_BUFFER_BINDINGS; qCDebug(gpugllogging) << "\tmax uniform binding:" << MAX_COMBINED_UNIFORM_BLOCKS; qCDebug(gpugllogging) << "\tmax uniform size:" << MAX_UNIFORM_BLOCK_SIZE; qCDebug(gpugllogging) << "\tuniform alignment:" << UNIFORM_BUFFER_OFFSET_ALIGNMENT; #if !defined(USE_GLES) qCDebug(gpugllogging, "V-Sync is %s\n", (::gl::getSwapInterval() > 0 ? "ON" : "OFF")); #endif }); } GLBackend::GLBackend(bool syncCache) { _pipeline._cameraCorrectionBuffer._buffer->flush(); initShaderBinaryCache(); } GLBackend::GLBackend() { _pipeline._cameraCorrectionBuffer._buffer->flush(); initShaderBinaryCache(); } GLBackend::~GLBackend() {} void GLBackend::shutdown() { killInput(); killTransform(); killTextureManagementStage(); killShaderBinaryCache(); } void GLBackend::renderPassTransfer(const Batch& batch) { const size_t numCommands = batch.getCommands().size(); const Batch::Commands::value_type* command = batch.getCommands().data(); const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data(); _inRenderTransferPass = true; { // Sync all the buffers PROFILE_RANGE(render_gpu_gl_detail, "syncGPUBuffer"); for (auto& cached : batch._buffers._items) { if (cached._data) { syncGPUObject(*cached._data); } } } { // Sync all the transform states PROFILE_RANGE(render_gpu_gl_detail, "syncCPUTransform"); _transform._cameras.clear(); _transform._cameraOffsets.clear(); for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) { switch (*command) { case Batch::COMMAND_draw: case Batch::COMMAND_drawIndexed: case Batch::COMMAND_drawInstanced: case Batch::COMMAND_drawIndexedInstanced: case Batch::COMMAND_multiDrawIndirect: case Batch::COMMAND_multiDrawIndexedIndirect: { Vec2u outputSize{ 1,1 }; if (_output._framebuffer) { outputSize.x = _output._framebuffer->getWidth(); outputSize.y = _output._framebuffer->getHeight(); } else if (glm::dot(_transform._projectionJitter, _transform._projectionJitter)>0.0f) { qCWarning(gpugllogging) << "Jittering needs to have a frame buffer to be set"; } _transform.preUpdate(_commandIndex, _stereo, outputSize); } break; case Batch::COMMAND_disableContextStereo: _stereo._contextDisable = true; break; case Batch::COMMAND_restoreContextStereo: _stereo._contextDisable = false; break; case Batch::COMMAND_setViewportTransform: case Batch::COMMAND_setViewTransform: case Batch::COMMAND_setProjectionTransform: case Batch::COMMAND_setProjectionJitter: { CommandCall call = _commandCalls[(*command)]; (this->*(call))(batch, *offset); break; } default: break; } command++; offset++; } } { // Sync the transform buffers PROFILE_RANGE(render_gpu_gl_detail, "syncGPUTransform"); transferTransformState(batch); } _inRenderTransferPass = false; } void GLBackend::renderPassDraw(const Batch& batch) { _currentDraw = -1; _transform._camerasItr = _transform._cameraOffsets.begin(); const size_t numCommands = batch.getCommands().size(); const Batch::Commands::value_type* command = batch.getCommands().data(); const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data(); for (_commandIndex = 0; _commandIndex < numCommands; ++_commandIndex) { switch (*command) { // Ignore these commands on this pass, taken care of in the transfer pass // Note we allow COMMAND_setViewportTransform to occur in both passes // as it both updates the transform object (and thus the uniforms in the // UBO) as well as executes the actual viewport call case Batch::COMMAND_setModelTransform: case Batch::COMMAND_setViewTransform: case Batch::COMMAND_setProjectionTransform: break; case Batch::COMMAND_draw: case Batch::COMMAND_drawIndexed: case Batch::COMMAND_drawInstanced: case Batch::COMMAND_drawIndexedInstanced: case Batch::COMMAND_multiDrawIndirect: case Batch::COMMAND_multiDrawIndexedIndirect: { // updates for draw calls ++_currentDraw; updateInput(); updateTransform(batch); updatePipeline(); CommandCall call = _commandCalls[(*command)]; (this->*(call))(batch, *offset); break; } default: { CommandCall call = _commandCalls[(*command)]; (this->*(call))(batch, *offset); break; } } command++; offset++; } } void GLBackend::render(const Batch& batch) { _transform._skybox = _stereo._skybox = batch.isSkyboxEnabled(); // Allow the batch to override the rendering stereo settings // for things like full framebuffer copy operations (deferred lighting passes) bool savedStereo = _stereo._enable; if (!batch.isStereoEnabled()) { _stereo._enable = false; } // Reset jitter _transform._projectionJitter = Vec2(0.0f, 0.0f); { PROFILE_RANGE(render_gpu_gl_detail, "Transfer"); renderPassTransfer(batch); } #ifdef GPU_STEREO_DRAWCALL_INSTANCED if (_stereo.isStereo()) { glEnable(GL_CLIP_DISTANCE0); } #endif { PROFILE_RANGE(render_gpu_gl_detail, _stereo.isStereo() ? "Render Stereo" : "Render"); renderPassDraw(batch); } #ifdef GPU_STEREO_DRAWCALL_INSTANCED if (_stereo.isStereo()) { glDisable(GL_CLIP_DISTANCE0); } #endif // Restore the saved stereo state for the next batch _stereo._enable = savedStereo; } void GLBackend::syncCache() { PROFILE_RANGE(render_gpu_gl_detail, __FUNCTION__); syncTransformStateCache(); syncPipelineStateCache(); syncInputStateCache(); syncOutputStateCache(); } #ifdef GPU_STEREO_DRAWCALL_DOUBLED void GLBackend::setupStereoSide(int side) { ivec4 vp = _transform._viewport; vp.z /= 2; glViewport(vp.x + side * vp.z, vp.y, vp.z, vp.w); #ifdef GPU_STEREO_CAMERA_BUFFER #ifdef GPU_STEREO_DRAWCALL_DOUBLED glVertexAttribI1i(14, side); #endif #else _transform.bindCurrentCamera(side); #endif } #else #endif void GLBackend::do_resetStages(const Batch& batch, size_t paramOffset) { resetStages(); } void GLBackend::do_disableContextViewCorrection(const Batch& batch, size_t paramOffset) { _transform._viewCorrectionEnabled = false; } void GLBackend::do_restoreContextViewCorrection(const Batch& batch, size_t paramOffset) { _transform._viewCorrectionEnabled = true; } void GLBackend::do_disableContextStereo(const Batch& batch, size_t paramOffset) { } void GLBackend::do_restoreContextStereo(const Batch& batch, size_t paramOffset) { } void GLBackend::do_runLambda(const Batch& batch, size_t paramOffset) { std::function f = batch._lambdas.get(batch._params[paramOffset]._uint); f(); } void GLBackend::do_startNamedCall(const Batch& batch, size_t paramOffset) { batch._currentNamedCall = batch._names.get(batch._params[paramOffset]._uint); _currentDraw = -1; } void GLBackend::do_stopNamedCall(const Batch& batch, size_t paramOffset) { batch._currentNamedCall.clear(); } void GLBackend::resetStages() { resetInputStage(); resetPipelineStage(); resetTransformStage(); resetUniformStage(); resetResourceStage(); resetOutputStage(); resetQueryStage(); (void) CHECK_GL_ERROR(); } void GLBackend::do_pushProfileRange(const Batch& batch, size_t paramOffset) { if (trace_render_gpu_gl_detail().isDebugEnabled()) { auto name = batch._profileRanges.get(batch._params[paramOffset]._uint); profileRanges.push_back(name); #if defined(NSIGHT_FOUND) nvtxRangePush(name.c_str()); #endif } } void GLBackend::do_popProfileRange(const Batch& batch, size_t paramOffset) { if (trace_render_gpu_gl_detail().isDebugEnabled()) { profileRanges.pop_back(); #if defined(NSIGHT_FOUND) nvtxRangePop(); #endif } } // TODO: As long as we have gl calls explicitely issued from interface // code, we need to be able to record and batch these calls. THe long // term strategy is to get rid of any GL calls in favor of the HIFI GPU API void GLBackend::do_glUniform1i(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 1]._int); glUniform1i( location, batch._params[paramOffset + 0]._int); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniform1f(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 1]._int); glUniform1f( location, batch._params[paramOffset + 0]._float); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniform2f(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 2]._int); glUniform2f( location, batch._params[paramOffset + 1]._float, batch._params[paramOffset + 0]._float); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniform3f(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 3]._int); glUniform3f( location, batch._params[paramOffset + 2]._float, batch._params[paramOffset + 1]._float, batch._params[paramOffset + 0]._float); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniform4f(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 4]._int); glUniform4f( location, batch._params[paramOffset + 3]._float, batch._params[paramOffset + 2]._float, batch._params[paramOffset + 1]._float, batch._params[paramOffset + 0]._float); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniform3fv(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 2]._int); glUniform3fv( location, batch._params[paramOffset + 1]._uint, (const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint)); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniform4fv(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 2]._int); GLsizei count = batch._params[paramOffset + 1]._uint; const GLfloat* value = (const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint); glUniform4fv(location, count, value); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniform4iv(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 2]._int); glUniform4iv( location, batch._params[paramOffset + 1]._uint, (const GLint*)batch.readData(batch._params[paramOffset + 0]._uint)); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniformMatrix3fv(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 3]._int); glUniformMatrix3fv( location, batch._params[paramOffset + 2]._uint, batch._params[paramOffset + 1]._uint, (const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint)); (void)CHECK_GL_ERROR(); } void GLBackend::do_glUniformMatrix4fv(const Batch& batch, size_t paramOffset) { if (_pipeline._program == 0) { // We should call updatePipeline() to bind the program but we are not doing that // because these uniform setters are deprecated and we don;t want to create side effect return; } updatePipeline(); GLint location = getRealUniformLocation(batch._params[paramOffset + 3]._int); glUniformMatrix4fv( location, batch._params[paramOffset + 2]._uint, batch._params[paramOffset + 1]._uint, (const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint)); (void)CHECK_GL_ERROR(); } void GLBackend::do_glColor4f(const Batch& batch, size_t paramOffset) { glm::vec4 newColor( batch._params[paramOffset + 3]._float, batch._params[paramOffset + 2]._float, batch._params[paramOffset + 1]._float, batch._params[paramOffset + 0]._float); if (_input._colorAttribute != newColor) { _input._colorAttribute = newColor; glVertexAttrib4fv(gpu::Stream::COLOR, &_input._colorAttribute.r); // Color has been changed and is not white. To prevent colors from bleeding // between different objects, we need to set the _hadColorAttribute flag // as if a previous render call had potential colors _input._hadColorAttribute = (newColor != glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); } (void)CHECK_GL_ERROR(); } void GLBackend::releaseBuffer(GLuint id, Size size) const { Lock lock(_trashMutex); _buffersTrash.push_back({ id, size }); } void GLBackend::releaseExternalTexture(GLuint id, const Texture::ExternalRecycler& recycler) const { Lock lock(_trashMutex); _externalTexturesTrash.push_back({ id, recycler }); } void GLBackend::releaseTexture(GLuint id, Size size) const { Lock lock(_trashMutex); _texturesTrash.push_back({ id, size }); } void GLBackend::releaseFramebuffer(GLuint id) const { Lock lock(_trashMutex); _framebuffersTrash.push_back(id); } void GLBackend::releaseShader(GLuint id) const { Lock lock(_trashMutex); _shadersTrash.push_back(id); } void GLBackend::releaseProgram(GLuint id) const { Lock lock(_trashMutex); _programsTrash.push_back(id); } void GLBackend::releaseQuery(GLuint id) const { Lock lock(_trashMutex); _queriesTrash.push_back(id); } void GLBackend::queueLambda(const std::function lambda) const { Lock lock(_trashMutex); _lambdaQueue.push_back(lambda); } void GLBackend::recycle() const { PROFILE_RANGE(render_gpu_gl, __FUNCTION__) { std::list> lamdbasTrash; { Lock lock(_trashMutex); std::swap(_lambdaQueue, lamdbasTrash); } for (auto lambda : lamdbasTrash) { lambda(); } } { std::vector ids; std::list> buffersTrash; { Lock lock(_trashMutex); std::swap(_buffersTrash, buffersTrash); } ids.reserve(buffersTrash.size()); for (auto pair : buffersTrash) { ids.push_back(pair.first); } if (!ids.empty()) { glDeleteBuffers((GLsizei)ids.size(), ids.data()); } } { std::vector ids; std::list framebuffersTrash; { Lock lock(_trashMutex); std::swap(_framebuffersTrash, framebuffersTrash); } ids.reserve(framebuffersTrash.size()); for (auto id : framebuffersTrash) { ids.push_back(id); } if (!ids.empty()) { glDeleteFramebuffers((GLsizei)ids.size(), ids.data()); } } { std::vector ids; std::list> texturesTrash; { Lock lock(_trashMutex); std::swap(_texturesTrash, texturesTrash); } ids.reserve(texturesTrash.size()); for (auto pair : texturesTrash) { ids.push_back(pair.first); } if (!ids.empty()) { glDeleteTextures((GLsizei)ids.size(), ids.data()); } } { std::list> externalTexturesTrash; { Lock lock(_trashMutex); std::swap(_externalTexturesTrash, externalTexturesTrash); } if (!externalTexturesTrash.empty()) { std::vector fences; fences.resize(externalTexturesTrash.size()); for (size_t i = 0; i < externalTexturesTrash.size(); ++i) { fences[i] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } // External texture fences will be read in another thread/context, so we need a flush glFlush(); size_t index = 0; for (auto pair : externalTexturesTrash) { auto fence = fences[index++]; pair.second(pair.first, fence); } } } { std::list programsTrash; { Lock lock(_trashMutex); std::swap(_programsTrash, programsTrash); } for (auto id : programsTrash) { glDeleteProgram(id); } } { std::list shadersTrash; { Lock lock(_trashMutex); std::swap(_shadersTrash, shadersTrash); } for (auto id : shadersTrash) { glDeleteShader(id); } } { std::vector ids; std::list queriesTrash; { Lock lock(_trashMutex); std::swap(_queriesTrash, queriesTrash); } ids.reserve(queriesTrash.size()); for (auto id : queriesTrash) { ids.push_back(id); } if (!ids.empty()) { glDeleteQueries((GLsizei)ids.size(), ids.data()); } } _textureManagement._transferEngine->manageMemory(); Texture::KtxStorage::releaseOpenKtxFiles(); } void GLBackend::setCameraCorrection(const Mat4& correction, const Mat4& prevRenderView, bool reset) { auto invCorrection = glm::inverse(correction); auto invPrevView = glm::inverse(prevRenderView); _transform._correction.prevView = (reset ? Mat4() : prevRenderView); _transform._correction.prevViewInverse = (reset ? Mat4() : invPrevView); _transform._correction.correction = correction; _transform._correction.correctionInverse = invCorrection; _pipeline._cameraCorrectionBuffer._buffer->setSubData(0, _transform._correction); _pipeline._cameraCorrectionBuffer._buffer->flush(); }