Removing the different versions of stereo drawcall to make a simple PR

This commit is contained in:
samcake 2016-04-19 12:38:33 -07:00
parent 3dad4f576e
commit 71edae6d76
5 changed files with 9 additions and 200 deletions

View file

@ -253,23 +253,11 @@ void GLBackend::render(Batch& batch) {
renderPassTransfer(batch);
}
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
if (_stereo._enable) {
glEnable(GL_CLIP_DISTANCE0);
}
#endif
{
PROFILE_RANGE(_stereo._enable ? "Render Stereo" : "Render");
renderPassDraw(batch);
}
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
if (_stereo._enable) {
glDisable(GL_CLIP_DISTANCE0);
}
#endif
// Restore the saved stereo state for the next batch
_stereo._enable = savedStereo;
}
@ -325,23 +313,13 @@ void GLBackend::syncCache() {
glEnable(GL_LINE_SMOOTH);
}
#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
}
#endif
void GLBackend::do_draw(Batch& batch, size_t paramOffset) {
@ -351,15 +329,11 @@ void GLBackend::do_draw(Batch& batch, size_t paramOffset) {
uint32 startVertex = batch._params[paramOffset + 0]._uint;
if (isStereo()) {
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
glDrawArraysInstanced(mode, startVertex, numVertices, 2);
#endif
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
setupStereoSide(0);
glDrawArrays(mode, startVertex, numVertices);
setupStereoSide(1);
glDrawArrays(mode, startVertex, numVertices);
#endif
_stats._DSNumTriangles += 2 * numVertices / 3;
_stats._DSNumDrawcalls += 2;
@ -385,15 +359,11 @@ void GLBackend::do_drawIndexed(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);
#endif
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
setupStereoSide(0);
glDrawElements(mode, numIndices, glType, indexBufferByteOffset);
setupStereoSide(1);
glDrawElements(mode, numIndices, glType, indexBufferByteOffset);
#endif
_stats._DSNumTriangles += 2 * numIndices / 3;
_stats._DSNumDrawcalls += 2;
} else {
@ -417,15 +387,11 @@ void GLBackend::do_drawInstanced(Batch& batch, size_t paramOffset) {
if (isStereo()) {
GLint trueNumInstances = (isStereo() ? 2 * numInstances : numInstances);
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
glDrawArraysInstancedARB(mode, startVertex, numVertices, trueNumInstances);
#endif
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
setupStereoSide(0);
glDrawArraysInstancedARB(mode, startVertex, numVertices, numInstances);
setupStereoSide(1);
glDrawArraysInstancedARB(mode, startVertex, numVertices, numInstances);
#endif
_stats._DSNumTriangles += (trueNumInstances * numVertices) / 3;
_stats._DSNumDrawcalls += trueNumInstances;
} else {
@ -464,23 +430,15 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, size_t paramOffset) {
if (isStereo()) {
GLint trueNumInstances = (isStereo() ? 2 * numInstances : numInstances);
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
glbackend_glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, trueNumInstances, 0, startInstance);
#endif
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
setupStereoSide(0);
glbackend_glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
setupStereoSide(1);
glbackend_glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
#endif
_stats._DSNumTriangles += (trueNumInstances * numIndices) / 3;
_stats._DSNumDrawcalls += trueNumInstances;
} else {
#if (GPU_INPUT_PROFILE == GPU_CORE_43)
glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
#else
glDrawElementsInstanced(mode, numIndices, glType, indexBufferByteOffset, numInstances);
#endif
glbackend_glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
_stats._DSNumTriangles += (numInstances * numIndices) / 3;
_stats._DSNumDrawcalls += numInstances;
}

View file

@ -23,27 +23,6 @@
#include "Context.h"
// Pick one from the 3: THis version is the most efficient as of now
#define GPU_STEREO_TECHNIQUE_DOUBLED_SIMPLE
//#define GPU_STEREO_TECHNIQUE_DOUBLED_SMARTER
//#define GPU_STEREO_TECHNIQUE_INSTANCED
// Let these be configured by the one define picked above
#ifdef GPU_STEREO_TECHNIQUE_DOUBLED_SIMPLE
#define GPU_STEREO_DRAWCALL_DOUBLED
#endif
#ifdef GPU_STEREO_TECHNIQUE_DOUBLED_SMARTER
#define GPU_STEREO_DRAWCALL_DOUBLED
#define GPU_STEREO_CAMERA_BUFFER
#endif
#ifdef GPU_STEREO_TECHNIQUE_INSTANCED
#define GPU_STEREO_DRAWCALL_INSTANCED
#define GPU_STEREO_CAMERA_BUFFER
#endif
namespace gpu {
class GLTextureTransferHelper;
@ -177,7 +156,6 @@ public:
public:
enum Version {
Mono = 0,
Stereo,
NumVersions
};
@ -205,7 +183,7 @@ public:
}
GLint getUniformLocation(GLint srcLoc, Version version = Mono) {
// THIS will be used in the next PR
// THIS will be used in the future PR as we grow the number of versions
// return _uniformMappings[version][srcLoc];
return srcLoc;
}
@ -348,9 +326,7 @@ protected:
void renderPassTransfer(Batch& batch);
void renderPassDraw(Batch& batch);
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
void setupStereoSide(int side);
#endif
void initTextureTransferHelper();
static void transferGPUObject(const TexturePointer& texture);
@ -434,19 +410,7 @@ protected:
void resetTransformStage();
struct TransformStageState {
#ifdef GPU_STEREO_CAMERA_BUFFER
struct Cameras {
TransformCamera _cams[2];
Cameras() {};
Cameras(const TransformCamera& cam) { memcpy(_cams, &cam, sizeof(TransformCamera)); };
Cameras(const TransformCamera& camL, const TransformCamera& camR) { memcpy(_cams, &camL, sizeof(TransformCamera)); memcpy(_cams + 1, &camR, sizeof(TransformCamera)); };
};
using CameraBufferElement = Cameras;
#else
using CameraBufferElement = TransformCamera;
#endif
using TransformCameras = std::vector<CameraBufferElement>;
TransformCamera _camera;

View file

@ -312,24 +312,13 @@ GLBackend::GLShader* compileBackendShader(const Shader& shader) {
// Domain specific defines
const std::string domainDefines[NUM_SHADER_DOMAINS] = {
"#define VERTEX_SHADER",
"#define PIXEL_SHADER"
"#define GPU_VERTEX_SHADER",
"#define GPU_PIXEL_SHADER"
};
// Versions specific of the shader
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
const std::string stereoVersion("#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");
#endif
#ifdef GPU_STEREO_DRAWCALL_DOUBLED
#ifdef GPU_STEREO_CAMERA_BUFFER
const std::string stereoVersion("#define GPU_TRANSFORM_IS_STEREO\n#define GPU_TRANSFORM_STEREO_CAMERA\n#define GPU_TRANSFORM_STEREO_CAMERA_ATTRIBUTED");
#else
const std::string stereoVersion("#define GPU_TRANSFORM_IS_STEREO");
#endif
#endif
const std::string versionDefines[GLBackend::GLShader::NumVersions] = {
"",
stereoVersion
""
};
GLBackend::GLShader::ShaderObjects shaderObjects;

View file

@ -31,25 +31,10 @@ void GLBackend::do_setProjectionTransform(Batch& batch, size_t paramOffset) {
void GLBackend::do_setViewportTransform(Batch& batch, size_t paramOffset) {
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
{
ivec4& vp = _transform._viewport;
glViewport(vp.x, vp.y, vp.z, vp.w);
// Where we assign the GL viewport
if (_stereo._enable) {
vp.z /= 2;
if (_stereo._pass) {
vp.x += vp.z;
}
}
}
#else
if (!_inRenderTransferPass && !isStereo()) {
ivec4& vp = _transform._viewport;
glViewport(vp.x, vp.y, vp.z, vp.w);
}
#endif
// The Viewport is tagged invalid because the CameraTransformUBO is not up to date and will need update on next drawcall
_transform._invalidViewport = true;
@ -121,18 +106,10 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
size_t offset = _cameraUboSize * _cameras.size();
_cameraOffsets.push_back(TransformStageState::Pair(commandIndex, offset));
if (stereo._enable) {
#ifdef GPU_STEREO_CAMERA_BUFFER
_cameras.push_back(CameraBufferElement(_camera.getEyeCamera(0, stereo, _view), _camera.getEyeCamera(1, stereo, _view)));
#else
_cameras.push_back((_camera.getEyeCamera(0, stereo, _view)));
_cameras.push_back((_camera.getEyeCamera(1, stereo, _view)));
#endif
} else {
#ifdef GPU_STEREO_CAMERA_BUFFER
_cameras.push_back(CameraBufferElement(_camera.recomputeDerived(_view)));
#else
_cameras.push_back((_camera.recomputeDerived(_view)));
#endif
}
}
@ -206,13 +183,9 @@ void GLBackend::TransformStageState::update(size_t commandIndex, const StereoSta
}
if (offset != INVALID_OFFSET) {
#ifdef GPU_STEREO_CAMERA_BUFFER
bindCurrentCamera(0);
#else
if (!stereo._enable) {
bindCurrentCamera(0);
}
#endif
}
(void)CHECK_GL_ERROR();
}
@ -236,12 +209,7 @@ void GLBackend::updateTransform(const Batch& batch) {
glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0,
_transform._drawCallInfoOffsets[batch._currentNamedCall]);
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, (isStereo() ? 2 : 1));
#else
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
#endif
}
(void)CHECK_GL_ERROR();

View file

@ -21,56 +21,11 @@ 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 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 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 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
}
<@endfunc@>
@ -122,25 +77,6 @@ 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
@ -157,8 +93,6 @@ TransformObject getTransformObject() {
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
}
<@endfunc@>
@ -168,8 +102,6 @@ TransformObject getTransformObject() {
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);
<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
}
<@endfunc@>
@ -217,8 +149,6 @@ TransformObject getTransformObject() {
<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
{ // transformEyeToClipPos
<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);
<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
}
<@endfunc@>