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https://github.com/overte-org/overte.git
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Merge pull request #9010 from samcake/orange
Improve Input Stage Format switching in GL45Backend
This commit is contained in:
commit
44b2b090df
21 changed files with 491 additions and 259 deletions
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@ -83,9 +83,7 @@ public:
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const Vec4i& region, QImage& destImage) final override;
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static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
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static const int MAX_NUM_INPUT_BUFFERS = 16;
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// this is the maximum numeber of available input buffers
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size_t getNumInputBuffers() const { return _input._invalidBuffers.size(); }
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// this is the maximum per shader stage on the low end apple
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@ -147,6 +145,10 @@ public:
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virtual void do_startNamedCall(const Batch& batch, size_t paramOffset) final;
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virtual void do_stopNamedCall(const Batch& batch, size_t paramOffset) final;
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static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
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// The drawcall Info attribute channel is reserved and is the upper bound for the number of availables Input buffers
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static const int MAX_NUM_INPUT_BUFFERS = Stream::DRAW_CALL_INFO;
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virtual void do_pushProfileRange(const Batch& batch, size_t paramOffset) final;
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virtual void do_popProfileRange(const Batch& batch, size_t paramOffset) final;
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@ -235,18 +237,21 @@ protected:
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virtual void initInput() final;
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virtual void killInput() final;
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virtual void syncInputStateCache() final;
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virtual void resetInputStage() final;
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virtual void updateInput();
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virtual void resetInputStage();
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virtual void updateInput() = 0;
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struct InputStageState {
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bool _invalidFormat { true };
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Stream::FormatPointer _format;
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std::string _formatKey;
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typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
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ActivationCache _attributeActivation { 0 };
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typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
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BuffersState _invalidBuffers { 0 };
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BuffersState _invalidBuffers{ 0 };
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BuffersState _attribBindingBuffers{ 0 };
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Buffers _buffers;
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Offsets _bufferOffsets;
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@ -266,7 +271,11 @@ protected:
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GLuint _defaultVAO { 0 };
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InputStageState() :
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_buffers(_invalidBuffers.size()),
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_invalidFormat(true),
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_format(0),
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_formatKey(),
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_attributeActivation(0),
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_buffers(_invalidBuffers.size(), BufferPointer(0)),
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_bufferOffsets(_invalidBuffers.size(), 0),
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_bufferStrides(_invalidBuffers.size(), 0),
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_bufferVBOs(_invalidBuffers.size(), 0) {}
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@ -276,8 +285,8 @@ protected:
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void killTransform();
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void syncTransformStateCache();
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void updateTransform(const Batch& batch);
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void resetTransformStage();
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virtual void updateTransform(const Batch& batch) = 0;
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virtual void resetTransformStage();
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// Allows for correction of the camera pose to account for changes
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// between the time when a was recorded and the time(s) when it is
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@ -325,6 +334,8 @@ protected:
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bool _invalidProj { false };
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bool _invalidViewport { false };
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bool _enabledDrawcallInfoBuffer{ false };
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using Pair = std::pair<size_t, size_t>;
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using List = std::list<Pair>;
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List _cameraOffsets;
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@ -399,8 +410,8 @@ protected:
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void resetQueryStage();
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struct QueryStageState {
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};
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uint32_t _rangeQueryDepth { 0 };
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} _queryStage;
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void resetStages();
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@ -10,16 +10,26 @@
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//
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#include "GLBackend.h"
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#include "GLShared.h"
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#include "GLInputFormat.h"
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using namespace gpu;
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using namespace gpu::gl;
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void GLBackend::do_setInputFormat(const Batch& batch, size_t 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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if (format) {
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auto inputFormat = GLInputFormat::sync((*format));
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assert(inputFormat);
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if (_input._formatKey != inputFormat->key) {
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_input._formatKey = inputFormat->key;
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_input._invalidFormat = true;
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}
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} else {
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_input._formatKey.clear();
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_input._invalidFormat = true;
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}
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}
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}
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@ -93,16 +103,9 @@ void GLBackend::resetInputStage() {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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(void) CHECK_GL_ERROR();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
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glDisableVertexAttribArray(i);
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glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
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}
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// Reset vertex buffer and format
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_input._format.reset();
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_input._formatKey.clear();
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_input._invalidFormat = false;
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_input._attributeActivation.reset();
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@ -114,6 +117,7 @@ void GLBackend::resetInputStage() {
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}
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_input._invalidBuffers.reset();
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// THe vertex array binding MUST be reset in the specific Backend versions as they use different techniques
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}
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void GLBackend::do_setIndexBuffer(const Batch& batch, size_t paramOffset) {
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@ -151,183 +155,3 @@ void GLBackend::do_setIndirectBuffer(const Batch& batch, size_t paramOffset) {
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(void)CHECK_GL_ERROR();
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}
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// Core 41 doesn't expose the features to really separate the vertex format from the vertex buffers binding
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// Core 43 does :)
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// FIXME crashing problem with glVertexBindingDivisor / glVertexAttribFormat
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// Once resolved, break this up into the GL 4.1 and 4.5 backends
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#if 1 || (GPU_INPUT_PROFILE == GPU_CORE_41)
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#define NO_SUPPORT_VERTEX_ATTRIB_FORMAT
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#else
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#define SUPPORT_VERTEX_ATTRIB_FORMAT
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#endif
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void GLBackend::updateInput() {
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#if defined(SUPPORT_VERTEX_ATTRIB_FORMAT)
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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// Assign the vertex format required
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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GLuint slot = attrib._slot;
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GLuint count = attrib._element.getLocationScalarCount();
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uint8_t locationCount = attrib._element.getLocationCount();
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GLenum type = _elementTypeToGL41Type[attrib._element.getType()];
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GLuint offset = attrib._offset;;
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GLboolean isNormalized = attrib._element.isNormalized();
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GLenum perLocationSize = attrib._element.getLocationSize();
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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newActivation.set(slot + locNum);
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glVertexAttribFormat(slot + locNum, count, type, isNormalized, offset + locNum * perLocationSize);
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glVertexAttribBinding(slot + locNum, attrib._channel);
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}
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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glVertexBindingDivisor(attrib._channel, attrib._frequency * (isStereo() ? 2 : 1));
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#else
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glVertexBindingDivisor(attrib._channel, attrib._frequency);
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#endif
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}
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(void)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 (size_t 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 (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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_input._attributeActivation.flip(i);
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}
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}
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(void)CHECK_GL_ERROR();
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_input._invalidFormat = false;
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_stats._ISNumFormatChanges++;
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}
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if (_input._invalidBuffers.any()) {
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int numBuffers = _input._buffers.size();
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auto buffer = _input._buffers.data();
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auto vbo = _input._bufferVBOs.data();
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auto offset = _input._bufferOffsets.data();
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auto stride = _input._bufferStrides.data();
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for (int bufferNum = 0; bufferNum < numBuffers; bufferNum++) {
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if (_input._invalidBuffers.test(bufferNum)) {
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glBindVertexBuffer(bufferNum, (*vbo), (*offset), (*stride));
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}
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buffer++;
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vbo++;
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offset++;
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stride++;
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}
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_input._invalidBuffers.reset();
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(void)CHECK_GL_ERROR();
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}
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#else
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if (_input._invalidFormat || _input._invalidBuffers.any()) {
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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_stats._ISNumFormatChanges++;
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// Check expected activation
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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uint8_t locationCount = attrib._element.getLocationCount();
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for (int i = 0; i < locationCount; ++i) {
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newActivation.set(attrib._slot + i);
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}
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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 (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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(void)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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auto& inputChannels = _input._format->getChannels();
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_stats._ISNumInputBufferChanges++;
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GLuint boundVBO = 0;
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for (auto& channelIt : inputChannels) {
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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._invalidBuffers.test(bufferNum) || _input._invalidFormat) {
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// GLuint vbo = gpu::GL41Backend::getBufferID((*buffers[bufferNum]));
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GLuint vbo = _input._bufferVBOs[bufferNum];
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if (boundVBO != vbo) {
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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(void)CHECK_GL_ERROR();
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boundVBO = vbo;
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}
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_input._invalidBuffers[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.getLocationScalarCount();
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uint8_t locationCount = attrib._element.getLocationCount();
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GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
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// GLenum perLocationStride = strides[bufferNum];
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GLenum perLocationStride = attrib._element.getLocationSize();
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GLuint stride = (GLuint)strides[bufferNum];
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GLuint pointer = (GLuint)(attrib._offset + offsets[bufferNum]);
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GLboolean isNormalized = attrib._element.isNormalized();
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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glVertexAttribPointer(slot + (GLuint)locNum, count, type, isNormalized, stride,
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reinterpret_cast<GLvoid*>(pointer + perLocationStride * (GLuint)locNum));
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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glVertexAttribDivisor(slot + (GLuint)locNum, attrib._frequency * (isStereo() ? 2 : 1));
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#else
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glVertexAttribDivisor(slot + (GLuint)locNum, attrib._frequency);
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#endif
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}
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// TODO: Support properly the IAttrib version
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(void)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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#endif
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}
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@ -16,8 +16,10 @@ using namespace gpu::gl;
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// Eventually, we want to test with TIME_ELAPSED instead of TIMESTAMP
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#ifdef Q_OS_MAC
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const uint32_t MAX_RANGE_QUERY_DEPTH = 1;
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static bool timeElapsed = true;
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#else
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const uint32_t MAX_RANGE_QUERY_DEPTH = 10000;
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static bool timeElapsed = false;
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#endif
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@ -25,12 +27,16 @@ void GLBackend::do_beginQuery(const Batch& batch, size_t paramOffset) {
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auto query = batch._queries.get(batch._params[paramOffset]._uint);
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GLQuery* glquery = syncGPUObject(*query);
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if (glquery) {
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++_queryStage._rangeQueryDepth;
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glGetInteger64v(GL_TIMESTAMP, (GLint64*)&glquery->_batchElapsedTime);
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if (timeElapsed) {
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glBeginQuery(GL_TIME_ELAPSED, glquery->_endqo);
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if (_queryStage._rangeQueryDepth <= MAX_RANGE_QUERY_DEPTH) {
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glBeginQuery(GL_TIME_ELAPSED, glquery->_endqo);
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}
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} else {
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glQueryCounter(glquery->_beginqo, GL_TIMESTAMP);
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}
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glquery->_rangeQueryDepth = _queryStage._rangeQueryDepth;
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(void)CHECK_GL_ERROR();
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}
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}
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@ -40,10 +46,13 @@ void GLBackend::do_endQuery(const Batch& batch, size_t paramOffset) {
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GLQuery* glquery = syncGPUObject(*query);
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if (glquery) {
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if (timeElapsed) {
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glEndQuery(GL_TIME_ELAPSED);
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if (_queryStage._rangeQueryDepth <= MAX_RANGE_QUERY_DEPTH) {
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glEndQuery(GL_TIME_ELAPSED);
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}
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} else {
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glQueryCounter(glquery->_endqo, GL_TIMESTAMP);
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}
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--_queryStage._rangeQueryDepth;
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GLint64 now;
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glGetInteger64v(GL_TIMESTAMP, &now);
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glquery->_batchElapsedTime = now - glquery->_batchElapsedTime;
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@ -55,20 +64,24 @@ void GLBackend::do_endQuery(const Batch& batch, size_t paramOffset) {
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void GLBackend::do_getQuery(const Batch& batch, size_t paramOffset) {
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auto query = batch._queries.get(batch._params[paramOffset]._uint);
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GLQuery* glquery = syncGPUObject(*query);
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if (glquery) {
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glGetQueryObjectui64v(glquery->_endqo, GL_QUERY_RESULT_AVAILABLE, &glquery->_result);
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if (glquery->_result == GL_TRUE) {
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if (timeElapsed) {
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glGetQueryObjectui64v(glquery->_endqo, GL_QUERY_RESULT, &glquery->_result);
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} else {
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GLuint64 start, end;
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glGetQueryObjectui64v(glquery->_beginqo, GL_QUERY_RESULT, &start);
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glGetQueryObjectui64v(glquery->_endqo, GL_QUERY_RESULT, &end);
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glquery->_result = end - start;
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}
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if (glquery) {
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if (glquery->_rangeQueryDepth > MAX_RANGE_QUERY_DEPTH) {
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query->triggerReturnHandler(glquery->_result, glquery->_batchElapsedTime);
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} else {
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glGetQueryObjectui64v(glquery->_endqo, GL_QUERY_RESULT_AVAILABLE, &glquery->_result);
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if (glquery->_result == GL_TRUE) {
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if (timeElapsed) {
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glGetQueryObjectui64v(glquery->_endqo, GL_QUERY_RESULT, &glquery->_result);
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} else {
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GLuint64 start, end;
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glGetQueryObjectui64v(glquery->_beginqo, GL_QUERY_RESULT, &start);
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glGetQueryObjectui64v(glquery->_endqo, GL_QUERY_RESULT, &end);
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glquery->_result = end - start;
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}
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query->triggerReturnHandler(glquery->_result, glquery->_batchElapsedTime);
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}
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(void)CHECK_GL_ERROR();
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}
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(void)CHECK_GL_ERROR();
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}
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}
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@ -85,6 +85,9 @@ void GLBackend::syncTransformStateCache() {
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Mat4 modelView;
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auto modelViewInv = glm::inverse(modelView);
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_transform._view.evalFromRawMatrix(modelViewInv);
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glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO);
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_transform._enabledDrawcallInfoBuffer = false;
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}
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void GLBackend::TransformStageState::preUpdate(size_t commandIndex, const StereoState& stereo) {
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@ -162,29 +165,7 @@ void GLBackend::TransformStageState::bindCurrentCamera(int eye) const {
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}
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}
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void GLBackend::updateTransform(const Batch& batch) {
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_transform.update(_commandIndex, _stereo);
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auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
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if (batch._currentNamedCall.empty()) {
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auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
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glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
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glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
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} else {
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glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
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glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
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glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0,
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_transform._drawCallInfoOffsets[batch._currentNamedCall]);
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#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();
|
||||
}
|
||||
|
||||
void GLBackend::resetTransformStage() {
|
||||
|
||||
glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO);
|
||||
_transform._enabledDrawcallInfoBuffer = false;
|
||||
}
|
||||
|
|
33
libraries/gpu-gl/src/gpu/gl/GLInputFormat.cpp
Normal file
33
libraries/gpu-gl/src/gpu/gl/GLInputFormat.cpp
Normal file
|
@ -0,0 +1,33 @@
|
|||
//
|
||||
// Created by Sam Gateau on 2016/07/21
|
||||
// Copyright 2013-2016 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 "GLInputFormat.h"
|
||||
#include "GLBackend.h"
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
|
||||
|
||||
GLInputFormat::GLInputFormat() {
|
||||
}
|
||||
|
||||
GLInputFormat:: ~GLInputFormat() {
|
||||
|
||||
}
|
||||
|
||||
GLInputFormat* GLInputFormat::sync(const Stream::Format& inputFormat) {
|
||||
GLInputFormat* object = Backend::getGPUObject<GLInputFormat>(inputFormat);
|
||||
|
||||
if (!object) {
|
||||
object = new GLInputFormat();
|
||||
object->key = inputFormat.getKey();
|
||||
Backend::setGPUObject(inputFormat, object);
|
||||
}
|
||||
|
||||
return object;
|
||||
}
|
29
libraries/gpu-gl/src/gpu/gl/GLInputFormat.h
Normal file
29
libraries/gpu-gl/src/gpu/gl/GLInputFormat.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
//
|
||||
// Created by Sam Gateau on 2016/07/21
|
||||
// Copyright 2013-2016 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_GLInputFormat_h
|
||||
#define hifi_gpu_gl_GLInputFormat_h
|
||||
|
||||
#include "GLShared.h"
|
||||
|
||||
namespace gpu {
|
||||
namespace gl {
|
||||
|
||||
class GLInputFormat : public GPUObject {
|
||||
public:
|
||||
static GLInputFormat* sync(const Stream::Format& inputFormat);
|
||||
|
||||
GLInputFormat();
|
||||
~GLInputFormat();
|
||||
|
||||
std::string key;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -49,6 +49,7 @@ public:
|
|||
const GLuint _beginqo = { 0 };
|
||||
GLuint64 _result { (GLuint64)-1 };
|
||||
GLuint64 _batchElapsedTime { (GLuint64) 0 };
|
||||
uint32_t _rangeQueryDepth { 0 };
|
||||
|
||||
protected:
|
||||
GLQuery(const std::weak_ptr<GLBackend>& backend, const Query& query, GLuint endId, GLuint beginId) : Parent(backend, query, endId), _beginqo(beginId) {}
|
||||
|
|
|
@ -77,13 +77,13 @@ protected:
|
|||
void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) override;
|
||||
|
||||
// Input Stage
|
||||
void resetInputStage() override;
|
||||
void updateInput() override;
|
||||
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void transferTransformState(const Batch& batch) const override;
|
||||
void initTransform() override;
|
||||
void updateTransform(const Batch& batch);
|
||||
void resetTransformStage();
|
||||
void updateTransform(const Batch& batch) override;
|
||||
|
||||
// Output stage
|
||||
void do_blit(const Batch& batch, size_t paramOffset) override;
|
||||
|
|
|
@ -13,7 +13,111 @@
|
|||
using namespace gpu;
|
||||
using namespace gpu::gl41;
|
||||
|
||||
void GL41Backend::updateInput() {
|
||||
Parent::updateInput();
|
||||
|
||||
void GL41Backend::resetInputStage() {
|
||||
Parent::resetInputStage();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
|
||||
glDisableVertexAttribArray(i);
|
||||
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void GL41Backend::updateInput() {
|
||||
if (_input._invalidFormat || _input._invalidBuffers.any()) {
|
||||
|
||||
if (_input._invalidFormat) {
|
||||
InputStageState::ActivationCache newActivation;
|
||||
|
||||
_stats._ISNumFormatChanges++;
|
||||
|
||||
// Check expected activation
|
||||
if (_input._format) {
|
||||
for (auto& it : _input._format->getAttributes()) {
|
||||
const Stream::Attribute& attrib = (it).second;
|
||||
uint8_t locationCount = attrib._element.getLocationCount();
|
||||
for (int i = 0; i < locationCount; ++i) {
|
||||
newActivation.set(attrib._slot + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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 (newState) {
|
||||
glEnableVertexAttribArray(i);
|
||||
} else {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
(void)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();
|
||||
auto& inputChannels = _input._format->getChannels();
|
||||
_stats._ISNumInputBufferChanges++;
|
||||
|
||||
GLuint boundVBO = 0;
|
||||
for (auto& channelIt : inputChannels) {
|
||||
const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second;
|
||||
if ((channelIt).first < buffers.size()) {
|
||||
int bufferNum = (channelIt).first;
|
||||
|
||||
if (_input._invalidBuffers.test(bufferNum) || _input._invalidFormat) {
|
||||
// GLuint vbo = gpu::GL41Backend::getBufferID((*buffers[bufferNum]));
|
||||
GLuint vbo = _input._bufferVBOs[bufferNum];
|
||||
if (boundVBO != vbo) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
(void)CHECK_GL_ERROR();
|
||||
boundVBO = vbo;
|
||||
}
|
||||
_input._invalidBuffers[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.getLocationScalarCount();
|
||||
uint8_t locationCount = attrib._element.getLocationCount();
|
||||
GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
|
||||
// GLenum perLocationStride = strides[bufferNum];
|
||||
GLenum perLocationStride = attrib._element.getLocationSize();
|
||||
GLuint stride = (GLuint)strides[bufferNum];
|
||||
GLuint pointer = (GLuint)(attrib._offset + offsets[bufferNum]);
|
||||
GLboolean isNormalized = attrib._element.isNormalized();
|
||||
|
||||
for (size_t locNum = 0; locNum < locationCount; ++locNum) {
|
||||
glVertexAttribPointer(slot + (GLuint)locNum, count, type, isNormalized, stride,
|
||||
reinterpret_cast<GLvoid*>(pointer + perLocationStride * (GLuint)locNum));
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glVertexAttribDivisor(slot + (GLuint)locNum, attrib._frequency * (isStereo() ? 2 : 1));
|
||||
#else
|
||||
glVertexAttribDivisor(slot + (GLuint)locNum, attrib._frequency);
|
||||
#endif
|
||||
}
|
||||
|
||||
// TODO: Support properly the IAttrib version
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// everything format related should be in sync now
|
||||
_input._invalidFormat = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -79,3 +79,32 @@ void GL41Backend::transferTransformState(const Batch& batch) const {
|
|||
// Make sure the current Camera offset is unknown before render Draw
|
||||
_transform._currentCameraOffset = INVALID_OFFSET;
|
||||
}
|
||||
|
||||
|
||||
void GL41Backend::updateTransform(const Batch& batch) {
|
||||
_transform.update(_commandIndex, _stereo);
|
||||
|
||||
auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
|
||||
if (batch._currentNamedCall.empty()) {
|
||||
auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
|
||||
if (_transform._enabledDrawcallInfoBuffer) {
|
||||
glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
|
||||
_transform._enabledDrawcallInfoBuffer = false;
|
||||
}
|
||||
glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
|
||||
} else {
|
||||
if (!_transform._enabledDrawcallInfoBuffer) {
|
||||
glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, (isStereo() ? 2 : 1));
|
||||
#else
|
||||
glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
|
||||
#endif
|
||||
_transform._enabledDrawcallInfoBuffer = true;
|
||||
}
|
||||
glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0, _transform._drawCallInfoOffsets[batch._currentNamedCall]);
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
|
@ -130,13 +130,13 @@ protected:
|
|||
void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) override;
|
||||
|
||||
// Input Stage
|
||||
void resetInputStage() override;
|
||||
void updateInput() override;
|
||||
|
||||
// Synchronize the state cache of this Backend with the actual real state of the GL Context
|
||||
void transferTransformState(const Batch& batch) const override;
|
||||
void initTransform() override;
|
||||
void updateTransform(const Batch& batch);
|
||||
void resetTransformStage();
|
||||
void updateTransform(const Batch& batch) override;
|
||||
|
||||
// Output stage
|
||||
void do_blit(const Batch& batch, size_t paramOffset) override;
|
||||
|
|
|
@ -9,10 +9,112 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "GL45Backend.h"
|
||||
#include "../gl/GLShared.h"
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl45;
|
||||
|
||||
void GL45Backend::updateInput() {
|
||||
Parent::updateInput();
|
||||
void GL45Backend::resetInputStage() {
|
||||
Parent::resetInputStage();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
for (uint32_t i = 0; i < _input._attribBindingBuffers.size(); i++) {
|
||||
glBindVertexBuffer(i, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void GL45Backend::updateInput() {
|
||||
if (_input._invalidFormat) {
|
||||
InputStageState::ActivationCache newActivation;
|
||||
|
||||
// Assign the vertex format required
|
||||
if (_input._format) {
|
||||
_input._attribBindingBuffers.reset();
|
||||
|
||||
const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
|
||||
auto& inputChannels = _input._format->getChannels();
|
||||
for (auto& channelIt : inputChannels) {
|
||||
auto bufferChannelNum = (channelIt).first;
|
||||
const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second;
|
||||
_input._attribBindingBuffers.set(bufferChannelNum);
|
||||
|
||||
GLuint frequency = 0;
|
||||
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.getLocationScalarCount();
|
||||
uint8_t locationCount = attrib._element.getLocationCount();
|
||||
GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
|
||||
|
||||
GLuint offset = (GLuint)attrib._offset;;
|
||||
GLboolean isNormalized = attrib._element.isNormalized();
|
||||
|
||||
GLenum perLocationSize = attrib._element.getLocationSize();
|
||||
for (GLuint locNum = 0; locNum < locationCount; ++locNum) {
|
||||
GLuint attriNum = (GLuint)(slot + locNum);
|
||||
newActivation.set(attriNum);
|
||||
if (!_input._attributeActivation[attriNum]) {
|
||||
_input._attributeActivation.set(attriNum);
|
||||
glEnableVertexAttribArray(attriNum);
|
||||
}
|
||||
glVertexAttribFormat(attriNum, count, type, isNormalized, offset + locNum * perLocationSize);
|
||||
// TODO: Support properly the IAttrib version
|
||||
glVertexAttribBinding(attriNum, attrib._channel);
|
||||
}
|
||||
|
||||
if (i == 0) {
|
||||
frequency = attrib._frequency;
|
||||
} else {
|
||||
assert(frequency == attrib._frequency);
|
||||
}
|
||||
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glVertexBindingDivisor(bufferChannelNum, frequency * (isStereo() ? 2 : 1));
|
||||
#else
|
||||
glVertexBindingDivisor(bufferChannelNum, frequency);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
// Manage Activation what was and what is expected now
|
||||
// This should only disable VertexAttribs since the one in use have been disabled above
|
||||
for (GLuint i = 0; i < (GLuint)newActivation.size(); i++) {
|
||||
bool newState = newActivation[i];
|
||||
if (newState != _input._attributeActivation[i]) {
|
||||
if (newState) {
|
||||
glEnableVertexAttribArray(i);
|
||||
} else {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
_input._attributeActivation.flip(i);
|
||||
}
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
_input._invalidFormat = false;
|
||||
_stats._ISNumFormatChanges++;
|
||||
}
|
||||
|
||||
if (_input._invalidBuffers.any()) {
|
||||
auto vbo = _input._bufferVBOs.data();
|
||||
auto offset = _input._bufferOffsets.data();
|
||||
auto stride = _input._bufferStrides.data();
|
||||
|
||||
for (GLuint buffer = 0; buffer < _input._buffers.size(); buffer++, vbo++, offset++, stride++) {
|
||||
if (_input._invalidBuffers.test(buffer)) {
|
||||
glBindVertexBuffer(buffer, (*vbo), (*offset), (GLsizei)(*stride));
|
||||
}
|
||||
}
|
||||
|
||||
_input._invalidBuffers.reset();
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -66,3 +66,36 @@ void GL45Backend::transferTransformState(const Batch& batch) const {
|
|||
// Make sure the current Camera offset is unknown before render Draw
|
||||
_transform._currentCameraOffset = INVALID_OFFSET;
|
||||
}
|
||||
|
||||
|
||||
void GL45Backend::updateTransform(const Batch& batch) {
|
||||
_transform.update(_commandIndex, _stereo);
|
||||
|
||||
auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
|
||||
if (batch._currentNamedCall.empty()) {
|
||||
auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
|
||||
if (_transform._enabledDrawcallInfoBuffer) {
|
||||
glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
|
||||
_transform._enabledDrawcallInfoBuffer = false;
|
||||
}
|
||||
glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
|
||||
} else {
|
||||
if (!_transform._enabledDrawcallInfoBuffer) {
|
||||
glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
|
||||
glVertexAttribIFormat(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0);
|
||||
glVertexAttribBinding(gpu::Stream::DRAW_CALL_INFO, gpu::Stream::DRAW_CALL_INFO);
|
||||
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
|
||||
glVertexBindingDivisor(gpu::Stream::DRAW_CALL_INFO, (isStereo() ? 2 : 1));
|
||||
#else
|
||||
glVertexBindingDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
|
||||
#endif
|
||||
_transform._enabledDrawcallInfoBuffer = true;
|
||||
}
|
||||
// NOTE: A stride of zero in BindVertexBuffer signifies that all elements are sourced from the same location,
|
||||
// so we must provide a stride.
|
||||
// This is in contrast to VertexAttrib*Pointer, where a zero signifies tightly-packed elements.
|
||||
glBindVertexBuffer(gpu::Stream::DRAW_CALL_INFO, _transform._drawCallInfoBuffer, (GLintptr)_transform._drawCallInfoOffsets[batch._currentNamedCall], 2 * sizeof(GLushort));
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
|
@ -13,6 +13,23 @@
|
|||
#include "GPULogging.h"
|
||||
using namespace gpu;
|
||||
|
||||
|
||||
void ContextStats::evalDelta(const ContextStats& begin, const ContextStats& end) {
|
||||
_ISNumFormatChanges = end._ISNumFormatChanges - begin._ISNumFormatChanges;
|
||||
_ISNumInputBufferChanges = end._ISNumInputBufferChanges - begin._ISNumInputBufferChanges;
|
||||
_ISNumIndexBufferChanges = end._ISNumIndexBufferChanges - begin._ISNumIndexBufferChanges;
|
||||
|
||||
_RSNumTextureBounded = end._RSNumTextureBounded - begin._RSNumTextureBounded;
|
||||
_RSAmountTextureMemoryBounded = end._RSAmountTextureMemoryBounded - begin._RSAmountTextureMemoryBounded;
|
||||
|
||||
_DSNumAPIDrawcalls = end._DSNumAPIDrawcalls - begin._DSNumAPIDrawcalls;
|
||||
_DSNumDrawcalls = end._DSNumDrawcalls - begin._DSNumDrawcalls;
|
||||
_DSNumTriangles= end._DSNumTriangles - begin._DSNumTriangles;
|
||||
|
||||
_PSNumSetPipelines = end._PSNumSetPipelines - begin._PSNumSetPipelines;
|
||||
}
|
||||
|
||||
|
||||
Context::CreateBackend Context::_createBackendCallback = nullptr;
|
||||
Context::MakeProgram Context::_makeProgramCallback = nullptr;
|
||||
std::once_flag Context::_initialized;
|
||||
|
@ -73,6 +90,10 @@ void Context::consumeFrameUpdates(const FramePointer& frame) const {
|
|||
}
|
||||
|
||||
void Context::executeFrame(const FramePointer& frame) const {
|
||||
// Grab the stats at the around the frame and delta to have a consistent sampling
|
||||
ContextStats beginStats;
|
||||
getStats(beginStats);
|
||||
|
||||
// FIXME? probably not necessary, but safe
|
||||
consumeFrameUpdates(frame);
|
||||
_backend->setStereoState(frame->stereoState);
|
||||
|
@ -90,6 +111,10 @@ void Context::executeFrame(const FramePointer& frame) const {
|
|||
_frameRangeTimer->end(endBatch);
|
||||
_backend->render(endBatch);
|
||||
}
|
||||
|
||||
ContextStats endStats;
|
||||
getStats(endStats);
|
||||
_frameStats.evalDelta(beginStats, endStats);
|
||||
}
|
||||
|
||||
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
|
||||
|
@ -135,10 +160,18 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons
|
|||
_backend->downloadFramebuffer(srcFramebuffer, region, destImage);
|
||||
}
|
||||
|
||||
void Context::resetStats() const {
|
||||
_backend->resetStats();
|
||||
}
|
||||
|
||||
void Context::getStats(ContextStats& stats) const {
|
||||
_backend->getStats(stats);
|
||||
}
|
||||
|
||||
void Context::getFrameStats(ContextStats& stats) const {
|
||||
stats = _frameStats;
|
||||
}
|
||||
|
||||
double Context::getFrameTimerGPUAverage() const {
|
||||
if (_frameRangeTimer) {
|
||||
return _frameRangeTimer->getGPUAverage();
|
||||
|
|
|
@ -45,6 +45,8 @@ public:
|
|||
|
||||
ContextStats() {}
|
||||
ContextStats(const ContextStats& stats) = default;
|
||||
|
||||
void evalDelta(const ContextStats& begin, const ContextStats& end);
|
||||
};
|
||||
|
||||
class Backend {
|
||||
|
@ -83,6 +85,7 @@ public:
|
|||
return reinterpret_cast<T*>(object.gpuObject.getGPUObject());
|
||||
}
|
||||
|
||||
void resetStats() const { _stats = ContextStats(); }
|
||||
void getStats(ContextStats& stats) const { stats = _stats; }
|
||||
|
||||
virtual bool isTextureManagementSparseEnabled() const = 0;
|
||||
|
@ -123,7 +126,7 @@ protected:
|
|||
}
|
||||
|
||||
friend class Context;
|
||||
ContextStats _stats;
|
||||
mutable ContextStats _stats;
|
||||
StereoState _stereo;
|
||||
|
||||
};
|
||||
|
@ -201,8 +204,11 @@ public:
|
|||
void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage);
|
||||
|
||||
// Repporting stats of the context
|
||||
void resetStats() const;
|
||||
void getStats(ContextStats& stats) const;
|
||||
|
||||
// Same as above but grabbed at every end of a frame
|
||||
void getFrameStats(ContextStats& stats) const;
|
||||
|
||||
double getFrameTimerGPUAverage() const;
|
||||
double getFrameTimerBatchAverage() const;
|
||||
|
@ -229,8 +235,8 @@ protected:
|
|||
RangeTimerPointer _frameRangeTimer;
|
||||
StereoState _stereo;
|
||||
|
||||
double getGPUAverage() const;
|
||||
double getBatchAverage() const;
|
||||
// Sampled at the end of every frame, the stats of all the counters
|
||||
mutable ContextStats _frameStats;
|
||||
|
||||
// This function can only be called by "static Shader::makeProgram()"
|
||||
// makeProgramShader(...) make a program shader ready to be used in a Batch.
|
||||
|
|
|
@ -12,6 +12,8 @@
|
|||
#include "Stream.h"
|
||||
|
||||
#include <algorithm> //min max and more
|
||||
#include <sstream>
|
||||
#include <iomanip>
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
|
@ -39,9 +41,21 @@ const ElementArray& getDefaultElements() {
|
|||
return defaultElements;
|
||||
}
|
||||
|
||||
std::string Stream::Attribute::getKey() const {
|
||||
std::stringstream skey;
|
||||
|
||||
skey << std::hex;
|
||||
skey << std::setw(8) << std::setfill('0') << (uint32)((((uint32)_slot) << 24) | (((uint32)_channel) << 16) | ((uint32)_element.getRaw()));
|
||||
skey << _offset;
|
||||
skey << _frequency;
|
||||
return skey.str();
|
||||
}
|
||||
|
||||
void Stream::Format::evaluateCache() {
|
||||
_key.clear();
|
||||
_channels.clear();
|
||||
_elementTotalSize = 0;
|
||||
|
||||
for(AttributeMap::iterator it = _attributes.begin(); it != _attributes.end(); it++) {
|
||||
Attribute& attrib = (*it).second;
|
||||
ChannelInfo& channel = _channels[attrib._channel];
|
||||
|
@ -49,6 +63,8 @@ void Stream::Format::evaluateCache() {
|
|||
channel._stride = std::max(channel._stride, attrib.getSize() + attrib._offset);
|
||||
channel._netSize += attrib.getSize();
|
||||
_elementTotalSize += attrib.getSize();
|
||||
|
||||
_key += attrib.getKey();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include <vector>
|
||||
#include <map>
|
||||
#include <array>
|
||||
#include <string>
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
|
@ -73,6 +74,9 @@ public:
|
|||
|
||||
// Size of the
|
||||
uint32 getSize() const { return _element.getSize(); }
|
||||
|
||||
// Generate a string key describing the attribute uniquely
|
||||
std::string getKey() const;
|
||||
};
|
||||
|
||||
// Stream Format is describing how to feed a list of attributes from a bunch of stream buffer channels
|
||||
|
@ -106,10 +110,15 @@ public:
|
|||
|
||||
bool hasAttribute(Slot slot) const { return (_attributes.find(slot) != _attributes.end()); }
|
||||
|
||||
const std::string& getKey() const { return _key; }
|
||||
|
||||
const GPUObjectPointer gpuObject{};
|
||||
|
||||
protected:
|
||||
AttributeMap _attributes;
|
||||
ChannelMap _channels;
|
||||
uint32 _elementTotalSize { 0 };
|
||||
std::string _key;
|
||||
|
||||
void evaluateCache();
|
||||
};
|
||||
|
|
|
@ -35,21 +35,21 @@ void EngineStats::run(const SceneContextPointer& sceneContext, const RenderConte
|
|||
config->textureGPUVirtualMemoryUsage = gpu::Texture::getTextureGPUVirtualMemoryUsage();
|
||||
config->textureGPUTransferCount = gpu::Texture::getTextureGPUTransferCount();
|
||||
|
||||
gpu::ContextStats gpuStats(_gpuStats);
|
||||
renderContext->args->_context->getStats(_gpuStats);
|
||||
renderContext->args->_context->getFrameStats(_gpuStats);
|
||||
|
||||
config->frameAPIDrawcallCount = _gpuStats._DSNumAPIDrawcalls - gpuStats._DSNumAPIDrawcalls;
|
||||
config->frameDrawcallCount = _gpuStats._DSNumDrawcalls - gpuStats._DSNumDrawcalls;
|
||||
config->frameAPIDrawcallCount = _gpuStats._DSNumAPIDrawcalls;
|
||||
config->frameDrawcallCount = _gpuStats._DSNumDrawcalls;
|
||||
config->frameDrawcallRate = config->frameDrawcallCount * frequency;
|
||||
|
||||
config->frameTriangleCount = _gpuStats._DSNumTriangles - gpuStats._DSNumTriangles;
|
||||
config->frameTriangleCount = _gpuStats._DSNumTriangles;
|
||||
config->frameTriangleRate = config->frameTriangleCount * frequency;
|
||||
|
||||
config->frameTextureCount = _gpuStats._RSNumTextureBounded - gpuStats._RSNumTextureBounded;
|
||||
config->frameTextureCount = _gpuStats._RSNumTextureBounded;
|
||||
config->frameTextureRate = config->frameTextureCount * frequency;
|
||||
config->frameTextureMemoryUsage = _gpuStats._RSAmountTextureMemoryBounded - gpuStats._RSAmountTextureMemoryBounded;
|
||||
config->frameTextureMemoryUsage = _gpuStats._RSAmountTextureMemoryBounded;
|
||||
|
||||
config->frameSetPipelineCount = _gpuStats._PSNumSetPipelines - gpuStats._PSNumSetPipelines;
|
||||
config->frameSetPipelineCount = _gpuStats._PSNumSetPipelines;
|
||||
config->frameSetInputFormatCount = _gpuStats._ISNumFormatChanges;
|
||||
|
||||
config->emitDirty();
|
||||
}
|
||||
|
|
|
@ -48,6 +48,7 @@ namespace render {
|
|||
Q_PROPERTY(quint32 frameTextureMemoryUsage MEMBER frameTextureMemoryUsage NOTIFY dirty)
|
||||
|
||||
Q_PROPERTY(quint32 frameSetPipelineCount MEMBER frameSetPipelineCount NOTIFY dirty)
|
||||
Q_PROPERTY(quint32 frameSetInputFormatCount MEMBER frameSetInputFormatCount NOTIFY dirty)
|
||||
|
||||
|
||||
public:
|
||||
|
@ -78,6 +79,8 @@ namespace render {
|
|||
|
||||
quint32 frameSetPipelineCount{ 0 };
|
||||
|
||||
quint32 frameSetInputFormatCount{ 0 };
|
||||
|
||||
|
||||
|
||||
void emitDirty() { emit dirty(); }
|
||||
|
|
|
@ -197,7 +197,7 @@ GPUIdent* GPUIdent::ensureQuery(const QString& vendor, const QString& renderer)
|
|||
|
||||
ULONG uNumOfInstances = 0;
|
||||
CComPtr<IWbemClassObject> spInstance = NULL;
|
||||
hr = spEnumInst->Next(WBEM_INFINITE, 1, &spInstance, &uNumOfInstances);
|
||||
hr = spEnumInst->Next(WBEM_INFINITE, 1, &spInstance.p, &uNumOfInstances);
|
||||
while (hr == S_OK && spInstance && uNumOfInstances) {
|
||||
// Get properties from the object
|
||||
CComVariant var;
|
||||
|
|
|
@ -173,6 +173,11 @@ Item {
|
|||
prop: "frameSetPipelineCount",
|
||||
label: "Pipelines",
|
||||
color: "#E2334D"
|
||||
},
|
||||
{
|
||||
prop: "frameSetInputFormatCount",
|
||||
label: "Input Formats",
|
||||
color: "#1AC567"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue