Merge pull request #12641 from SamGondelman/android

Update gpu-gles based on TAA PR
This commit is contained in:
Sam Gondelman 2018-03-14 12:41:24 -07:00 committed by GitHub
commit ba0c273614
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 142 additions and 6 deletions

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@ -93,12 +93,16 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::gl::GLBackend::do_setUniformBuffer),
(&::gpu::gl::GLBackend::do_setResourceBuffer),
(&::gpu::gl::GLBackend::do_setResourceTexture),
(&::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),

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@ -123,15 +123,19 @@ public:
// Resource Stage
virtual void do_setResourceBuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_setResourceTexture(const Batch& batch, size_t paramOffset) final;
virtual void do_setResourceFramebufferSwapChainTexture(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_setFramebufferSwapChain(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;
virtual void do_advance(const Batch& batch, size_t paramOffset) final;
// Query section
virtual void do_beginQuery(const Batch& batch, size_t paramOffset) final;
virtual void do_endQuery(const Batch& batch, size_t paramOffset) final;
@ -242,6 +246,8 @@ protected:
void setupStereoSide(int side);
#endif
virtual void setResourceTexture(unsigned int slot, const TexturePointer& resourceTexture);
virtual void setFramebuffer(const FramebufferPointer& framebuffer);
virtual void initInput() final;
virtual void killInput() final;
virtual void syncInputStateCache() final;

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@ -37,6 +37,19 @@ void GLBackend::resetOutputStage() {
void GLBackend::do_setFramebuffer(const Batch& batch, size_t paramOffset) {
auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
setFramebuffer(framebuffer);
}
void GLBackend::do_setFramebufferSwapChain(const Batch& batch, size_t paramOffset) {
auto swapChain = batch._swapChains.get(batch._params[paramOffset]._uint);
if (swapChain) {
auto index = batch._params[paramOffset + 1]._uint;
FramebufferPointer framebuffer = static_cast<const FramebufferSwapChain*>(swapChain.get())->get(index);
setFramebuffer(framebuffer);
}
}
void GLBackend::setFramebuffer(const FramebufferPointer& framebuffer) {
if (_output._framebuffer != framebuffer) {
auto newFBO = getFramebufferID(framebuffer);
if (_output._drawFBO != newFBO) {
@ -47,6 +60,13 @@ void GLBackend::do_setFramebuffer(const Batch& batch, size_t paramOffset) {
}
}
void GLBackend::do_advance(const Batch& batch, size_t paramOffset) {
auto ringbuffer = batch._swapChains.get(batch._params[paramOffset]._uint);
if (ringbuffer) {
ringbuffer->advance();
}
}
void GLBackend::do_clearFramebuffer(const Batch& batch, size_t paramOffset) {
if (_stereo.isStereo() && !_pipeline._stateCache.scissorEnable) {
qWarning("Clear without scissor in stereo mode");

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@ -251,6 +251,31 @@ void GLBackend::do_setResourceTexture(const Batch& batch, size_t paramOffset) {
releaseResourceTexture(slot);
return;
}
setResourceTexture(slot, resourceTexture);
}
void GLBackend::do_setResourceFramebufferSwapChainTexture(const Batch& batch, size_t paramOffset) {
GLuint slot = batch._params[paramOffset + 1]._uint;
if (slot >= (GLuint)MAX_NUM_RESOURCE_TEXTURES) {
qCDebug(gpugllogging) << "GLBackend::do_setResourceFramebufferSwapChainTexture: Trying to set a resource Texture at slot #" << slot << " which doesn't exist. MaxNumResourceTextures = " << getMaxNumResourceTextures();
return;
}
SwapChainPointer swapChain = batch._swapChains.get(batch._params[paramOffset + 0]._uint);
if (!swapChain) {
releaseResourceTexture(slot);
return;
}
auto index = batch._params[paramOffset + 2]._uint;
auto renderBufferSlot = batch._params[paramOffset + 3]._uint;
FramebufferPointer resourceFramebuffer = static_cast<const FramebufferSwapChain*>(swapChain.get())->get(index);
TexturePointer resourceTexture = resourceFramebuffer->getRenderBuffer(renderBufferSlot);
setResourceTexture(slot, resourceTexture);
}
void GLBackend::setResourceTexture(unsigned int slot, const TexturePointer& resourceTexture) {
// check cache before thinking
if (_resource._textures[slot] == resourceTexture) {
return;
@ -267,11 +292,11 @@ void GLBackend::do_setResourceTexture(const Batch& batch, size_t paramOffset) {
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(target, to);
(void) CHECK_GL_ERROR();
(void)CHECK_GL_ERROR();
_resource._textures[slot] = resourceTexture;
_stats._RSAmountTextureMemoryBounded += (int) object->size();
_stats._RSAmountTextureMemoryBounded += (int)object->size();
} else {
releaseResourceTexture(slot);

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@ -105,7 +105,7 @@ void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const Stereo
if (_viewIsCamera && (_viewCorrectionEnabled && _correction.correction != glm::mat4())) {
// FIXME should I switch to using the camera correction buffer in Transform.slf and leave this out?
Transform result;
_view.mult(result, _view, _correction.correction);
_view.mult(result, _view, _correction.correctionInverse);
if (_skybox) {
result.setTranslation(vec3());
}

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@ -173,7 +173,47 @@ GLenum GLTexelFormat::evalGLTexelFormatInternal(const gpu::Element& dstFormat) {
case gpu::RGB:
case gpu::RGBA:
case gpu::XY:
result = GL_RG8;
switch (dstFormat.getType()) {
case gpu::UINT32:
result = GL_RG32UI;
break;
case gpu::INT32:
result = GL_RG32I;
break;
case gpu::FLOAT:
result = GL_RG32F;
break;
case gpu::UINT16:
result = GL_RG16UI;
break;
case gpu::INT16:
result = GL_RG16I;
break;
case gpu::HALF:
result = GL_RG16F;
break;
case gpu::UINT8:
result = GL_RG8UI;
break;
case gpu::INT8:
result = GL_RG8I;
break;
case gpu::NUINT8:
result = GL_RG8;
break;
case gpu::NINT8:
result = GL_RG8_SNORM;
break;
case gpu::NUINT32:
case gpu::NINT32:
case gpu::NUINT2:
case gpu::NINT2_10_10_10:
case gpu::COMPRESSED:
case gpu::NUINT16:
case gpu::NINT16:
case gpu::NUM_TYPES: // quiet compiler
Q_UNREACHABLE();
}
break;
default:
qCWarning(gpugllogging) << "Unknown combination of texel format";
@ -312,7 +352,48 @@ GLTexelFormat GLTexelFormat::evalGLTexelFormat(const Element& dstFormat, const E
case gpu::RGB:
case gpu::RGBA:
case gpu::XY:
texel.internalFormat = GL_RG8;
switch (dstFormat.getType()) {
case gpu::UINT32:
texel.internalFormat = GL_RG32UI;
break;
case gpu::INT32:
texel.internalFormat = GL_RG32I;
break;
case gpu::FLOAT:
texel.internalFormat = GL_RG32F;
break;
case gpu::UINT16:
texel.internalFormat = GL_RG16UI;
break;
case gpu::INT16:
texel.internalFormat = GL_RG16I;
break;
case gpu::HALF:
texel.type = GL_FLOAT;
texel.internalFormat = GL_RG16F;
break;
case gpu::UINT8:
texel.internalFormat = GL_RG8UI;
break;
case gpu::INT8:
texel.internalFormat = GL_RG8I;
break;
case gpu::NUINT8:
texel.internalFormat = GL_RG8;
break;
case gpu::NINT8:
texel.internalFormat = GL_RG8_SNORM;
break;
case gpu::NUINT32:
case gpu::NINT32:
case gpu::NUINT2:
case gpu::NINT2_10_10_10:
case gpu::COMPRESSED:
case gpu::NUINT16:
case gpu::NINT16:
case gpu::NUM_TYPES: // quiet compiler
Q_UNREACHABLE();
}
break;
default:
qCWarning(gpugllogging) << "Unknown combination of texel format";

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@ -88,7 +88,7 @@ class AntialiasingConfig : public render::Job::Config {
Q_PROPERTY(float blend MEMBER blend NOTIFY dirty)
Q_PROPERTY(float sharpen MEMBER sharpen NOTIFY dirty)
Q_PROPERTY(float covarianceGamma MEMBER covarianceGamma NOTIFY dirty)
Q_PROPERTY(bool constrainColor MEMBER constrainColor NOTIFY dirty)
Q_PROPERTY(bool feedbackColor MEMBER feedbackColor NOTIFY dirty)