Reduce API surface area, make render batches const correct

This commit is contained in:
Brad Davis 2016-08-09 20:17:28 -07:00
parent cac529a1b1
commit 58c7df115f
24 changed files with 259 additions and 172 deletions

View file

@ -188,7 +188,7 @@ GLBackend::~GLBackend() {
killTransform();
}
void GLBackend::renderPassTransfer(Batch& batch) {
void GLBackend::renderPassTransfer(const Batch& batch) {
const size_t numCommands = batch.getCommands().size();
const Batch::Commands::value_type* command = batch.getCommands().data();
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
@ -244,7 +244,7 @@ void GLBackend::renderPassTransfer(Batch& batch) {
_inRenderTransferPass = false;
}
void GLBackend::renderPassDraw(Batch& batch) {
void GLBackend::renderPassDraw(const Batch& batch) {
_currentDraw = -1;
_transform._camerasItr = _transform._cameraOffsets.begin();
const size_t numCommands = batch.getCommands().size();
@ -289,10 +289,7 @@ void GLBackend::renderPassDraw(Batch& batch) {
}
}
void GLBackend::render(Batch& batch) {
// Finalize the batch by moving all the instanced rendering into the command buffer
batch.preExecute();
void GLBackend::render(const Batch& batch) {
_transform._skybox = _stereo._skybox = batch.isSkyboxEnabled();
// Allow the batch to override the rendering stereo settings
// for things like full framebuffer copy operations (deferred lighting passes)
@ -317,7 +314,7 @@ void GLBackend::render(Batch& batch) {
void GLBackend::syncCache() {
cleanupTrash();
recycle();
syncTransformStateCache();
syncPipelineStateCache();
syncInputStateCache();
@ -334,21 +331,21 @@ void GLBackend::setupStereoSide(int side) {
_transform.bindCurrentCamera(side);
}
void GLBackend::do_resetStages(Batch& batch, size_t paramOffset) {
void GLBackend::do_resetStages(const Batch& batch, size_t paramOffset) {
resetStages();
}
void GLBackend::do_runLambda(Batch& batch, size_t paramOffset) {
void GLBackend::do_runLambda(const Batch& batch, size_t paramOffset) {
std::function<void()> f = batch._lambdas.get(batch._params[paramOffset]._uint);
f();
}
void GLBackend::do_startNamedCall(Batch& batch, size_t paramOffset) {
void GLBackend::do_startNamedCall(const Batch& batch, size_t paramOffset) {
batch._currentNamedCall = batch._names.get(batch._params[paramOffset]._uint);
_currentDraw = -1;
}
void GLBackend::do_stopNamedCall(Batch& batch, size_t paramOffset) {
void GLBackend::do_stopNamedCall(const Batch& batch, size_t paramOffset) {
batch._currentNamedCall.clear();
}
@ -365,7 +362,7 @@ void GLBackend::resetStages() {
}
void GLBackend::do_pushProfileRange(Batch& batch, size_t paramOffset) {
void GLBackend::do_pushProfileRange(const Batch& batch, size_t paramOffset) {
auto name = batch._profileRanges.get(batch._params[paramOffset]._uint);
profileRanges.push_back(name);
#if defined(NSIGHT_FOUND)
@ -373,7 +370,7 @@ void GLBackend::do_pushProfileRange(Batch& batch, size_t paramOffset) {
#endif
}
void GLBackend::do_popProfileRange(Batch& batch, size_t paramOffset) {
void GLBackend::do_popProfileRange(const Batch& batch, size_t paramOffset) {
profileRanges.pop_back();
#if defined(NSIGHT_FOUND)
nvtxRangePop();
@ -387,7 +384,7 @@ void GLBackend::do_popProfileRange(Batch& batch, size_t paramOffset) {
// As long as we don;t use several versions of shaders we can avoid this more complex code path
// #define GET_UNIFORM_LOCATION(shaderUniformLoc) _pipeline._programShader->getUniformLocation(shaderUniformLoc, isStereo());
#define GET_UNIFORM_LOCATION(shaderUniformLoc) shaderUniformLoc
void GLBackend::do_glActiveBindTexture(Batch& batch, size_t paramOffset) {
void GLBackend::do_glActiveBindTexture(const Batch& batch, size_t paramOffset) {
glActiveTexture(batch._params[paramOffset + 2]._uint);
glBindTexture(
GET_UNIFORM_LOCATION(batch._params[paramOffset + 1]._uint),
@ -396,7 +393,7 @@ void GLBackend::do_glActiveBindTexture(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform1i(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform1i(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -410,7 +407,7 @@ void GLBackend::do_glUniform1i(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform1f(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform1f(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -424,7 +421,7 @@ void GLBackend::do_glUniform1f(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform2f(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform2f(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -438,7 +435,7 @@ void GLBackend::do_glUniform2f(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform3f(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform3f(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -453,7 +450,7 @@ void GLBackend::do_glUniform3f(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform4f(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform4f(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -469,7 +466,7 @@ void GLBackend::do_glUniform4f(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform3fv(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform3fv(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -479,12 +476,12 @@ void GLBackend::do_glUniform3fv(Batch& batch, size_t paramOffset) {
glUniform3fv(
GET_UNIFORM_LOCATION(batch._params[paramOffset + 2]._int),
batch._params[paramOffset + 1]._uint,
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
(const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint));
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform4fv(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform4fv(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -494,13 +491,13 @@ void GLBackend::do_glUniform4fv(Batch& batch, size_t paramOffset) {
GLint location = GET_UNIFORM_LOCATION(batch._params[paramOffset + 2]._int);
GLsizei count = batch._params[paramOffset + 1]._uint;
const GLfloat* value = (const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint);
const GLfloat* value = (const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint);
glUniform4fv(location, count, value);
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniform4iv(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniform4iv(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -510,12 +507,12 @@ void GLBackend::do_glUniform4iv(Batch& batch, size_t paramOffset) {
glUniform4iv(
GET_UNIFORM_LOCATION(batch._params[paramOffset + 2]._int),
batch._params[paramOffset + 1]._uint,
(const GLint*)batch.editData(batch._params[paramOffset + 0]._uint));
(const GLint*)batch.readData(batch._params[paramOffset + 0]._uint));
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniformMatrix3fv(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniformMatrix3fv(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -527,11 +524,11 @@ void GLBackend::do_glUniformMatrix3fv(Batch& batch, size_t paramOffset) {
GET_UNIFORM_LOCATION(batch._params[paramOffset + 3]._int),
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._uint,
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
(const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint));
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glUniformMatrix4fv(Batch& batch, size_t paramOffset) {
void GLBackend::do_glUniformMatrix4fv(const Batch& batch, size_t paramOffset) {
if (_pipeline._program == 0) {
// We should call updatePipeline() to bind the program but we are not doing that
// because these uniform setters are deprecated and we don;t want to create side effect
@ -543,11 +540,11 @@ void GLBackend::do_glUniformMatrix4fv(Batch& batch, size_t paramOffset) {
GET_UNIFORM_LOCATION(batch._params[paramOffset + 3]._int),
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._uint,
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
(const GLfloat*)batch.readData(batch._params[paramOffset + 0]._uint));
(void)CHECK_GL_ERROR();
}
void GLBackend::do_glColor4f(Batch& batch, size_t paramOffset) {
void GLBackend::do_glColor4f(const Batch& batch, size_t paramOffset) {
glm::vec4 newColor(
batch._params[paramOffset + 3]._float,
@ -592,7 +589,7 @@ void GLBackend::releaseQuery(GLuint id) const {
_queriesTrash.push_back(id);
}
void GLBackend::cleanupTrash() const {
void GLBackend::recycle() const {
{
std::vector<GLuint> ids;
std::list<std::pair<GLuint, Size>> buffersTrash;
@ -606,7 +603,9 @@ void GLBackend::cleanupTrash() const {
decrementBufferGPUCount();
updateBufferGPUMemoryUsage(pair.second, 0);
}
glDeleteBuffers((GLsizei)ids.size(), ids.data());
if (!ids.empty()) {
glDeleteBuffers((GLsizei)ids.size(), ids.data());
}
}
{
@ -620,7 +619,9 @@ void GLBackend::cleanupTrash() const {
for (auto id : framebuffersTrash) {
ids.push_back(id);
}
glDeleteFramebuffers((GLsizei)ids.size(), ids.data());
if (!ids.empty()) {
glDeleteFramebuffers((GLsizei)ids.size(), ids.data());
}
}
{
@ -636,7 +637,9 @@ void GLBackend::cleanupTrash() const {
decrementTextureGPUCount();
updateTextureGPUMemoryUsage(pair.second, 0);
}
glDeleteTextures((GLsizei)ids.size(), ids.data());
if (!ids.empty()) {
glDeleteTextures((GLsizei)ids.size(), ids.data());
}
}
{
@ -672,7 +675,9 @@ void GLBackend::cleanupTrash() const {
for (auto id : queriesTrash) {
ids.push_back(id);
}
glDeleteQueries((GLsizei)ids.size(), ids.data());
if (!ids.empty()) {
glDeleteQueries((GLsizei)ids.size(), ids.data());
}
}
}

View file

@ -46,7 +46,7 @@ public:
~GLBackend();
void setCameraCorrection(const Mat4& correction);
void render(Batch& batch) final;
void render(const Batch& batch) final;
// This call synchronize the Full Backend cache with the current GLState
// THis is only intended to be used when mixing raw gl calls with the gpu api usage in order to sync
@ -75,74 +75,74 @@ public:
size_t getMaxNumResourceTextures() const { return MAX_NUM_RESOURCE_TEXTURES; }
// Draw Stage
virtual void do_draw(Batch& batch, size_t paramOffset) = 0;
virtual void do_drawIndexed(Batch& batch, size_t paramOffset) = 0;
virtual void do_drawInstanced(Batch& batch, size_t paramOffset) = 0;
virtual void do_drawIndexedInstanced(Batch& batch, size_t paramOffset) = 0;
virtual void do_multiDrawIndirect(Batch& batch, size_t paramOffset) = 0;
virtual void do_multiDrawIndexedIndirect(Batch& batch, size_t paramOffset) = 0;
virtual void do_draw(const Batch& batch, size_t paramOffset) = 0;
virtual void do_drawIndexed(const Batch& batch, size_t paramOffset) = 0;
virtual void do_drawInstanced(const Batch& batch, size_t paramOffset) = 0;
virtual void do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) = 0;
virtual void do_multiDrawIndirect(const Batch& batch, size_t paramOffset) = 0;
virtual void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) = 0;
// Input Stage
virtual void do_setInputFormat(Batch& batch, size_t paramOffset) final;
virtual void do_setInputBuffer(Batch& batch, size_t paramOffset) final;
virtual void do_setIndexBuffer(Batch& batch, size_t paramOffset) final;
virtual void do_setIndirectBuffer(Batch& batch, size_t paramOffset) final;
virtual void do_generateTextureMips(Batch& batch, size_t paramOffset) final;
virtual void do_setInputFormat(const Batch& batch, size_t paramOffset) final;
virtual void do_setInputBuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_setIndexBuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_setIndirectBuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_generateTextureMips(const Batch& batch, size_t paramOffset) final;
// Transform Stage
virtual void do_setModelTransform(Batch& batch, size_t paramOffset) final;
virtual void do_setViewTransform(Batch& batch, size_t paramOffset) final;
virtual void do_setProjectionTransform(Batch& batch, size_t paramOffset) final;
virtual void do_setViewportTransform(Batch& batch, size_t paramOffset) final;
virtual void do_setDepthRangeTransform(Batch& batch, size_t paramOffset) final;
virtual void do_setModelTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setViewTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setProjectionTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setViewportTransform(const Batch& batch, size_t paramOffset) final;
virtual void do_setDepthRangeTransform(const Batch& batch, size_t paramOffset) final;
// Uniform Stage
virtual void do_setUniformBuffer(Batch& batch, size_t paramOffset) final;
virtual void do_setUniformBuffer(const Batch& batch, size_t paramOffset) final;
// Resource Stage
virtual void do_setResourceTexture(Batch& batch, size_t paramOffset) final;
virtual void do_setResourceTexture(const Batch& batch, size_t paramOffset) final;
// Pipeline Stage
virtual void do_setPipeline(Batch& batch, size_t paramOffset) final;
virtual void do_setPipeline(const Batch& batch, size_t paramOffset) final;
// Output stage
virtual void do_setFramebuffer(Batch& batch, size_t paramOffset) final;
virtual void do_clearFramebuffer(Batch& batch, size_t paramOffset) final;
virtual void do_blit(Batch& batch, size_t paramOffset) = 0;
virtual void do_setFramebuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_clearFramebuffer(const Batch& batch, size_t paramOffset) final;
virtual void do_blit(const Batch& batch, size_t paramOffset) = 0;
// Query section
virtual void do_beginQuery(Batch& batch, size_t paramOffset) final;
virtual void do_endQuery(Batch& batch, size_t paramOffset) final;
virtual void do_getQuery(Batch& batch, size_t paramOffset) final;
virtual void do_beginQuery(const Batch& batch, size_t paramOffset) final;
virtual void do_endQuery(const Batch& batch, size_t paramOffset) final;
virtual void do_getQuery(const Batch& batch, size_t paramOffset) final;
// Reset stages
virtual void do_resetStages(Batch& batch, size_t paramOffset) final;
virtual void do_resetStages(const Batch& batch, size_t paramOffset) final;
virtual void do_runLambda(Batch& batch, size_t paramOffset) final;
virtual void do_runLambda(const Batch& batch, size_t paramOffset) final;
virtual void do_startNamedCall(Batch& batch, size_t paramOffset) final;
virtual void do_stopNamedCall(Batch& batch, size_t paramOffset) final;
virtual void do_startNamedCall(const Batch& batch, size_t paramOffset) final;
virtual void do_stopNamedCall(const Batch& batch, size_t paramOffset) final;
virtual void do_pushProfileRange(Batch& batch, size_t paramOffset) final;
virtual void do_popProfileRange(Batch& batch, size_t paramOffset) final;
virtual void do_pushProfileRange(const Batch& batch, size_t paramOffset) final;
virtual void do_popProfileRange(const Batch& batch, size_t paramOffset) final;
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
virtual void do_glActiveBindTexture(Batch& batch, size_t paramOffset) final;
virtual void do_glActiveBindTexture(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform1i(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform1f(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform2f(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform3f(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4f(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform3fv(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4fv(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4iv(Batch& batch, size_t paramOffset) final;
virtual void do_glUniformMatrix3fv(Batch& batch, size_t paramOffset) final;
virtual void do_glUniformMatrix4fv(Batch& batch, size_t paramOffset) final;
virtual void do_glUniform1i(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform1f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform2f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform3f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4f(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform3fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniform4iv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniformMatrix3fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glUniformMatrix4fv(const Batch& batch, size_t paramOffset) final;
virtual void do_glColor4f(Batch& batch, size_t paramOffset) final;
virtual void do_glColor4f(const Batch& batch, size_t paramOffset) final;
// The State setters called by the GLState::Commands when a new state is assigned
virtual void do_setStateFillMode(int32 mode) final;
@ -159,8 +159,8 @@ public:
virtual void do_setStateSampleMask(uint32 mask) final;
virtual void do_setStateBlend(State::BlendFunction blendFunction) final;
virtual void do_setStateColorWriteMask(uint32 mask) final;
virtual void do_setStateBlendFactor(Batch& batch, size_t paramOffset) final;
virtual void do_setStateScissorRect(Batch& batch, size_t paramOffset) final;
virtual void do_setStateBlendFactor(const Batch& batch, size_t paramOffset) final;
virtual void do_setStateScissorRect(const Batch& batch, size_t paramOffset) final;
virtual GLuint getFramebufferID(const FramebufferPointer& framebuffer) = 0;
virtual GLuint getTextureID(const TexturePointer& texture, bool needTransfer = true) = 0;
@ -174,10 +174,10 @@ public:
virtual void releaseShader(GLuint id) const;
virtual void releaseProgram(GLuint id) const;
virtual void releaseQuery(GLuint id) const;
virtual void cleanupTrash() const;
protected:
void recycle() const override;
virtual GLFramebuffer* syncGPUObject(const Framebuffer& framebuffer) = 0;
virtual GLBuffer* syncGPUObject(const Buffer& buffer) = 0;
virtual GLTexture* syncGPUObject(const TexturePointer& texture, bool sync = true) = 0;
@ -197,8 +197,8 @@ protected:
mutable std::list<GLuint> _programsTrash;
mutable std::list<GLuint> _queriesTrash;
void renderPassTransfer(Batch& batch);
void renderPassDraw(Batch& batch);
void renderPassTransfer(const Batch& batch);
void renderPassDraw(const Batch& batch);
void setupStereoSide(int side);
virtual void initInput() final;
@ -362,7 +362,7 @@ protected:
void resetStages();
typedef void (GLBackend::*CommandCall)(Batch&, size_t);
typedef void (GLBackend::*CommandCall)(const Batch&, size_t);
static CommandCall _commandCalls[Batch::NUM_COMMANDS];
friend class GLState;
};

View file

@ -14,7 +14,7 @@
using namespace gpu;
using namespace gpu::gl;
void GLBackend::do_setInputFormat(Batch& batch, size_t paramOffset) {
void GLBackend::do_setInputFormat(const Batch& batch, size_t paramOffset) {
Stream::FormatPointer format = batch._streamFormats.get(batch._params[paramOffset]._uint);
if (format != _input._format) {
@ -23,7 +23,7 @@ void GLBackend::do_setInputFormat(Batch& batch, size_t paramOffset) {
}
}
void GLBackend::do_setInputBuffer(Batch& batch, size_t paramOffset) {
void GLBackend::do_setInputBuffer(const Batch& batch, size_t 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);
@ -116,7 +116,7 @@ void GLBackend::resetInputStage() {
}
void GLBackend::do_setIndexBuffer(Batch& batch, size_t paramOffset) {
void GLBackend::do_setIndexBuffer(const Batch& batch, size_t paramOffset) {
_input._indexBufferType = (Type)batch._params[paramOffset + 2]._uint;
_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
@ -133,7 +133,7 @@ void GLBackend::do_setIndexBuffer(Batch& batch, size_t paramOffset) {
(void) CHECK_GL_ERROR();
}
void GLBackend::do_setIndirectBuffer(Batch& batch, size_t paramOffset) {
void GLBackend::do_setIndirectBuffer(const Batch& batch, size_t paramOffset) {
_input._indirectBufferOffset = batch._params[paramOffset + 1]._uint;
_input._indirectBufferStride = batch._params[paramOffset + 2]._uint;

View file

@ -35,7 +35,7 @@ void GLBackend::resetOutputStage() {
glEnable(GL_FRAMEBUFFER_SRGB);
}
void GLBackend::do_setFramebuffer(Batch& batch, size_t paramOffset) {
void GLBackend::do_setFramebuffer(const Batch& batch, size_t paramOffset) {
auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
if (_output._framebuffer != framebuffer) {
auto newFBO = getFramebufferID(framebuffer);
@ -47,7 +47,7 @@ void GLBackend::do_setFramebuffer(Batch& batch, size_t paramOffset) {
}
}
void GLBackend::do_clearFramebuffer(Batch& batch, size_t paramOffset) {
void GLBackend::do_clearFramebuffer(const Batch& batch, size_t paramOffset) {
if (_stereo._enable && !_pipeline._stateCache.scissorEnable) {
qWarning("Clear without scissor in stereo mode");
}

View file

@ -19,7 +19,7 @@
using namespace gpu;
using namespace gpu::gl;
void GLBackend::do_setPipeline(Batch& batch, size_t paramOffset) {
void GLBackend::do_setPipeline(const Batch& batch, size_t paramOffset) {
PipelinePointer pipeline = batch._pipelines.get(batch._params[paramOffset + 0]._uint);
if (_pipeline._pipeline == pipeline) {
@ -141,7 +141,7 @@ void GLBackend::resetUniformStage() {
}
}
void GLBackend::do_setUniformBuffer(Batch& batch, size_t paramOffset) {
void GLBackend::do_setUniformBuffer(const Batch& batch, size_t 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;
@ -190,7 +190,7 @@ void GLBackend::resetResourceStage() {
}
}
void GLBackend::do_setResourceTexture(Batch& batch, size_t paramOffset) {
void GLBackend::do_setResourceTexture(const Batch& batch, size_t paramOffset) {
GLuint slot = batch._params[paramOffset + 1]._uint;
TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);

View file

@ -21,7 +21,7 @@ static bool timeElapsed = true;
static bool timeElapsed = false;
#endif
void GLBackend::do_beginQuery(Batch& batch, size_t paramOffset) {
void GLBackend::do_beginQuery(const Batch& batch, size_t paramOffset) {
auto query = batch._queries.get(batch._params[paramOffset]._uint);
GLQuery* glquery = syncGPUObject(*query);
if (glquery) {
@ -34,7 +34,7 @@ void GLBackend::do_beginQuery(Batch& batch, size_t paramOffset) {
}
}
void GLBackend::do_endQuery(Batch& batch, size_t paramOffset) {
void GLBackend::do_endQuery(const Batch& batch, size_t paramOffset) {
auto query = batch._queries.get(batch._params[paramOffset]._uint);
GLQuery* glquery = syncGPUObject(*query);
if (glquery) {
@ -47,7 +47,7 @@ void GLBackend::do_endQuery(Batch& batch, size_t paramOffset) {
}
}
void GLBackend::do_getQuery(Batch& batch, size_t paramOffset) {
void GLBackend::do_getQuery(const Batch& batch, size_t paramOffset) {
auto query = batch._queries.get(batch._params[paramOffset]._uint);
GLQuery* glquery = syncGPUObject(*query);
if (glquery) {

View file

@ -290,7 +290,7 @@ void GLBackend::do_setStateColorWriteMask(uint32 mask) {
}
void GLBackend::do_setStateBlendFactor(Batch& batch, size_t paramOffset) {
void GLBackend::do_setStateBlendFactor(const Batch& batch, size_t paramOffset) {
Vec4 factor(batch._params[paramOffset + 0]._float,
batch._params[paramOffset + 1]._float,
batch._params[paramOffset + 2]._float,
@ -300,9 +300,9 @@ void GLBackend::do_setStateBlendFactor(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GLBackend::do_setStateScissorRect(Batch& batch, size_t paramOffset) {
void GLBackend::do_setStateScissorRect(const Batch& batch, size_t paramOffset) {
Vec4i rect;
memcpy(&rect, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
memcpy(&rect, batch.readData(batch._params[paramOffset]._uint), sizeof(Vec4i));
if (_stereo._enable) {
rect.z /= 2;

View file

@ -21,7 +21,7 @@ bool GLBackend::isTextureReady(const TexturePointer& texture) {
}
void GLBackend::do_generateTextureMips(Batch& batch, size_t paramOffset) {
void GLBackend::do_generateTextureMips(const Batch& batch, size_t paramOffset) {
TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
if (!resourceTexture) {
return;

View file

@ -14,22 +14,22 @@ using namespace gpu;
using namespace gpu::gl;
// Transform Stage
void GLBackend::do_setModelTransform(Batch& batch, size_t paramOffset) {
void GLBackend::do_setModelTransform(const Batch& batch, size_t paramOffset) {
}
void GLBackend::do_setViewTransform(Batch& batch, size_t paramOffset) {
void GLBackend::do_setViewTransform(const Batch& batch, size_t paramOffset) {
_transform._view = batch._transforms.get(batch._params[paramOffset]._uint);
_transform._viewIsCamera = batch._params[paramOffset + 1]._uint != 0;
_transform._invalidView = true;
}
void GLBackend::do_setProjectionTransform(Batch& batch, size_t paramOffset) {
memcpy(&_transform._projection, batch.editData(batch._params[paramOffset]._uint), sizeof(Mat4));
void GLBackend::do_setProjectionTransform(const Batch& batch, size_t paramOffset) {
memcpy(&_transform._projection, batch.readData(batch._params[paramOffset]._uint), sizeof(Mat4));
_transform._invalidProj = true;
}
void GLBackend::do_setViewportTransform(Batch& batch, size_t paramOffset) {
memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
void GLBackend::do_setViewportTransform(const Batch& batch, size_t paramOffset) {
memcpy(&_transform._viewport, batch.readData(batch._params[paramOffset]._uint), sizeof(Vec4i));
if (!_inRenderTransferPass && !isStereo()) {
ivec4& vp = _transform._viewport;
@ -40,7 +40,7 @@ void GLBackend::do_setViewportTransform(Batch& batch, size_t paramOffset) {
_transform._invalidViewport = true;
}
void GLBackend::do_setDepthRangeTransform(Batch& batch, size_t paramOffset) {
void GLBackend::do_setDepthRangeTransform(const Batch& batch, size_t paramOffset) {
Vec2 depthRange(batch._params[paramOffset + 1]._float, batch._params[paramOffset + 0]._float);

View file

@ -18,7 +18,7 @@ Q_LOGGING_CATEGORY(gpugl41logging, "hifi.gpu.gl41")
using namespace gpu;
using namespace gpu::gl41;
void GL41Backend::do_draw(Batch& batch, size_t paramOffset) {
void GL41Backend::do_draw(const Batch& batch, size_t paramOffset) {
Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[primitiveType];
uint32 numVertices = batch._params[paramOffset + 1]._uint;
@ -43,7 +43,7 @@ void GL41Backend::do_draw(Batch& batch, size_t paramOffset) {
(void) CHECK_GL_ERROR();
}
void GL41Backend::do_drawIndexed(Batch& batch, size_t paramOffset) {
void GL41Backend::do_drawIndexed(const Batch& batch, size_t paramOffset) {
Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[primitiveType];
uint32 numIndices = batch._params[paramOffset + 1]._uint;
@ -72,7 +72,7 @@ void GL41Backend::do_drawIndexed(Batch& batch, size_t paramOffset) {
(void) CHECK_GL_ERROR();
}
void GL41Backend::do_drawInstanced(Batch& batch, size_t paramOffset) {
void GL41Backend::do_drawInstanced(const Batch& batch, size_t paramOffset) {
GLint numInstances = batch._params[paramOffset + 4]._uint;
Primitive primitiveType = (Primitive)batch._params[paramOffset + 3]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[primitiveType];
@ -108,7 +108,7 @@ void glbackend_glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsize
#endif
}
void GL41Backend::do_drawIndexedInstanced(Batch& batch, size_t paramOffset) {
void GL41Backend::do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) {
GLint numInstances = batch._params[paramOffset + 4]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[(Primitive)batch._params[paramOffset + 3]._uint];
uint32 numIndices = batch._params[paramOffset + 2]._uint;
@ -143,7 +143,7 @@ void GL41Backend::do_drawIndexedInstanced(Batch& batch, size_t paramOffset) {
}
void GL41Backend::do_multiDrawIndirect(Batch& batch, size_t paramOffset) {
void GL41Backend::do_multiDrawIndirect(const Batch& batch, size_t paramOffset) {
#if (GPU_INPUT_PROFILE == GPU_CORE_43)
uint commandCount = batch._params[paramOffset + 0]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[(Primitive)batch._params[paramOffset + 1]._uint];
@ -159,7 +159,7 @@ void GL41Backend::do_multiDrawIndirect(Batch& batch, size_t paramOffset) {
}
void GL41Backend::do_multiDrawIndexedIndirect(Batch& batch, size_t paramOffset) {
void GL41Backend::do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) {
#if (GPU_INPUT_PROFILE == GPU_CORE_43)
uint commandCount = batch._params[paramOffset + 0]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[(Primitive)batch._params[paramOffset + 1]._uint];

View file

@ -68,12 +68,12 @@ protected:
gl::GLQuery* syncGPUObject(const Query& query) override;
// Draw Stage
void do_draw(Batch& batch, size_t paramOffset) override;
void do_drawIndexed(Batch& batch, size_t paramOffset) override;
void do_drawInstanced(Batch& batch, size_t paramOffset) override;
void do_drawIndexedInstanced(Batch& batch, size_t paramOffset) override;
void do_multiDrawIndirect(Batch& batch, size_t paramOffset) override;
void do_multiDrawIndexedIndirect(Batch& batch, size_t paramOffset) override;
void do_draw(const Batch& batch, size_t paramOffset) override;
void do_drawIndexed(const Batch& batch, size_t paramOffset) override;
void do_drawInstanced(const Batch& batch, size_t paramOffset) override;
void do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) override;
void do_multiDrawIndirect(const Batch& batch, size_t paramOffset) override;
void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) override;
// Input Stage
void updateInput() override;
@ -85,7 +85,7 @@ protected:
void resetTransformStage();
// Output stage
void do_blit(Batch& batch, size_t paramOffset) override;
void do_blit(const Batch& batch, size_t paramOffset) override;
};
} }

View file

@ -127,7 +127,7 @@ GLuint GL41Backend::getFramebufferID(const FramebufferPointer& framebuffer) {
return framebuffer ? GL41Framebuffer::getId<GL41Framebuffer>(*this, *framebuffer) : 0;
}
void GL41Backend::do_blit(Batch& batch, size_t paramOffset) {
void GL41Backend::do_blit(const Batch& batch, size_t paramOffset) {
auto srcframebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
Vec4i srcvp;
for (auto i = 0; i < 4; ++i) {

View file

@ -18,7 +18,7 @@ Q_LOGGING_CATEGORY(gpugl45logging, "hifi.gpu.gl45")
using namespace gpu;
using namespace gpu::gl45;
void GL45Backend::do_draw(Batch& batch, size_t paramOffset) {
void GL45Backend::do_draw(const Batch& batch, size_t paramOffset) {
Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[primitiveType];
uint32 numVertices = batch._params[paramOffset + 1]._uint;
@ -43,7 +43,7 @@ void GL45Backend::do_draw(Batch& batch, size_t paramOffset) {
(void) CHECK_GL_ERROR();
}
void GL45Backend::do_drawIndexed(Batch& batch, size_t paramOffset) {
void GL45Backend::do_drawIndexed(const Batch& batch, size_t paramOffset) {
Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[primitiveType];
uint32 numIndices = batch._params[paramOffset + 1]._uint;
@ -72,7 +72,7 @@ void GL45Backend::do_drawIndexed(Batch& batch, size_t paramOffset) {
(void) CHECK_GL_ERROR();
}
void GL45Backend::do_drawInstanced(Batch& batch, size_t paramOffset) {
void GL45Backend::do_drawInstanced(const Batch& batch, size_t paramOffset) {
GLint numInstances = batch._params[paramOffset + 4]._uint;
Primitive primitiveType = (Primitive)batch._params[paramOffset + 3]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[primitiveType];
@ -100,7 +100,7 @@ void GL45Backend::do_drawInstanced(Batch& batch, size_t paramOffset) {
(void) CHECK_GL_ERROR();
}
void GL45Backend::do_drawIndexedInstanced(Batch& batch, size_t paramOffset) {
void GL45Backend::do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) {
GLint numInstances = batch._params[paramOffset + 4]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[(Primitive)batch._params[paramOffset + 3]._uint];
uint32 numIndices = batch._params[paramOffset + 2]._uint;
@ -129,7 +129,7 @@ void GL45Backend::do_drawIndexedInstanced(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GL45Backend::do_multiDrawIndirect(Batch& batch, size_t paramOffset) {
void GL45Backend::do_multiDrawIndirect(const Batch& batch, size_t paramOffset) {
uint commandCount = batch._params[paramOffset + 0]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[(Primitive)batch._params[paramOffset + 1]._uint];
glMultiDrawArraysIndirect(mode, reinterpret_cast<GLvoid*>(_input._indirectBufferOffset), commandCount, (GLsizei)_input._indirectBufferStride);
@ -138,7 +138,7 @@ void GL45Backend::do_multiDrawIndirect(Batch& batch, size_t paramOffset) {
(void)CHECK_GL_ERROR();
}
void GL45Backend::do_multiDrawIndexedIndirect(Batch& batch, size_t paramOffset) {
void GL45Backend::do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) {
uint commandCount = batch._params[paramOffset + 0]._uint;
GLenum mode = gl::PRIMITIVE_TO_GL[(Primitive)batch._params[paramOffset + 1]._uint];
GLenum indexType = gl::ELEMENT_TYPE_TO_GL[_input._indexBufferType];

View file

@ -57,12 +57,12 @@ protected:
gl::GLQuery* syncGPUObject(const Query& query) override;
// Draw Stage
void do_draw(Batch& batch, size_t paramOffset) override;
void do_drawIndexed(Batch& batch, size_t paramOffset) override;
void do_drawInstanced(Batch& batch, size_t paramOffset) override;
void do_drawIndexedInstanced(Batch& batch, size_t paramOffset) override;
void do_multiDrawIndirect(Batch& batch, size_t paramOffset) override;
void do_multiDrawIndexedIndirect(Batch& batch, size_t paramOffset) override;
void do_draw(const Batch& batch, size_t paramOffset) override;
void do_drawIndexed(const Batch& batch, size_t paramOffset) override;
void do_drawInstanced(const Batch& batch, size_t paramOffset) override;
void do_drawIndexedInstanced(const Batch& batch, size_t paramOffset) override;
void do_multiDrawIndirect(const Batch& batch, size_t paramOffset) override;
void do_multiDrawIndexedIndirect(const Batch& batch, size_t paramOffset) override;
// Input Stage
void updateInput() override;
@ -74,7 +74,7 @@ protected:
void resetTransformStage();
// Output stage
void do_blit(Batch& batch, size_t paramOffset) override;
void do_blit(const Batch& batch, size_t paramOffset) override;
};
} }

View file

@ -119,7 +119,7 @@ GLuint GL45Backend::getFramebufferID(const FramebufferPointer& framebuffer) {
return framebuffer ? gl::GLFramebuffer::getId<GL45Framebuffer>(*this, *framebuffer) : 0;
}
void GL45Backend::do_blit(Batch& batch, size_t paramOffset) {
void GL45Backend::do_blit(const Batch& batch, size_t paramOffset) {
auto srcframebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
Vec4i srcvp;
for (auto i = 0; i < 4; ++i) {

View file

@ -492,17 +492,6 @@ void Batch::captureNamedDrawCallInfo(std::string name) {
std::swap(_currentNamedCall, name); // Restore _currentNamedCall
}
void Batch::preExecute() {
for (auto& mapItem : _namedData) {
auto& name = mapItem.first;
auto& instance = mapItem.second;
startNamedCall(name);
instance.process(*this);
stopNamedCall();
}
}
// Debugging
void Batch::pushProfileRange(const char* name) {
#if defined(NSIGHT_FOUND)
@ -630,7 +619,16 @@ void Batch::_glColor4f(float red, float green, float blue, float alpha) {
_params.emplace_back(red);
}
void Batch::finish(BufferUpdates& updates) {
void Batch::finishFrame(BufferUpdates& updates) {
for (auto& mapItem : _namedData) {
auto& name = mapItem.first;
auto& instance = mapItem.second;
startNamedCall(name);
instance.process(*this);
stopNamedCall();
}
for (auto& namedCallData : _namedData) {
for (auto& buffer : namedCallData.second.buffers) {
if (!buffer || !buffer->isDirty()) {
@ -650,6 +648,16 @@ void Batch::finish(BufferUpdates& updates) {
}
void Batch::flush() {
for (auto& mapItem : _namedData) {
auto& name = mapItem.first;
auto& instance = mapItem.second;
auto& self = const_cast<Batch&>(*this);
self.startNamedCall(name);
instance.process(self);
self.stopNamedCall();
}
for (auto& namedCallData : _namedData) {
for (auto& buffer : namedCallData.second.buffers) {
if (!buffer) {

View file

@ -89,7 +89,7 @@ public:
DrawCallInfoBuffer _drawCallInfos;
static size_t _drawCallInfosMax;
std::string _currentNamedCall;
mutable std::string _currentNamedCall;
const DrawCallInfoBuffer& getDrawCallInfoBuffer() const;
DrawCallInfoBuffer& getDrawCallInfoBuffer();
@ -103,14 +103,6 @@ public:
void clear();
// Call on the main thread to prepare for passing to the render thread
void finish(BufferUpdates& updates);
// Call on the rendering thread for batches that only exist there
void flush();
void preExecute();
// Batches may need to override the context level stereo settings
// if they're performing framebuffer copy operations, like the
// deferred lighting resolution mechanism
@ -401,7 +393,7 @@ public:
return offset;
}
Data get(uint32 offset) {
Data get(uint32 offset) const {
if (offset >= _items.size()) {
return Data();
}
@ -436,6 +428,13 @@ public:
return (_data.data() + offset);
}
const Byte* readData(size_t offset) const {
if (offset >= _data.size()) {
return 0;
}
return (_data.data() + offset);
}
Commands _commands;
static size_t _commandsMax;
@ -478,6 +477,18 @@ public:
bool _enableSkybox{ false };
protected:
friend class Context;
friend class Frame;
// Apply all the named calls to the end of the batch
// and prepare updates for the render shadow copies of the buffers
void finishFrame(BufferUpdates& updates);
// Directly copy from the main data to the render thread shadow copy
// MUST only be called on the render thread
// MUST only be called on batches created on the render thread
void flush();
void startNamedCall(const std::string& name);
void stopNamedCall();

View file

@ -141,7 +141,7 @@ void Buffer::applyUpdate(const Update& update) {
update.apply();
}
void Buffer::flush() {
void Buffer::flush() const {
++_getUpdateCount;
++_applyUpdateCount;
_renderPages = _pages;

View file

@ -127,7 +127,7 @@ public:
Update getUpdate() const;
// For use by the render thread to avoid the intermediate step of getUpdate/applyUpdate
void flush();
void flush() const;
// FIXME don't maintain a second buffer continuously. We should be able to apply updates
// directly to the GL object and discard _renderSysmem and _renderPages

View file

@ -35,7 +35,7 @@ void Context::beginFrame(const glm::mat4& renderPose) {
_currentFrame->pose = renderPose;
}
void Context::append(Batch& batch) {
void Context::appendFrameBatch(Batch& batch) {
if (!_frameActive) {
qWarning() << "Batch executed outside of frame boundaries";
return;
@ -54,6 +54,30 @@ FramePointer Context::endFrame() {
return result;
}
void Context::executeBatch(Batch& batch) const {
batch.flush();
_backend->render(batch);
}
void Context::recycle() const {
_backend->recycle();
}
void Context::consumeFrameUpdates(const FramePointer& frame) const {
frame->preRender();
}
void Context::executeFrame(const FramePointer& frame) const {
// FIXME? probably not necessary, but safe
consumeFrameUpdates(frame);
_backend->setStereoState(frame->stereoState);
{
// Execute the frame rendering commands
for (auto& batch : frame->batches) {
_backend->render(batch);
}
}
}
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
if (shader.isProgram() && _makeProgramCallback) {

View file

@ -53,9 +53,9 @@ public:
void setStereoState(const StereoState& stereo) { _stereo = stereo; }
virtual void render(Batch& batch) = 0;
virtual void render(const Batch& batch) = 0;
virtual void syncCache() = 0;
virtual void cleanupTrash() const = 0;
virtual void recycle() const = 0;
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
// UBO class... layout MUST match the layout in Transform.slh
@ -142,9 +142,44 @@ public:
~Context();
void beginFrame(const glm::mat4& renderPose = glm::mat4());
void append(Batch& batch);
void appendFrameBatch(Batch& batch);
FramePointer endFrame();
// MUST only be called on the rendering thread
//
// Handle any pending operations to clean up (recycle / deallocate) resources no longer in use
void recycle() const;
// MUST only be called on the rendering thread
//
// Execute a batch immediately, rather than as part of a frame
void executeBatch(Batch& batch) const;
// MUST only be called on the rendering thread
//
// Executes a frame, applying any updates contained in the frame batches to the rendering
// thread shadow copies. Either executeFrame or consumeFrameUpdates MUST be called on every frame
// generated, IN THE ORDER they were generated.
void executeFrame(const FramePointer& frame) const;
// MUST only be called on the rendering thread.
//
// Consuming a frame applies any updates queued from the recording thread and applies them to the
// shadow copy used by the rendering thread.
//
// EVERY frame generated MUST be consumed, regardless of whether the frame is actually executed,
// or the buffer shadow copies can become unsynced from the recording thread copies.
//
// Consuming a frame is idempotent, as the frame encapsulates the updates and clears them out as
// it applies them, so calling it more than once on a given frame will have no effect after the
// first time
//
//
// This is automatically called by executeFrame, so you only need to call it if you
// have frames you aren't going to otherwise execute, for instance when a display plugin is
// being disabled, or in the null display plugin where no rendering actually occurs
void consumeFrameUpdates(const FramePointer& frame) const;
const BackendPointer& getBackend() const { return _backend; }
void enableStereo(bool enable = true);
@ -220,7 +255,7 @@ template<typename F>
void doInBatch(std::shared_ptr<gpu::Context> context, F f) {
gpu::Batch batch;
f(batch);
context->append(batch);
context->appendFrameBatch(batch);
}
};

View file

@ -25,7 +25,7 @@ Frame::~Frame() {
void Frame::finish() {
for (Batch& batch : batches) {
batch.finish(bufferUpdates);
batch.finishFrame(bufferUpdates);
}
}

View file

@ -17,15 +17,15 @@
namespace gpu {
class Frame {
friend class Context;
public:
virtual ~Frame();
using Batches = std::vector<Batch>;
using FramebufferRecycler = std::function<void(const FramebufferPointer&)>;
using OverlayRecycler = std::function<void(const TexturePointer&)>;
virtual ~Frame();
void finish();
void preRender();
StereoState stereoState;
uint32_t frameIndex{ 0 };
/// The sensor pose used for rendering the frame, only applicable for HMDs
@ -38,9 +38,13 @@ namespace gpu {
FramebufferPointer framebuffer;
/// The destination texture containing the 2D overlay
TexturePointer overlay;
/// How to process the framebuffer when the frame dies. MUST BE THREAD SAFE
FramebufferRecycler framebufferRecycler;
protected:
// Should be called once per frame, on the recording thred
void finish();
void preRender();
};
};

View file

@ -36,7 +36,7 @@ protected:
public:
~Backend() { }
void render(Batch& batch) final { }
void render(const Batch& batch) final { }
// This call synchronize the Full Backend cache with the current GLState
// THis is only intended to be used when mixing raw gl calls with the gpu api usage in order to sync