overte-HifiExperiments/libraries/gpu-gl/src/gpu/gl/GLBackend.h

372 lines
15 KiB
C++

//
// GLBackend.h
// 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
//
#ifndef hifi_gpu_gl_GLBackend_h
#define hifi_gpu_gl_GLBackend_h
#include <assert.h>
#include <functional>
#include <memory>
#include <bitset>
#include <queue>
#include <utility>
#include <list>
#include <array>
#include <QtCore/QLoggingCategory>
#include <gl/Config.h>
#include <gpu/Forward.h>
#include <gpu/Context.h>
#include "GLShared.h"
namespace gpu { namespace gl {
class GLBackend : public Backend, public std::enable_shared_from_this<GLBackend> {
// Context Backend static interface required
friend class gpu::Context;
static void init();
static BackendPointer createBackend();
protected:
explicit GLBackend(bool syncCache);
GLBackend();
public:
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
~GLBackend();
void setCameraCorrection(const Mat4& correction);
void render(const Batch& batch) final override;
// This call synchronize the Full Backend cache with the current GLState
// THis is only intended to be used when mixing raw gl calls with the gpu api usage in order to sync
// the gpu::Backend state with the true gl state which has probably been messed up by these ugly naked gl calls
// Let's try to avoid to do that as much as possible!
void syncCache() final override;
// This is the ugly "download the pixels to sysmem for taking a snapshot"
// Just avoid using it, it's ugly and will break performances
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer,
const Vec4i& region, QImage& destImage) final override;
static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
static const int MAX_NUM_INPUT_BUFFERS = 16;
size_t getNumInputBuffers() const { return _input._invalidBuffers.size(); }
// this is the maximum per shader stage on the low end apple
// TODO make it platform dependant at init time
static const int MAX_NUM_UNIFORM_BUFFERS = 12;
size_t getMaxNumUniformBuffers() const { return MAX_NUM_UNIFORM_BUFFERS; }
// this is the maximum per shader stage on the low end apple
// TODO make it platform dependant at init time
static const int MAX_NUM_RESOURCE_TEXTURES = 16;
size_t getMaxNumResourceTextures() const { return MAX_NUM_RESOURCE_TEXTURES; }
// Draw Stage
virtual void do_draw(const Batch& batch, size_t paramOffset) = 0;
virtual void do_drawIndexed(const Batch& batch, size_t paramOffset) = 0;
virtual void do_drawInstanced(const Batch& batch, size_t paramOffset) = 0;
virtual void do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) = 0;
virtual void do_multiDrawIndirect(const Batch& batch, size_t paramOffset) = 0;
virtual void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) = 0;
// Input Stage
virtual void do_setInputFormat(const Batch& batch, size_t paramOffset) final;
virtual void do_setInputBuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_setIndexBuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_setIndirectBuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_generateTextureMips(const Batch& batch, size_t paramOffset) final;
// Transform Stage
virtual void do_setModelTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setViewTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setProjectionTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setViewportTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setDepthRangeTransform(const Batch& batch, size_t paramOffset) final;
// Uniform Stage
virtual void do_setUniformBuffer(const Batch& batch, size_t paramOffset) final;
// Resource Stage
virtual void do_setResourceTexture(const Batch& batch, size_t paramOffset) final;
// Pipeline Stage
virtual void do_setPipeline(const Batch& batch, size_t paramOffset) final;
// Output stage
virtual void do_setFramebuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_clearFramebuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_blit(const Batch& batch, size_t paramOffset) = 0;
// Query section
virtual void do_beginQuery(const Batch& batch, size_t paramOffset) final;
virtual void do_endQuery(const Batch& batch, size_t paramOffset) final;
virtual void do_getQuery(const Batch& batch, size_t paramOffset) final;
// Reset stages
virtual void do_resetStages(const Batch& batch, size_t paramOffset) final;
virtual void do_runLambda(const Batch& batch, size_t paramOffset) final;
virtual void do_startNamedCall(const Batch& batch, size_t paramOffset) final;
virtual void do_stopNamedCall(const Batch& batch, size_t paramOffset) final;
virtual void do_pushProfileRange(const Batch& batch, size_t paramOffset) final;
virtual void do_popProfileRange(const Batch& batch, size_t paramOffset) final;
// 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
virtual void do_glActiveBindTexture(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform1i(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform1f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform2f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform3f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform3fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4iv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniformMatrix3fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniformMatrix4fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glColor4f(const Batch& batch, size_t paramOffset) final;
// The State setters called by the GLState::Commands when a new state is assigned
virtual void do_setStateFillMode(int32 mode) final;
virtual void do_setStateCullMode(int32 mode) final;
virtual void do_setStateFrontFaceClockwise(bool isClockwise) final;
virtual void do_setStateDepthClampEnable(bool enable) final;
virtual void do_setStateScissorEnable(bool enable) final;
virtual void do_setStateMultisampleEnable(bool enable) final;
virtual void do_setStateAntialiasedLineEnable(bool enable) final;
virtual void do_setStateDepthBias(Vec2 bias) final;
virtual void do_setStateDepthTest(State::DepthTest test) final;
virtual void do_setStateStencil(State::StencilActivation activation, State::StencilTest frontTest, State::StencilTest backTest) final;
virtual void do_setStateAlphaToCoverageEnable(bool enable) final;
virtual void do_setStateSampleMask(uint32 mask) final;
virtual void do_setStateBlend(State::BlendFunction blendFunction) final;
virtual void do_setStateColorWriteMask(uint32 mask) final;
virtual void do_setStateBlendFactor(const Batch& batch, size_t paramOffset) final;
virtual void do_setStateScissorRect(const Batch& batch, size_t paramOffset) final;
virtual GLuint getFramebufferID(const FramebufferPointer& framebuffer) = 0;
virtual GLuint getTextureID(const TexturePointer& texture, bool needTransfer = true) = 0;
virtual GLuint getBufferID(const Buffer& buffer) = 0;
virtual GLuint getQueryID(const QueryPointer& query) = 0;
virtual bool isTextureReady(const TexturePointer& texture);
virtual void releaseBuffer(GLuint id, Size size) const;
virtual void releaseTexture(GLuint id, Size size) const;
virtual void releaseFramebuffer(GLuint id) const;
virtual void releaseShader(GLuint id) const;
virtual void releaseProgram(GLuint id) const;
virtual void releaseQuery(GLuint id) const;
protected:
void recycle() const override;
virtual GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) = 0;
virtual GLBuffer* syncGPUObject(const Buffer& buffer) = 0;
virtual GLTexture* syncGPUObject(const TexturePointer& texture, bool sync = true) = 0;
virtual GLQuery* syncGPUObject(const Query& query) = 0;
static const size_t INVALID_OFFSET = (size_t)-1;
bool _inRenderTransferPass { false };
int32_t _uboAlignment { 0 };
int _currentDraw { -1 };
std::list<std::string> profileRanges;
mutable Mutex _trashMutex;
mutable std::list<std::pair<GLuint, Size>> _buffersTrash;
mutable std::list<std::pair<GLuint, Size>> _texturesTrash;
mutable std::list<GLuint> _framebuffersTrash;
mutable std::list<GLuint> _shadersTrash;
mutable std::list<GLuint> _programsTrash;
mutable std::list<GLuint> _queriesTrash;
void renderPassTransfer(const Batch& batch);
void renderPassDraw(const Batch& batch);
void setupStereoSide(int side);
virtual void initInput() final;
virtual void killInput() final;
virtual void syncInputStateCache() final;
virtual void resetInputStage() final;
virtual void updateInput();
struct InputStageState {
bool _invalidFormat { true };
Stream::FormatPointer _format;
typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
ActivationCache _attributeActivation { 0 };
typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
BuffersState _invalidBuffers { 0 };
Buffers _buffers;
Offsets _bufferOffsets;
Offsets _bufferStrides;
std::vector<GLuint> _bufferVBOs;
glm::vec4 _colorAttribute{ 0.0f };
BufferPointer _indexBuffer;
Offset _indexBufferOffset { 0 };
Type _indexBufferType { UINT32 };
BufferPointer _indirectBuffer;
Offset _indirectBufferOffset{ 0 };
Offset _indirectBufferStride{ 0 };
GLuint _defaultVAO { 0 };
InputStageState() :
_buffers(_invalidBuffers.size()),
_bufferOffsets(_invalidBuffers.size(), 0),
_bufferStrides(_invalidBuffers.size(), 0),
_bufferVBOs(_invalidBuffers.size(), 0) {}
} _input;
virtual void initTransform() = 0;
void killTransform();
// Synchronize the state cache of this Backend with the actual real state of the GL Context
void syncTransformStateCache();
void updateTransform(const Batch& batch);
void resetTransformStage();
// Allows for correction of the camera pose to account for changes
// between the time when a was recorded and the time(s) when it is
// executed
struct CameraCorrection {
Mat4 correction;
Mat4 correctionInverse;
};
struct TransformStageState {
using CameraBufferElement = TransformCamera;
using TransformCameras = std::vector<CameraBufferElement>;
TransformCamera _camera;
TransformCameras _cameras;
mutable std::map<std::string, GLvoid*> _drawCallInfoOffsets;
GLuint _objectBuffer { 0 };
GLuint _cameraBuffer { 0 };
GLuint _drawCallInfoBuffer { 0 };
GLuint _objectBufferTexture { 0 };
size_t _cameraUboSize { 0 };
bool _viewIsCamera{ false };
bool _skybox { false };
Transform _view;
CameraCorrection _correction;
Mat4 _projection;
Vec4i _viewport { 0, 0, 1, 1 };
Vec2 _depthRange { 0.0f, 1.0f };
bool _invalidView { false };
bool _invalidProj { false };
bool _invalidViewport { false };
using Pair = std::pair<size_t, size_t>;
using List = std::list<Pair>;
List _cameraOffsets;
mutable List::const_iterator _camerasItr;
mutable size_t _currentCameraOffset{ INVALID_OFFSET };
void preUpdate(size_t commandIndex, const StereoState& stereo);
void update(size_t commandIndex, const StereoState& stereo) const;
void bindCurrentCamera(int stereoSide) const;
} _transform;
virtual void transferTransformState(const Batch& batch) const = 0;
struct UniformStageState {
std::array<BufferPointer, MAX_NUM_UNIFORM_BUFFERS> _buffers;
//Buffers _buffers { };
} _uniform;
void releaseUniformBuffer(uint32_t slot);
void resetUniformStage();
// update resource cache and do the gl unbind call with the current gpu::Texture cached at slot s
void releaseResourceTexture(uint32_t slot);
void resetResourceStage();
struct ResourceStageState {
std::array<TexturePointer, MAX_NUM_RESOURCE_TEXTURES> _textures;
//Textures _textures { { MAX_NUM_RESOURCE_TEXTURES } };
int findEmptyTextureSlot() const;
} _resource;
size_t _commandIndex{ 0 };
// Standard update pipeline check that the current Program and current State or good to go for a
void updatePipeline();
// Force to reset all the state fields indicated by the 'toBeReset" signature
void resetPipelineState(State::Signature toBeReset);
// Synchronize the state cache of this Backend with the actual real state of the GL Context
void syncPipelineStateCache();
void resetPipelineStage();
struct PipelineStageState {
PipelinePointer _pipeline;
GLuint _program { 0 };
GLint _cameraCorrectionLocation { -1 };
GLShader* _programShader { nullptr };
bool _invalidProgram { false };
BufferView _cameraCorrectionBuffer { gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(CameraCorrection), nullptr )) };
State::Data _stateCache{ State::DEFAULT };
State::Signature _stateSignatureCache { 0 };
GLState* _state { nullptr };
bool _invalidState { false };
PipelineStageState() {
_cameraCorrectionBuffer.edit<CameraCorrection>() = CameraCorrection();
}
} _pipeline;
// Synchronize the state cache of this Backend with the actual real state of the GL Context
void syncOutputStateCache();
void resetOutputStage();
struct OutputStageState {
FramebufferPointer _framebuffer { nullptr };
GLuint _drawFBO { 0 };
} _output;
void resetQueryStage();
struct QueryStageState {
};
void resetStages();
typedef void (GLBackend::*CommandCall)(const Batch&, size_t);
static CommandCall _commandCalls[Batch::NUM_COMMANDS];
friend class GLState;
};
} }
#endif