mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 16:33:56 +02:00
splitting the code of GLBackend into separate .cpp, adding the PIpeline,adn the state to gpu
This commit is contained in:
parent
518d52b1c4
commit
cc85f468d6
17 changed files with 803 additions and 464 deletions
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@ -25,7 +25,8 @@ Batch::Batch() :
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_buffers(),
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_textures(),
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_streamFormats(),
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_transforms()
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_transforms(),
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_pipelines()
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{
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}
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@ -42,6 +43,7 @@ void Batch::clear() {
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_textures.clear();
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_streamFormats.clear();
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_transforms.clear();
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_pipelines.clear();
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}
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uint32 Batch::cacheResource(Resource* res) {
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@ -159,6 +161,12 @@ void Batch::setProjectionTransform(const Mat4& proj) {
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_params.push_back(cacheData(sizeof(Mat4), &proj));
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}
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void Batch::setPipeline(const PipelinePointer& pipeline) {
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ADD_COMMAND(setPipeline);
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_params.push_back(_pipelines.cache(pipeline));
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}
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void Batch::setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size) {
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ADD_COMMAND(setUniformBuffer);
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@ -21,6 +21,8 @@
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#include "Stream.h"
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#include "Texture.h"
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#include "Pipeline.h"
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#if defined(NSIGHT_FOUND)
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#include "nvToolsExt.h"
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class ProfileRange {
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@ -96,7 +98,9 @@ public:
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void setViewTransform(const Transform& view);
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void setProjectionTransform(const Mat4& proj);
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// Shader Stage
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// Pipeline Stage
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void setPipeline(const PipelinePointer& pipeline);
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void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
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void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
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@ -164,6 +168,7 @@ public:
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COMMAND_setViewTransform,
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COMMAND_setProjectionTransform,
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COMMAND_setPipeline,
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COMMAND_setUniformBuffer,
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COMMAND_setUniformTexture,
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@ -281,6 +286,7 @@ public:
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typedef Cache<TexturePointer>::Vector TextureCaches;
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typedef Cache<Stream::FormatPointer>::Vector StreamFormatCaches;
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typedef Cache<Transform>::Vector TransformCaches;
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typedef Cache<PipelinePointer>::Vector PipelineCaches;
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typedef unsigned char Byte;
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typedef std::vector<Byte> Bytes;
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@ -320,6 +326,7 @@ public:
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TextureCaches _textures;
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StreamFormatCaches _streamFormats;
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TransformCaches _transforms;
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PipelineCaches _pipelines;
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protected:
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};
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@ -16,6 +16,7 @@
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#include "Resource.h"
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#include "Texture.h"
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#include "Shader.h"
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#include "Pipeline.h"
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namespace gpu {
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@ -47,7 +48,6 @@ public:
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template< typename T >
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static void setGPUObject(const Buffer& buffer, T* bo) {
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// buffer.setGPUObject(reinterpret_cast<GPUObject*>(bo));
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buffer.setGPUObject(bo);
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}
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template< typename T >
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@ -55,30 +55,32 @@ public:
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return reinterpret_cast<T*>(buffer.getGPUObject());
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}
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//void syncGPUObject(const Buffer& buffer);
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template< typename T >
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static void setGPUObject(const Texture& texture, T* to) {
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texture.setGPUObject(reinterpret_cast<GPUObject*>(to));
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texture.setGPUObject(to);
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}
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template< typename T >
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static T* getGPUObject(const Texture& texture) {
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return reinterpret_cast<T*>(texture.getGPUObject());
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}
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//void syncGPUObject(const Texture& texture);
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template< typename T >
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static void setGPUObject(const Shader& shader, T* so) {
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shader.setGPUObject(reinterpret_cast<GPUObject*>(so));
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shader.setGPUObject(so);
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}
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template< typename T >
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static T* getGPUObject(const Shader& shader) {
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return reinterpret_cast<T*>(shader.getGPUObject());
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}
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// void syncGPUObject(const Shader& shader);
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template< typename T >
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static void setGPUObject(const Pipeline& pipeline, T* po) {
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pipeline.setGPUObject(po);
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}
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template< typename T >
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static T* getGPUObject(const Pipeline& pipeline) {
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return reinterpret_cast<T*>(pipeline.getGPUObject());
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}
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protected:
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@ -25,6 +25,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_setViewTransform),
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(&::gpu::GLBackend::do_setProjectionTransform),
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(&::gpu::GLBackend::do_setPipeline),
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(&::gpu::GLBackend::do_setUniformBuffer),
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(&::gpu::GLBackend::do_setUniformTexture),
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@ -71,7 +72,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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GLBackend::GLBackend() :
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_input(),
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_transform()
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_transform(),
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_pipeline()
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{
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initTransform();
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}
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@ -134,6 +136,7 @@ void GLBackend::checkGLError() {
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void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
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updateInput();
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updateTransform();
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updatePipeline();
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Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
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GLenum mode = _primitiveToGLmode[primitiveType];
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@ -147,6 +150,7 @@ void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
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void GLBackend::do_drawIndexed(Batch& batch, uint32 paramOffset) {
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updateInput();
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updateTransform();
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updatePipeline();
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Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
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GLenum mode = _primitiveToGLmode[primitiveType];
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@ -167,389 +171,6 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
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CHECK_GL_ERROR();
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}
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void GLBackend::do_setInputFormat(Batch& batch, uint32 paramOffset) {
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Stream::FormatPointer format = batch._streamFormats.get(batch._params[paramOffset]._uint);
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if (format != _input._format) {
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_input._format = format;
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_input._invalidFormat = true;
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}
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}
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void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) {
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Offset stride = batch._params[paramOffset + 0]._uint;
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Offset offset = batch._params[paramOffset + 1]._uint;
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BufferPointer buffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
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uint32 channel = batch._params[paramOffset + 3]._uint;
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if (channel < getNumInputBuffers()) {
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_input._buffers[channel] = buffer;
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_input._bufferOffsets[channel] = offset;
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_input._bufferStrides[channel] = stride;
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_input._buffersState.set(channel);
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}
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}
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#define SUPPORT_LEGACY_OPENGL
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#if defined(SUPPORT_LEGACY_OPENGL)
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static const int NUM_CLASSIC_ATTRIBS = Stream::TANGENT;
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static const GLenum attributeSlotToClassicAttribName[NUM_CLASSIC_ATTRIBS] = {
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GL_VERTEX_ARRAY,
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GL_NORMAL_ARRAY,
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GL_COLOR_ARRAY,
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GL_TEXTURE_COORD_ARRAY
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};
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#endif
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void GLBackend::updateInput() {
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if (_input._invalidFormat || _input._buffersState.any()) {
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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// Check expected activation
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if (_input._format) {
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const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
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for (Stream::Format::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
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const Stream::Attribute& attrib = (*it).second;
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newActivation.set(attrib._slot);
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}
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}
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// Manage Activation what was and what is expected now
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for (unsigned int i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _input._attributeActivation[i]) {
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#if defined(SUPPORT_LEGACY_OPENGL)
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if (i < NUM_CLASSIC_ATTRIBS) {
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if (newState) {
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glEnableClientState(attributeSlotToClassicAttribName[i]);
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}
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else {
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glDisableClientState(attributeSlotToClassicAttribName[i]);
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}
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} else {
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#else
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{
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#endif
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if (newState) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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}
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CHECK_GL_ERROR();
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_input._attributeActivation.flip(i);
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}
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}
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}
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// now we need to bind the buffers and assign the attrib pointers
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if (_input._format) {
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const Buffers& buffers = _input._buffers;
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const Offsets& offsets = _input._bufferOffsets;
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const Offsets& strides = _input._bufferStrides;
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const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
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for (Stream::Format::ChannelMap::const_iterator channelIt = _input._format->getChannels().begin();
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channelIt != _input._format->getChannels().end();
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channelIt++) {
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const Stream::Format::ChannelMap::value_type::second_type& channel = (*channelIt).second;
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if ((*channelIt).first < buffers.size()) {
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int bufferNum = (*channelIt).first;
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if (_input._buffersState.test(bufferNum) || _input._invalidFormat) {
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GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum]));
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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CHECK_GL_ERROR();
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_input._buffersState[bufferNum] = false;
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for (unsigned int i = 0; i < channel._slots.size(); i++) {
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const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
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GLuint slot = attrib._slot;
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GLuint count = attrib._element.getDimensionCount();
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GLenum type = _elementTypeToGLType[attrib._element.getType()];
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GLuint stride = strides[bufferNum];
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GLuint pointer = attrib._offset + offsets[bufferNum];
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#if defined(SUPPORT_LEGACY_OPENGL)
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if (slot < NUM_CLASSIC_ATTRIBS) {
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switch (slot) {
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case Stream::POSITION:
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glVertexPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
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break;
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case Stream::NORMAL:
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glNormalPointer(type, stride, reinterpret_cast<GLvoid*>(pointer));
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break;
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case Stream::COLOR:
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glColorPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
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break;
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case Stream::TEXCOORD:
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glTexCoordPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
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break;
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};
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} else {
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#else
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{
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#endif
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GLboolean isNormalized = attrib._element.isNormalized();
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glVertexAttribPointer(slot, count, type, isNormalized, stride,
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reinterpret_cast<GLvoid*>(pointer));
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}
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CHECK_GL_ERROR();
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}
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}
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}
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}
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}
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// everything format related should be in sync now
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_input._invalidFormat = false;
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}
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/* TODO: Fancy version GL4.4
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if (_needInputFormatUpdate) {
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InputActivationCache newActivation;
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// Assign the vertex format required
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if (_inputFormat) {
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const StreamFormat::AttributeMap& attributes = _inputFormat->getAttributes();
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for (StreamFormat::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
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const StreamFormat::Attribute& attrib = (*it).second;
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newActivation.set(attrib._slot);
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glVertexAttribFormat(
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attrib._slot,
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attrib._element.getDimensionCount(),
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_elementTypeToGLType[attrib._element.getType()],
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attrib._element.isNormalized(),
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attrib._stride);
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}
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CHECK_GL_ERROR();
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}
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// Manage Activation what was and what is expected now
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for (int i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _inputAttributeActivation[i]) {
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if (newState) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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_inputAttributeActivation.flip(i);
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}
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}
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CHECK_GL_ERROR();
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_needInputFormatUpdate = false;
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}
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if (_needInputStreamUpdate) {
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if (_inputStream) {
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const Stream::Buffers& buffers = _inputStream->getBuffers();
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const Stream::Offsets& offsets = _inputStream->getOffsets();
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const Stream::Strides& strides = _inputStream->getStrides();
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for (int i = 0; i < buffers.size(); i++) {
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GLuint vbo = gpu::GLBackend::getBufferID((*buffers[i]));
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glBindVertexBuffer(i, vbo, offsets[i], strides[i]);
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}
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CHECK_GL_ERROR();
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}
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_needInputStreamUpdate = false;
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}
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*/
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}
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void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
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_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
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BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
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_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
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_input._indexBuffer = indexBuffer;
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if (indexBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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CHECK_GL_ERROR();
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}
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// Transform Stage
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void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
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_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
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_transform._invalidModel = true;
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}
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void GLBackend::do_setViewTransform(Batch& batch, uint32 paramOffset) {
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_transform._view = batch._transforms.get(batch._params[paramOffset]._uint);
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_transform._invalidView = true;
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}
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void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
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memcpy(&_transform._projection, batch.editData(batch._params[paramOffset]._uint), sizeof(Mat4));
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_transform._invalidProj = true;
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}
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void GLBackend::initTransform() {
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#if defined(Q_OS_WIN)
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glGenBuffers(1, &_transform._transformObjectBuffer);
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glGenBuffers(1, &_transform._transformCameraBuffer);
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glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformObjectBuffer);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformCameraBuffer);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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#else
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#endif
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}
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void GLBackend::killTransform() {
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#if defined(Q_OS_WIN)
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glDeleteBuffers(1, &_transform._transformObjectBuffer);
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glDeleteBuffers(1, &_transform._transformCameraBuffer);
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#else
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#endif
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}
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void GLBackend::updateTransform() {
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// Check all the dirty flags and update the state accordingly
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if (_transform._invalidProj) {
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_transform._transformCamera._projection = _transform._projection;
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}
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if (_transform._invalidView) {
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_transform._view.getInverseMatrix(_transform._transformCamera._view);
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_transform._view.getMatrix(_transform._transformCamera._viewInverse);
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}
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if (_transform._invalidModel) {
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_transform._model.getMatrix(_transform._transformObject._model);
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_transform._model.getInverseMatrix(_transform._transformObject._modelInverse);
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}
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if (_transform._invalidView || _transform._invalidProj) {
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Mat4 viewUntranslated = _transform._transformCamera._view;
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viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
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_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
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}
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if (_transform._invalidView || _transform._invalidProj) {
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#if defined(Q_OS_WIN)
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glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
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glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR();
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#endif
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}
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if (_transform._invalidModel) {
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#if defined(Q_OS_WIN)
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glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
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glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR();
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#endif
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}
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#if defined(Q_OS_WIN)
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._transformObjectBuffer);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, _transform._transformCameraBuffer);
|
||||
CHECK_GL_ERROR();
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(Q_OS_MAC) || defined(Q_OS_LINUX)
|
||||
// Do it again for fixed pipeline until we can get rid of it
|
||||
if (_transform._invalidProj) {
|
||||
if (_transform._lastMode != GL_PROJECTION) {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
_transform._lastMode = GL_PROJECTION;
|
||||
}
|
||||
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&_transform._projection));
|
||||
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
if (_transform._invalidModel || _transform._invalidView) {
|
||||
if (!_transform._model.isIdentity()) {
|
||||
if (_transform._lastMode != GL_MODELVIEW) {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
_transform._lastMode = GL_MODELVIEW;
|
||||
}
|
||||
Transform::Mat4 modelView;
|
||||
if (!_transform._view.isIdentity()) {
|
||||
Transform mvx;
|
||||
Transform::inverseMult(mvx, _transform._view, _transform._model);
|
||||
mvx.getMatrix(modelView);
|
||||
} else {
|
||||
_transform._model.getMatrix(modelView);
|
||||
}
|
||||
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
|
||||
} else {
|
||||
if (!_transform._view.isIdentity()) {
|
||||
if (_transform._lastMode != GL_MODELVIEW) {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
_transform._lastMode = GL_MODELVIEW;
|
||||
}
|
||||
Transform::Mat4 modelView;
|
||||
_transform._view.getInverseMatrix(modelView);
|
||||
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
|
||||
} else {
|
||||
// TODO: eventually do something about the matrix when neither view nor model is specified?
|
||||
// glLoadIdentity();
|
||||
}
|
||||
}
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
#endif
|
||||
|
||||
// Flags are clean
|
||||
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = false;
|
||||
}
|
||||
|
||||
void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 3]._uint;
|
||||
BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
|
||||
GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
|
||||
GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
|
||||
#if defined(Q_OS_MAC)
|
||||
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
|
||||
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
|
||||
|
||||
// NOT working so we ll stick to the uniform float array until we move to core profile
|
||||
// GLuint bo = getBufferID(*uniformBuffer);
|
||||
//glUniformBufferEXT(_shader._program, slot, bo);
|
||||
#elif defined(Q_OS_WIN)
|
||||
GLuint bo = getBufferID(*uniformBuffer);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
|
||||
#else
|
||||
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
|
||||
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
|
||||
#endif
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 1]._uint;
|
||||
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
|
||||
GLuint to = getTextureID(uniformTexture);
|
||||
glActiveTexture(GL_TEXTURE0 + slot);
|
||||
glBindTexture(GL_TEXTURE_2D, to);
|
||||
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
||||
// 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
|
||||
|
@ -740,8 +361,10 @@ void Batch::_glUseProgram(GLuint program) {
|
|||
}
|
||||
void GLBackend::do_glUseProgram(Batch& batch, uint32 paramOffset) {
|
||||
|
||||
_shader._program = batch._params[paramOffset]._uint;
|
||||
glUseProgram(_shader._program);
|
||||
_pipeline._program = batch._params[paramOffset]._uint;
|
||||
// for this call we still want to execute the glUseProgram in the order of the glCOmmand to avoid any issue
|
||||
_pipeline._invalidProgram = false;
|
||||
glUseProgram(_pipeline._program);
|
||||
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
@ -998,55 +621,3 @@ void GLBackend::do_glColor4f(Batch& batch, uint32 paramOffset) {
|
|||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
GLBackend::GLBuffer::GLBuffer() :
|
||||
_stamp(0),
|
||||
_buffer(0),
|
||||
_size(0)
|
||||
{}
|
||||
|
||||
GLBackend::GLBuffer::~GLBuffer() {
|
||||
if (_buffer != 0) {
|
||||
glDeleteBuffers(1, &_buffer);
|
||||
}
|
||||
}
|
||||
|
||||
GLBackend::GLBuffer* GLBackend::syncGPUObject(const Buffer& buffer) {
|
||||
GLBuffer* object = Backend::getGPUObject<GLBackend::GLBuffer>(buffer);
|
||||
|
||||
if (object && (object->_stamp == buffer.getSysmem().getStamp())) {
|
||||
return object;
|
||||
}
|
||||
|
||||
// need to have a gpu object?
|
||||
if (!object) {
|
||||
object = new GLBuffer();
|
||||
glGenBuffers(1, &object->_buffer);
|
||||
CHECK_GL_ERROR();
|
||||
Backend::setGPUObject(buffer, object);
|
||||
}
|
||||
|
||||
// Now let's update the content of the bo with the sysmem version
|
||||
// TODO: in the future, be smarter about when to actually upload the glBO version based on the data that did change
|
||||
//if () {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, object->_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, buffer.getSysmem().getSize(), buffer.getSysmem().readData(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
object->_stamp = buffer.getSysmem().getStamp();
|
||||
object->_size = buffer.getSysmem().getSize();
|
||||
//}
|
||||
CHECK_GL_ERROR();
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLuint GLBackend::getBufferID(const Buffer& buffer) {
|
||||
GLBuffer* bo = GLBackend::syncGPUObject(buffer);
|
||||
if (bo) {
|
||||
return bo->_buffer;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -75,6 +75,16 @@ public:
|
|||
static GLShader* syncGPUObject(const Shader& shader);
|
||||
static GLuint getShaderID(const ShaderPointer& shader);
|
||||
|
||||
|
||||
class GLPipeline : public GPUObject {
|
||||
public:
|
||||
GLShader* _program;
|
||||
|
||||
GLPipeline();
|
||||
~GLPipeline();
|
||||
};
|
||||
static GLPipeline* syncGPUObject(const Pipeline& pipeline);
|
||||
|
||||
static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
|
||||
static const int MAX_NUM_INPUT_BUFFERS = 16;
|
||||
|
||||
|
@ -160,18 +170,24 @@ protected:
|
|||
_lastMode(GL_TEXTURE) {}
|
||||
} _transform;
|
||||
|
||||
// Shader Stage
|
||||
// Pipeline Stage
|
||||
void do_setPipeline(Batch& batch, uint32 paramOffset);
|
||||
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
|
||||
void do_setUniformTexture(Batch& batch, uint32 paramOffset);
|
||||
|
||||
void updateShader();
|
||||
struct ShaderStageState {
|
||||
void updatePipeline();
|
||||
struct PipelineStageState {
|
||||
|
||||
PipelinePointer _pipeline;
|
||||
GLuint _program;
|
||||
bool _invalidProgram;
|
||||
|
||||
ShaderStageState() :
|
||||
_program(0) {}
|
||||
} _shader;
|
||||
PipelineStageState() :
|
||||
_pipeline(),
|
||||
_program(0),
|
||||
_invalidProgram(false)
|
||||
{}
|
||||
} _pipeline;
|
||||
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
|
|
66
libraries/gpu/src/gpu/GLBackendBuffer.cpp
Executable file
66
libraries/gpu/src/gpu/GLBackendBuffer.cpp
Executable file
|
@ -0,0 +1,66 @@
|
|||
//
|
||||
// GLBackendBuffer.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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 "GLBackendShared.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
GLBackend::GLBuffer::GLBuffer() :
|
||||
_stamp(0),
|
||||
_buffer(0),
|
||||
_size(0)
|
||||
{}
|
||||
|
||||
GLBackend::GLBuffer::~GLBuffer() {
|
||||
if (_buffer != 0) {
|
||||
glDeleteBuffers(1, &_buffer);
|
||||
}
|
||||
}
|
||||
|
||||
GLBackend::GLBuffer* GLBackend::syncGPUObject(const Buffer& buffer) {
|
||||
GLBuffer* object = Backend::getGPUObject<GLBackend::GLBuffer>(buffer);
|
||||
|
||||
if (object && (object->_stamp == buffer.getSysmem().getStamp())) {
|
||||
return object;
|
||||
}
|
||||
|
||||
// need to have a gpu object?
|
||||
if (!object) {
|
||||
object = new GLBuffer();
|
||||
glGenBuffers(1, &object->_buffer);
|
||||
CHECK_GL_ERROR();
|
||||
Backend::setGPUObject(buffer, object);
|
||||
}
|
||||
|
||||
// Now let's update the content of the bo with the sysmem version
|
||||
// TODO: in the future, be smarter about when to actually upload the glBO version based on the data that did change
|
||||
//if () {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, object->_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, buffer.getSysmem().getSize(), buffer.getSysmem().readData(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
object->_stamp = buffer.getSysmem().getStamp();
|
||||
object->_size = buffer.getSysmem().getSize();
|
||||
//}
|
||||
CHECK_GL_ERROR();
|
||||
|
||||
return object;
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLuint GLBackend::getBufferID(const Buffer& buffer) {
|
||||
GLBuffer* bo = GLBackend::syncGPUObject(buffer);
|
||||
if (bo) {
|
||||
return bo->_buffer;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
223
libraries/gpu/src/gpu/GLBackendInput.cpp
Executable file
223
libraries/gpu/src/gpu/GLBackendInput.cpp
Executable file
|
@ -0,0 +1,223 @@
|
|||
//
|
||||
// GLBackendInput.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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 "GLBackendShared.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
void GLBackend::do_setInputFormat(Batch& batch, uint32 paramOffset) {
|
||||
Stream::FormatPointer format = batch._streamFormats.get(batch._params[paramOffset]._uint);
|
||||
|
||||
if (format != _input._format) {
|
||||
_input._format = format;
|
||||
_input._invalidFormat = true;
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) {
|
||||
Offset stride = batch._params[paramOffset + 0]._uint;
|
||||
Offset offset = batch._params[paramOffset + 1]._uint;
|
||||
BufferPointer buffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
|
||||
uint32 channel = batch._params[paramOffset + 3]._uint;
|
||||
|
||||
if (channel < getNumInputBuffers()) {
|
||||
_input._buffers[channel] = buffer;
|
||||
_input._bufferOffsets[channel] = offset;
|
||||
_input._bufferStrides[channel] = stride;
|
||||
_input._buffersState.set(channel);
|
||||
}
|
||||
}
|
||||
|
||||
#define SUPPORT_LEGACY_OPENGL
|
||||
#if defined(SUPPORT_LEGACY_OPENGL)
|
||||
static const int NUM_CLASSIC_ATTRIBS = Stream::TANGENT;
|
||||
static const GLenum attributeSlotToClassicAttribName[NUM_CLASSIC_ATTRIBS] = {
|
||||
GL_VERTEX_ARRAY,
|
||||
GL_NORMAL_ARRAY,
|
||||
GL_COLOR_ARRAY,
|
||||
GL_TEXTURE_COORD_ARRAY
|
||||
};
|
||||
#endif
|
||||
|
||||
void GLBackend::updateInput() {
|
||||
if (_input._invalidFormat || _input._buffersState.any()) {
|
||||
|
||||
if (_input._invalidFormat) {
|
||||
InputStageState::ActivationCache newActivation;
|
||||
|
||||
// Check expected activation
|
||||
if (_input._format) {
|
||||
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
|
||||
for (Stream::Format::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
|
||||
const Stream::Attribute& attrib = (*it).second;
|
||||
newActivation.set(attrib._slot);
|
||||
}
|
||||
}
|
||||
|
||||
// Manage Activation what was and what is expected now
|
||||
for (unsigned int i = 0; i < newActivation.size(); i++) {
|
||||
bool newState = newActivation[i];
|
||||
if (newState != _input._attributeActivation[i]) {
|
||||
#if defined(SUPPORT_LEGACY_OPENGL)
|
||||
if (i < NUM_CLASSIC_ATTRIBS) {
|
||||
if (newState) {
|
||||
glEnableClientState(attributeSlotToClassicAttribName[i]);
|
||||
}
|
||||
else {
|
||||
glDisableClientState(attributeSlotToClassicAttribName[i]);
|
||||
}
|
||||
} else {
|
||||
#else
|
||||
{
|
||||
#endif
|
||||
if (newState) {
|
||||
glEnableVertexAttribArray(i);
|
||||
} else {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
}
|
||||
CHECK_GL_ERROR();
|
||||
|
||||
_input._attributeActivation.flip(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now we need to bind the buffers and assign the attrib pointers
|
||||
if (_input._format) {
|
||||
const Buffers& buffers = _input._buffers;
|
||||
const Offsets& offsets = _input._bufferOffsets;
|
||||
const Offsets& strides = _input._bufferStrides;
|
||||
|
||||
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
|
||||
|
||||
for (Stream::Format::ChannelMap::const_iterator channelIt = _input._format->getChannels().begin();
|
||||
channelIt != _input._format->getChannels().end();
|
||||
channelIt++) {
|
||||
const Stream::Format::ChannelMap::value_type::second_type& channel = (*channelIt).second;
|
||||
if ((*channelIt).first < buffers.size()) {
|
||||
int bufferNum = (*channelIt).first;
|
||||
|
||||
if (_input._buffersState.test(bufferNum) || _input._invalidFormat) {
|
||||
GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum]));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
CHECK_GL_ERROR();
|
||||
_input._buffersState[bufferNum] = false;
|
||||
|
||||
for (unsigned int i = 0; i < channel._slots.size(); i++) {
|
||||
const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
|
||||
GLuint slot = attrib._slot;
|
||||
GLuint count = attrib._element.getDimensionCount();
|
||||
GLenum type = _elementTypeToGLType[attrib._element.getType()];
|
||||
GLuint stride = strides[bufferNum];
|
||||
GLuint pointer = attrib._offset + offsets[bufferNum];
|
||||
#if defined(SUPPORT_LEGACY_OPENGL)
|
||||
if (slot < NUM_CLASSIC_ATTRIBS) {
|
||||
switch (slot) {
|
||||
case Stream::POSITION:
|
||||
glVertexPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
|
||||
break;
|
||||
case Stream::NORMAL:
|
||||
glNormalPointer(type, stride, reinterpret_cast<GLvoid*>(pointer));
|
||||
break;
|
||||
case Stream::COLOR:
|
||||
glColorPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
|
||||
break;
|
||||
case Stream::TEXCOORD:
|
||||
glTexCoordPointer(count, type, stride, reinterpret_cast<GLvoid*>(pointer));
|
||||
break;
|
||||
};
|
||||
} else {
|
||||
#else
|
||||
{
|
||||
#endif
|
||||
GLboolean isNormalized = attrib._element.isNormalized();
|
||||
glVertexAttribPointer(slot, count, type, isNormalized, stride,
|
||||
reinterpret_cast<GLvoid*>(pointer));
|
||||
}
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// everything format related should be in sync now
|
||||
_input._invalidFormat = false;
|
||||
}
|
||||
|
||||
/* TODO: Fancy version GL4.4
|
||||
if (_needInputFormatUpdate) {
|
||||
|
||||
InputActivationCache newActivation;
|
||||
|
||||
// Assign the vertex format required
|
||||
if (_inputFormat) {
|
||||
const StreamFormat::AttributeMap& attributes = _inputFormat->getAttributes();
|
||||
for (StreamFormat::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
|
||||
const StreamFormat::Attribute& attrib = (*it).second;
|
||||
newActivation.set(attrib._slot);
|
||||
glVertexAttribFormat(
|
||||
attrib._slot,
|
||||
attrib._element.getDimensionCount(),
|
||||
_elementTypeToGLType[attrib._element.getType()],
|
||||
attrib._element.isNormalized(),
|
||||
attrib._stride);
|
||||
}
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
// Manage Activation what was and what is expected now
|
||||
for (int i = 0; i < newActivation.size(); i++) {
|
||||
bool newState = newActivation[i];
|
||||
if (newState != _inputAttributeActivation[i]) {
|
||||
if (newState) {
|
||||
glEnableVertexAttribArray(i);
|
||||
} else {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
_inputAttributeActivation.flip(i);
|
||||
}
|
||||
}
|
||||
CHECK_GL_ERROR();
|
||||
|
||||
_needInputFormatUpdate = false;
|
||||
}
|
||||
|
||||
if (_needInputStreamUpdate) {
|
||||
if (_inputStream) {
|
||||
const Stream::Buffers& buffers = _inputStream->getBuffers();
|
||||
const Stream::Offsets& offsets = _inputStream->getOffsets();
|
||||
const Stream::Strides& strides = _inputStream->getStrides();
|
||||
|
||||
for (int i = 0; i < buffers.size(); i++) {
|
||||
GLuint vbo = gpu::GLBackend::getBufferID((*buffers[i]));
|
||||
glBindVertexBuffer(i, vbo, offsets[i], strides[i]);
|
||||
}
|
||||
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
_needInputStreamUpdate = false;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
|
||||
_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
|
||||
BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
|
||||
_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
|
||||
_input._indexBuffer = indexBuffer;
|
||||
if (indexBuffer) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
|
||||
} else {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
CHECK_GL_ERROR();
|
||||
}
|
95
libraries/gpu/src/gpu/GLBackendPipeline.cpp
Executable file
95
libraries/gpu/src/gpu/GLBackendPipeline.cpp
Executable file
|
@ -0,0 +1,95 @@
|
|||
//
|
||||
// GLBackendPipeline.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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 "GLBackendShared.h"
|
||||
|
||||
#include "Format.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
GLBackend::GLPipeline::GLPipeline() :
|
||||
_program(nullptr)
|
||||
{}
|
||||
|
||||
GLBackend::GLPipeline::~GLPipeline() {
|
||||
_program = nullptr;
|
||||
}
|
||||
|
||||
GLBackend::GLPipeline* GLBackend::syncGPUObject(const Pipeline& pipeline) {
|
||||
GLPipeline* object = Backend::getGPUObject<GLBackend::GLPipeline>(pipeline);
|
||||
|
||||
// If GPU object already created then good
|
||||
if (object) {
|
||||
return object;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
|
||||
PipelinePointer pipeline = batch._pipelines.get(batch._params[paramOffset + 0]._uint);
|
||||
|
||||
if (pipeline == _pipeline._pipeline) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto pipelineObject = syncGPUObject((*pipeline));
|
||||
if (!pipelineObject) {
|
||||
return;
|
||||
}
|
||||
|
||||
_pipeline._pipeline = pipeline;
|
||||
_pipeline._program = pipelineObject->_program->_program;
|
||||
_pipeline._invalidProgram = true;
|
||||
}
|
||||
|
||||
void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 3]._uint;
|
||||
BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint);
|
||||
GLintptr rangeStart = batch._params[paramOffset + 1]._uint;
|
||||
GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint;
|
||||
#if defined(Q_OS_MAC)
|
||||
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
|
||||
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
|
||||
|
||||
// NOT working so we ll stick to the uniform float array until we move to core profile
|
||||
// GLuint bo = getBufferID(*uniformBuffer);
|
||||
//glUniformBufferEXT(_shader._program, slot, bo);
|
||||
#elif defined(Q_OS_WIN)
|
||||
GLuint bo = getBufferID(*uniformBuffer);
|
||||
glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize);
|
||||
#else
|
||||
GLfloat* data = (GLfloat*) (uniformBuffer->getData() + rangeStart);
|
||||
glUniform4fv(slot, rangeSize / sizeof(GLfloat[4]), data);
|
||||
#endif
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 1]._uint;
|
||||
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
|
||||
GLuint to = getTextureID(uniformTexture);
|
||||
glActiveTexture(GL_TEXTURE0 + slot);
|
||||
glBindTexture(GL_TEXTURE_2D, to);
|
||||
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
||||
void GLBackend::updatePipeline() {
|
||||
if (_pipeline._invalidProgram) {
|
||||
glUseProgram(_pipeline._program);
|
||||
CHECK_GL_ERROR();
|
||||
|
||||
_pipeline._invalidProgram = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -672,3 +672,4 @@ bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindin
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
156
libraries/gpu/src/gpu/GLBackendTransform.cpp
Executable file
156
libraries/gpu/src/gpu/GLBackendTransform.cpp
Executable file
|
@ -0,0 +1,156 @@
|
|||
//
|
||||
// GLBackendTransform.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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 "GLBackendShared.h"
|
||||
|
||||
#include "Format.h"
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
// Transform Stage
|
||||
|
||||
void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
|
||||
_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
|
||||
_transform._invalidModel = true;
|
||||
}
|
||||
|
||||
void GLBackend::do_setViewTransform(Batch& batch, uint32 paramOffset) {
|
||||
_transform._view = batch._transforms.get(batch._params[paramOffset]._uint);
|
||||
_transform._invalidView = true;
|
||||
}
|
||||
|
||||
void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
|
||||
memcpy(&_transform._projection, batch.editData(batch._params[paramOffset]._uint), sizeof(Mat4));
|
||||
_transform._invalidProj = true;
|
||||
}
|
||||
|
||||
void GLBackend::initTransform() {
|
||||
#if defined(Q_OS_WIN)
|
||||
glGenBuffers(1, &_transform._transformObjectBuffer);
|
||||
glGenBuffers(1, &_transform._transformCameraBuffer);
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformObjectBuffer);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, _transform._transformCameraBuffer);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
|
||||
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLBackend::killTransform() {
|
||||
#if defined(Q_OS_WIN)
|
||||
glDeleteBuffers(1, &_transform._transformObjectBuffer);
|
||||
glDeleteBuffers(1, &_transform._transformCameraBuffer);
|
||||
#else
|
||||
#endif
|
||||
}
|
||||
void GLBackend::updateTransform() {
|
||||
// Check all the dirty flags and update the state accordingly
|
||||
if (_transform._invalidProj) {
|
||||
_transform._transformCamera._projection = _transform._projection;
|
||||
}
|
||||
|
||||
if (_transform._invalidView) {
|
||||
_transform._view.getInverseMatrix(_transform._transformCamera._view);
|
||||
_transform._view.getMatrix(_transform._transformCamera._viewInverse);
|
||||
}
|
||||
|
||||
if (_transform._invalidModel) {
|
||||
_transform._model.getMatrix(_transform._transformObject._model);
|
||||
_transform._model.getInverseMatrix(_transform._transformObject._modelInverse);
|
||||
}
|
||||
|
||||
if (_transform._invalidView || _transform._invalidProj) {
|
||||
Mat4 viewUntranslated = _transform._transformCamera._view;
|
||||
viewUntranslated[3] = Vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
_transform._transformCamera._projectionViewUntranslated = _transform._transformCamera._projection * viewUntranslated;
|
||||
}
|
||||
|
||||
if (_transform._invalidView || _transform._invalidProj) {
|
||||
#if defined(Q_OS_WIN)
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
CHECK_GL_ERROR();
|
||||
#endif
|
||||
}
|
||||
|
||||
if (_transform._invalidModel) {
|
||||
#if defined(Q_OS_WIN)
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._transformObjectBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformObject), (const void*) &_transform._transformObject, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
CHECK_GL_ERROR();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined(Q_OS_WIN)
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_OBJECT_SLOT, _transform._transformObjectBuffer);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, _transform._transformCameraBuffer);
|
||||
CHECK_GL_ERROR();
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(Q_OS_MAC) || defined(Q_OS_LINUX)
|
||||
// Do it again for fixed pipeline until we can get rid of it
|
||||
if (_transform._invalidProj) {
|
||||
if (_transform._lastMode != GL_PROJECTION) {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
_transform._lastMode = GL_PROJECTION;
|
||||
}
|
||||
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&_transform._projection));
|
||||
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
if (_transform._invalidModel || _transform._invalidView) {
|
||||
if (!_transform._model.isIdentity()) {
|
||||
if (_transform._lastMode != GL_MODELVIEW) {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
_transform._lastMode = GL_MODELVIEW;
|
||||
}
|
||||
Transform::Mat4 modelView;
|
||||
if (!_transform._view.isIdentity()) {
|
||||
Transform mvx;
|
||||
Transform::inverseMult(mvx, _transform._view, _transform._model);
|
||||
mvx.getMatrix(modelView);
|
||||
} else {
|
||||
_transform._model.getMatrix(modelView);
|
||||
}
|
||||
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
|
||||
} else {
|
||||
if (!_transform._view.isIdentity()) {
|
||||
if (_transform._lastMode != GL_MODELVIEW) {
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
_transform._lastMode = GL_MODELVIEW;
|
||||
}
|
||||
Transform::Mat4 modelView;
|
||||
_transform._view.getInverseMatrix(modelView);
|
||||
glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
|
||||
} else {
|
||||
// TODO: eventually do something about the matrix when neither view nor model is specified?
|
||||
// glLoadIdentity();
|
||||
}
|
||||
}
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
#endif
|
||||
|
||||
// Flags are clean
|
||||
_transform._invalidView = _transform._invalidProj = _transform._invalidModel = false;
|
||||
}
|
||||
|
||||
|
34
libraries/gpu/src/gpu/Pipeline.cpp
Executable file
34
libraries/gpu/src/gpu/Pipeline.cpp
Executable file
|
@ -0,0 +1,34 @@
|
|||
//
|
||||
// Pipeline.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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 "Pipeline.h"
|
||||
#include <math.h>
|
||||
#include <QDebug>
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
Pipeline::Pipeline():
|
||||
_program(),
|
||||
_states()
|
||||
{
|
||||
}
|
||||
|
||||
Pipeline::~Pipeline()
|
||||
{
|
||||
}
|
||||
|
||||
Pipeline* Pipeline::create(const ShaderPointer& program, const States& states) {
|
||||
Pipeline* pipeline = new Pipeline();
|
||||
pipeline->_program = program;
|
||||
pipeline->_states = states;
|
||||
|
||||
return pipeline;
|
||||
}
|
53
libraries/gpu/src/gpu/Pipeline.h
Executable file
53
libraries/gpu/src/gpu/Pipeline.h
Executable file
|
@ -0,0 +1,53 @@
|
|||
//
|
||||
// Pipeline.h
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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_Pipeline_h
|
||||
#define hifi_gpu_Pipeline_h
|
||||
|
||||
#include "Resource.h"
|
||||
#include <memory>
|
||||
#include <set>
|
||||
|
||||
#include "Shader.h"
|
||||
#include "State.h"
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class Pipeline {
|
||||
public:
|
||||
static Pipeline* create(const ShaderPointer& program, const States& states);
|
||||
~Pipeline();
|
||||
|
||||
const ShaderPointer& getProgram() const { return _program; }
|
||||
|
||||
const States& getStates() const { return _states; }
|
||||
|
||||
protected:
|
||||
ShaderPointer _program;
|
||||
States _states;
|
||||
|
||||
Pipeline();
|
||||
Pipeline(const Pipeline& pipeline); // deep copy of the sysmem shader
|
||||
Pipeline& operator=(const Pipeline& pipeline); // deep copy of the sysmem texture
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef QSharedPointer< Pipeline > PipelinePointer;
|
||||
typedef std::vector< PipelinePointer > Pipelines;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif
|
20
libraries/gpu/src/gpu/State.cpp
Executable file
20
libraries/gpu/src/gpu/State.cpp
Executable file
|
@ -0,0 +1,20 @@
|
|||
//
|
||||
// State.cpp
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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 "State.h"
|
||||
#include <QDebug>
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
|
||||
State::~State()
|
||||
{
|
||||
}
|
88
libraries/gpu/src/gpu/State.h
Executable file
88
libraries/gpu/src/gpu/State.h
Executable file
|
@ -0,0 +1,88 @@
|
|||
//
|
||||
// Pipeline.h
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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_State_h
|
||||
#define hifi_gpu_State_h
|
||||
|
||||
#include "Format.h"
|
||||
#include <vector>
|
||||
#include <QSharedPointer>
|
||||
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class GPUObject;
|
||||
|
||||
class State {
|
||||
public:
|
||||
State() {}
|
||||
virtual ~State();
|
||||
|
||||
// Work in progress, not used
|
||||
/*
|
||||
enum Field {
|
||||
FILL_MODE,
|
||||
CULL_MODE,
|
||||
DEPTH_BIAS,
|
||||
DEPTH_BIAS_CLAMP,
|
||||
DEPTH_BIASSLOPE_SCALE,
|
||||
|
||||
FRONT_CLOCKWISE,
|
||||
DEPTH_CLIP_ENABLE,
|
||||
SCISSR_ENABLE,
|
||||
MULTISAMPLE_ENABLE,
|
||||
ANTIALISED_LINE_ENABLE,
|
||||
|
||||
DEPTH_ENABLE,
|
||||
DEPTH_WRITE_MASK,
|
||||
DEPTH_FUNCTION,
|
||||
|
||||
STENCIL_ENABLE,
|
||||
STENCIL_READ_MASK,
|
||||
STENCIL_WRITE_MASK,
|
||||
STENCIL_FUNCTION_FRONT,
|
||||
STENCIL_FUNCTION_BACK,
|
||||
STENCIL_REFERENCE,
|
||||
|
||||
BLEND_INDEPENDANT_ENABLE,
|
||||
BLEND_ENABLE,
|
||||
BLEND_SOURCE,
|
||||
BLEND_DESTINATION,
|
||||
BLEND_OPERATION,
|
||||
BLEND_SOURCE_ALPHA,
|
||||
BLEND_DESTINATION_ALPHA,
|
||||
BLEND_OPERATION_ALPHA,
|
||||
BLEND_WRITE_MASK,
|
||||
BLEND_FACTOR,
|
||||
|
||||
SAMPLE_MASK,
|
||||
|
||||
ALPHA_TO_COVERAGE_ENABLE,
|
||||
};
|
||||
*/
|
||||
|
||||
protected:
|
||||
State(const State& state);
|
||||
State& operator=(const State& state);
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef QSharedPointer< State > StatePointer;
|
||||
typedef std::vector< StatePointer > States;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif
|
|
@ -15,8 +15,6 @@
|
|||
|
||||
#include "SkyFromAtmosphere_vert.h"
|
||||
#include "SkyFromAtmosphere_frag.h"
|
||||
#include "gpu/Context.h"
|
||||
#include "gpu/GLBackend.h"
|
||||
|
||||
using namespace model;
|
||||
|
||||
|
@ -156,12 +154,14 @@ SunSkyStage::SunSkyStage() :
|
|||
// Begining of march
|
||||
setYearTime(60.0f);
|
||||
|
||||
_skyShader = gpu::ShaderPointer(
|
||||
auto skyShader = gpu::ShaderPointer(
|
||||
gpu::Shader::createProgram(
|
||||
gpu::ShaderPointer(gpu::Shader::createVertex(std::string(SkyFromAtmosphere_vert))),
|
||||
gpu::ShaderPointer(gpu::Shader::createPixel(std::string(SkyFromAtmosphere_frag)))
|
||||
)
|
||||
);
|
||||
_skyPipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, gpu::States()));
|
||||
|
||||
}
|
||||
|
||||
SunSkyStage::~SunSkyStage() {
|
||||
|
@ -217,12 +217,11 @@ void SunSkyStage::updateGraphicsObject() const {
|
|||
double originAlt = _earthSunModel.getAltitude();
|
||||
_sunLight->setPosition(Vec3(0.0f, originAlt, 0.0f));
|
||||
|
||||
|
||||
GLuint program = gpu::GLBackend::getShaderID(_skyShader);
|
||||
static int firstTime = 0;
|
||||
if (firstTime == 0) {
|
||||
firstTime++;
|
||||
gpu::Shader::makeProgram(*_skyShader);
|
||||
bool result = gpu::Shader::makeProgram(*(_skyPipeline->getProgram()));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
#ifndef hifi_model_Stage_h
|
||||
#define hifi_model_Stage_h
|
||||
|
||||
#include "gpu/Shader.h"
|
||||
#include "gpu/Pipeline.h"
|
||||
|
||||
#include "Light.h"
|
||||
|
||||
|
@ -145,7 +145,7 @@ public:
|
|||
protected:
|
||||
LightPointer _sunLight;
|
||||
|
||||
gpu::ShaderPointer _skyShader;
|
||||
gpu::PipelinePointer _skyPipeline;
|
||||
|
||||
float _dayTime;
|
||||
int _yearTime;
|
||||
|
|
|
@ -299,7 +299,7 @@ void Model::initJointTransforms() {
|
|||
|
||||
void Model::init() {
|
||||
if (!_program.isLinked()) {
|
||||
/*
|
||||
/* //Work in progress not used yet
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), 1));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0));
|
||||
|
|
Loading…
Reference in a new issue