Merge pull request #3684 from samcake/temp0

Introduction of the Context and Backend class and the OpenGL version: the GLBackend
This commit is contained in:
AndrewMeadows 2014-10-29 12:00:18 -07:00
commit 7ea4c760e7
11 changed files with 967 additions and 824 deletions

View file

@ -80,6 +80,7 @@
#include "devices/TV3DManager.h"
#include "renderer/ProgramObject.h"
#include "gpu/Batch.h"
#include "scripting/AccountScriptingInterface.h"
#include "scripting/AudioDeviceScriptingInterface.h"
@ -588,6 +589,7 @@ void Application::initializeGL() {
}
void Application::paintGL() {
PROFILE_RANGE(__FUNCTION__);
PerformanceTimer perfTimer("paintGL");
PerformanceWarning::setSuppressShortTimings(Menu::getInstance()->isOptionChecked(MenuOption::SuppressShortTimings));
@ -2841,6 +2843,7 @@ QImage Application::renderAvatarBillboard() {
}
void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
PROFILE_RANGE(__FUNCTION__);
PerformanceTimer perfTimer("display");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::displaySide()");
// transform by eye offset
@ -3000,6 +3003,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
}
{
PROFILE_RANGE("DeferredLighting");
PerformanceTimer perfTimer("lighting");
_deferredLightingEffect.render();
}

View file

@ -12,19 +12,13 @@
#include <QDebug>
#define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandCalls.push_back(&gpu::Batch::do_##call); _commandOffsets.push_back(_params.size());
//#define DO_IT_NOW(call, offset) runLastCommand();
#define DO_IT_NOW(call, offset)
//#define CHECK_GL_ERROR() ::gpu::backend::checkGLError()
#define CHECK_GL_ERROR()
//#define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandCalls.push_back(&gpu::Batch::do_##call); _commandOffsets.push_back(_params.size());
#define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandOffsets.push_back(_params.size());
using namespace gpu;
Batch::Batch() :
_commands(),
_commandCalls(),
_commandOffsets(),
_params(),
_resources(),
@ -36,7 +30,6 @@ Batch::~Batch() {
void Batch::clear() {
_commands.clear();
_commandCalls.clear();
_commandOffsets.clear();
_params.clear();
_resources.clear();
@ -66,56 +59,6 @@ uint32 Batch::cacheData(uint32 size, const void* data) {
return offset;
}
#define CASE_COMMAND(call) case COMMAND_##call: { do_##call(offset); } break;
void Batch::runCommand(Command com, uint32 offset) {
switch (com) {
CASE_COMMAND(draw);
CASE_COMMAND(drawIndexed);
CASE_COMMAND(drawInstanced);
CASE_COMMAND(drawIndexedInstanced);
CASE_COMMAND(glEnable);
CASE_COMMAND(glDisable);
CASE_COMMAND(glEnableClientState);
CASE_COMMAND(glDisableClientState);
CASE_COMMAND(glCullFace);
CASE_COMMAND(glAlphaFunc);
CASE_COMMAND(glDepthFunc);
CASE_COMMAND(glDepthMask);
CASE_COMMAND(glDepthRange);
CASE_COMMAND(glBindBuffer);
CASE_COMMAND(glBindTexture);
CASE_COMMAND(glActiveTexture);
CASE_COMMAND(glDrawBuffers);
CASE_COMMAND(glUseProgram);
CASE_COMMAND(glUniform1f);
CASE_COMMAND(glUniformMatrix4fv);
CASE_COMMAND(glMatrixMode);
CASE_COMMAND(glPushMatrix);
CASE_COMMAND(glPopMatrix);
CASE_COMMAND(glMultMatrixf);
CASE_COMMAND(glLoadMatrixf);
CASE_COMMAND(glLoadIdentity);
CASE_COMMAND(glRotatef);
CASE_COMMAND(glScalef);
CASE_COMMAND(glTranslatef);
CASE_COMMAND(glDrawArrays);
CASE_COMMAND(glDrawRangeElements);
CASE_COMMAND(glColorPointer);
CASE_COMMAND(glNormalPointer);
CASE_COMMAND(glTexCoordPointer);
CASE_COMMAND(glVertexPointer);
CASE_COMMAND(glVertexAttribPointer);
CASE_COMMAND(glEnableVertexAttribArray);
CASE_COMMAND(glDisableVertexAttribArray);
CASE_COMMAND(glColor4f);
CASE_COMMAND(glMaterialf);
CASE_COMMAND(glMaterialfv);
default:
break;
}
}
void Batch::draw(Primitive primitiveType, int nbVertices, int startVertex) {
ADD_COMMAND(draw);
@ -152,605 +95,5 @@ void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, in
_params.push_back(nbInstances);
}
// 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
void Batch::_glEnable(GLenum cap) {
ADD_COMMAND(glEnable);
_params.push_back(cap);
DO_IT_NOW(_glEnable, 1);
}
void Batch::do_glEnable(uint32 paramOffset) {
glEnable(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDisable(GLenum cap) {
ADD_COMMAND(glDisable);
_params.push_back(cap);
DO_IT_NOW(_glDisable, 1);
}
void Batch::do_glDisable(uint32 paramOffset) {
glDisable(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glEnableClientState(GLenum array) {
ADD_COMMAND(glEnableClientState);
_params.push_back(array);
DO_IT_NOW(_glEnableClientState, 1 );
}
void Batch::do_glEnableClientState(uint32 paramOffset) {
glEnableClientState(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDisableClientState(GLenum array) {
ADD_COMMAND(glDisableClientState);
_params.push_back(array);
DO_IT_NOW(_glDisableClientState, 1);
}
void Batch::do_glDisableClientState(uint32 paramOffset) {
glDisableClientState(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glCullFace(GLenum mode) {
ADD_COMMAND(glCullFace);
_params.push_back(mode);
DO_IT_NOW(_glCullFace, 1);
}
void Batch::do_glCullFace(uint32 paramOffset) {
glCullFace(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glAlphaFunc(GLenum func, GLclampf ref) {
ADD_COMMAND(glAlphaFunc);
_params.push_back(ref);
_params.push_back(func);
DO_IT_NOW(_glAlphaFunc, 2);
}
void Batch::do_glAlphaFunc(uint32 paramOffset) {
glAlphaFunc(
_params[paramOffset + 1]._uint,
_params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glDepthFunc(GLenum func) {
ADD_COMMAND(glDepthFunc);
_params.push_back(func);
DO_IT_NOW(_glDepthFunc, 1);
}
void Batch::do_glDepthFunc(uint32 paramOffset) {
glDepthFunc(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDepthMask(GLboolean flag) {
ADD_COMMAND(glDepthMask);
_params.push_back(flag);
DO_IT_NOW(_glDepthMask, 1);
}
void Batch::do_glDepthMask(uint32 paramOffset) {
glDepthMask(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDepthRange(GLclampd zNear, GLclampd zFar) {
ADD_COMMAND(glDepthRange);
_params.push_back(zFar);
_params.push_back(zNear);
DO_IT_NOW(_glDepthRange, 2);
}
void Batch::do_glDepthRange(uint32 paramOffset) {
glDepthRange(
_params[paramOffset + 1]._double,
_params[paramOffset + 0]._double);
CHECK_GL_ERROR();
}
void Batch::_glBindBuffer(GLenum target, GLuint buffer) {
ADD_COMMAND(glBindBuffer);
_params.push_back(buffer);
_params.push_back(target);
DO_IT_NOW(_glBindBuffer, 2);
}
void Batch::do_glBindBuffer(uint32 paramOffset) {
glBindBuffer(
_params[paramOffset + 1]._uint,
_params[paramOffset + 0]._uint);
CHECK_GL_ERROR();
}
void Batch::_glBindTexture(GLenum target, GLuint texture) {
ADD_COMMAND(glBindTexture);
_params.push_back(texture);
_params.push_back(target);
DO_IT_NOW(_glBindTexture, 2);
}
void Batch::do_glBindTexture(uint32 paramOffset) {
glBindTexture(
_params[paramOffset + 1]._uint,
_params[paramOffset + 0]._uint);
CHECK_GL_ERROR();
}
void Batch::_glActiveTexture(GLenum texture) {
ADD_COMMAND(glActiveTexture);
_params.push_back(texture);
DO_IT_NOW(_glActiveTexture, 1);
}
void Batch::do_glActiveTexture(uint32 paramOffset) {
glActiveTexture(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDrawBuffers(GLsizei n, const GLenum* bufs) {
ADD_COMMAND(glDrawBuffers);
_params.push_back(cacheData(n * sizeof(GLenum), bufs));
_params.push_back(n);
DO_IT_NOW(_glDrawBuffers, 2);
}
void Batch::do_glDrawBuffers(uint32 paramOffset) {
glDrawBuffers(
_params[paramOffset + 1]._uint,
(const GLenum*) editData(_params[paramOffset + 0]._uint));
CHECK_GL_ERROR();
}
void Batch::_glUseProgram(GLuint program) {
ADD_COMMAND(glUseProgram);
_params.push_back(program);
DO_IT_NOW(_glUseProgram, 1);
}
void Batch::do_glUseProgram(uint32 paramOffset) {
glUseProgram(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glUniform1f(GLint location, GLfloat v0) {
ADD_COMMAND(glUniform1f);
_params.push_back(v0);
_params.push_back(location);
DO_IT_NOW(_glUniform1f, 1);
}
void Batch::do_glUniform1f(uint32 paramOffset) {
glUniform1f(
_params[paramOffset + 1]._int,
_params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
ADD_COMMAND(glUniformMatrix4fv);
const int MATRIX4_SIZE = 16 * sizeof(float);
_params.push_back(cacheData(count * MATRIX4_SIZE, value));
_params.push_back(transpose);
_params.push_back(count);
_params.push_back(location);
DO_IT_NOW(_glUniformMatrix4fv, 4);
}
void Batch::do_glUniformMatrix4fv(uint32 paramOffset) {
glUniformMatrix4fv(
_params[paramOffset + 3]._int,
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._uint,
(const GLfloat*) editData(_params[paramOffset + 0]._uint));
CHECK_GL_ERROR();
}
void Batch::_glMatrixMode(GLenum mode) {
ADD_COMMAND(glMatrixMode);
_params.push_back(mode);
DO_IT_NOW(_glMatrixMode, 1);
}
void Batch::do_glMatrixMode(uint32 paramOffset) {
glMatrixMode(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glPushMatrix() {
ADD_COMMAND(glPushMatrix);
DO_IT_NOW(_glPushMatrix, 0);
}
void Batch::do_glPushMatrix(uint32 paramOffset) {
glPushMatrix();
CHECK_GL_ERROR();
}
void Batch::_glPopMatrix() {
ADD_COMMAND(glPopMatrix);
DO_IT_NOW(_glPopMatrix, 0);
}
void Batch::do_glPopMatrix(uint32 paramOffset) {
glPopMatrix();
CHECK_GL_ERROR();
}
void Batch::_glMultMatrixf(const GLfloat *m) {
ADD_COMMAND(glMultMatrixf);
const int MATRIX4_SIZE = 16 * sizeof(float);
_params.push_back(cacheData(MATRIX4_SIZE, m));
DO_IT_NOW(_glMultMatrixf, 1);
}
void Batch::do_glMultMatrixf(uint32 paramOffset) {
glMultMatrixf((const GLfloat*) editData(_params[paramOffset]._uint));
CHECK_GL_ERROR();
}
void Batch::_glLoadMatrixf(const GLfloat *m) {
ADD_COMMAND(glLoadMatrixf);
const int MATRIX4_SIZE = 16 * sizeof(float);
_params.push_back(cacheData(MATRIX4_SIZE, m));
DO_IT_NOW(_glLoadMatrixf, 1);
}
void Batch::do_glLoadMatrixf(uint32 paramOffset) {
glLoadMatrixf((const GLfloat*)editData(_params[paramOffset]._uint));
CHECK_GL_ERROR();
}
void Batch::_glLoadIdentity(void) {
ADD_COMMAND(glLoadIdentity);
DO_IT_NOW(_glLoadIdentity, 0);
}
void Batch::do_glLoadIdentity(uint32 paramOffset) {
glLoadIdentity();
CHECK_GL_ERROR();
}
void Batch::_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
ADD_COMMAND(glRotatef);
_params.push_back(z);
_params.push_back(y);
_params.push_back(x);
_params.push_back(angle);
DO_IT_NOW(_glRotatef, 4);
}
void Batch::do_glRotatef(uint32 paramOffset) {
glRotatef(
_params[paramOffset + 3]._float,
_params[paramOffset + 2]._float,
_params[paramOffset + 1]._float,
_params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glScalef(GLfloat x, GLfloat y, GLfloat z) {
ADD_COMMAND(glScalef);
_params.push_back(z);
_params.push_back(y);
_params.push_back(x);
DO_IT_NOW(_glScalef, 3);
}
void Batch::do_glScalef(uint32 paramOffset) {
glScalef(
_params[paramOffset + 2]._float,
_params[paramOffset + 1]._float,
_params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
ADD_COMMAND(glTranslatef);
_params.push_back(z);
_params.push_back(y);
_params.push_back(x);
DO_IT_NOW(_glTranslatef, 3);
}
void Batch::do_glTranslatef(uint32 paramOffset) {
glTranslatef(
_params[paramOffset + 2]._float,
_params[paramOffset + 1]._float,
_params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glDrawArrays(GLenum mode, GLint first, GLsizei count) {
ADD_COMMAND(glDrawArrays);
_params.push_back(count);
_params.push_back(first);
_params.push_back(mode);
DO_IT_NOW(_glDrawArrays, 3);
}
void Batch::do_glDrawArrays(uint32 paramOffset) {
glDrawArrays(
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._int,
_params[paramOffset + 0]._int);
CHECK_GL_ERROR();
}
void Batch::_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) {
ADD_COMMAND(glDrawRangeElements);
_params.push_back(cacheResource(indices));
_params.push_back(type);
_params.push_back(count);
_params.push_back(end);
_params.push_back(start);
_params.push_back(mode);
DO_IT_NOW(_glDrawRangeElements, 6);
}
void Batch::do_glDrawRangeElements(uint32 paramOffset) {
glDrawRangeElements(
_params[paramOffset + 5]._uint,
_params[paramOffset + 4]._uint,
_params[paramOffset + 3]._uint,
_params[paramOffset + 2]._int,
_params[paramOffset + 1]._uint,
editResource(_params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glColorPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
_params.push_back(size);
DO_IT_NOW(_glColorPointer, 4);
}
void Batch::do_glColorPointer(uint32 paramOffset) {
glColorPointer(
_params[paramOffset + 3]._int,
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._int,
editResource(_params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glNormalPointer(GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glNormalPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
DO_IT_NOW(_glNormalPointer, 3);
}
void Batch::do_glNormalPointer(uint32 paramOffset) {
glNormalPointer(
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._int,
editResource(_params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glTexCoordPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
_params.push_back(size);
DO_IT_NOW(_glTexCoordPointer, 4);
}
void Batch::do_glTexCoordPointer(uint32 paramOffset) {
glTexCoordPointer(
_params[paramOffset + 3]._int,
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._int,
editResource(_params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glVertexPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
_params.push_back(size);
DO_IT_NOW(_glVertexPointer, 4);
}
void Batch::do_glVertexPointer(uint32 paramOffset) {
glVertexPointer(
_params[paramOffset + 3]._int,
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._int,
editResource(_params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {
ADD_COMMAND(glVertexAttribPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(normalized);
_params.push_back(type);
_params.push_back(size);
_params.push_back(index);
DO_IT_NOW(_glVertexAttribPointer, 6);
}
void Batch::do_glVertexAttribPointer(uint32 paramOffset) {
glVertexAttribPointer(
_params[paramOffset + 5]._uint,
_params[paramOffset + 4]._int,
_params[paramOffset + 3]._uint,
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._int,
editResource(_params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glEnableVertexAttribArray(GLint location) {
ADD_COMMAND(glEnableVertexAttribArray);
_params.push_back(location);
DO_IT_NOW(_glEnableVertexAttribArray, 1);
}
void Batch::do_glEnableVertexAttribArray(uint32 paramOffset) {
glEnableVertexAttribArray(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDisableVertexAttribArray(GLint location) {
ADD_COMMAND(glDisableVertexAttribArray);
_params.push_back(location);
DO_IT_NOW(_glDisableVertexAttribArray, 1);
}
void Batch::do_glDisableVertexAttribArray(uint32 paramOffset) {
glDisableVertexAttribArray(_params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
ADD_COMMAND(glColor4f);
_params.push_back(alpha);
_params.push_back(blue);
_params.push_back(green);
_params.push_back(red);
DO_IT_NOW(_glColor4f, 4);
}
void Batch::do_glColor4f(uint32 paramOffset) {
glColor4f(
_params[paramOffset + 3]._float,
_params[paramOffset + 2]._float,
_params[paramOffset + 1]._float,
_params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glMaterialf(GLenum face, GLenum pname, GLfloat param) {
ADD_COMMAND(glMaterialf);
_params.push_back(param);
_params.push_back(pname);
_params.push_back(face);
DO_IT_NOW(_glMaterialf, 3);
}
void Batch::do_glMaterialf(uint32 paramOffset) {
glMaterialf(
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._uint,
_params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
ADD_COMMAND(glMaterialfv);
_params.push_back(cacheData(4 * sizeof(float), params));
_params.push_back(pname);
_params.push_back(face);
DO_IT_NOW(_glMaterialfv, 3);
}
void Batch::do_glMaterialfv(uint32 paramOffset) {
glMaterialfv(
_params[paramOffset + 2]._uint,
_params[paramOffset + 1]._uint,
(const GLfloat*) editData(_params[paramOffset + 0]._uint));
CHECK_GL_ERROR();
}
void backend::renderBatch(Batch& batch) {
uint32 numCommands = batch._commands.size();
Batch::CommandCall* call = batch._commandCalls.data();
Batch::CommandOffsets::value_type* offset = batch._commandOffsets.data();
for (int i = 0; i < numCommands; i++) {
(batch.*(*call))(*offset);
call++;
offset++;
}
}
void backend::checkGLError() {
GLenum error = glGetError();
if (!error) {
return;
} else {
switch (error) {
case GL_INVALID_ENUM:
qDebug() << "An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
break;
case GL_INVALID_VALUE:
qDebug() << "A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
break;
case GL_INVALID_OPERATION:
qDebug() << "The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
qDebug() << "The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
break;
case GL_OUT_OF_MEMORY:
qDebug() << "There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
break;
case GL_STACK_UNDERFLOW:
qDebug() << "An attempt has been made to perform an operation that would cause an internal stack to underflow.";
break;
case GL_STACK_OVERFLOW:
qDebug() << "An attempt has been made to perform an operation that would cause an internal stack to overflow.";
break;
}
}
}

View file

@ -35,15 +35,6 @@
namespace gpu {
class Batch;
// TODO: move the backend namespace into dedicated files, for now we keep it close to the gpu objects definition for convenience
namespace backend {
void renderBatch(Batch& batch);
void checkGLError();
};
class Buffer;
class Resource;
typedef int Stamp;
@ -76,6 +67,9 @@ public:
// 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
// For now, instead of calling the raw glCall, use the equivalent call on the batch so the call is beeing recorded
// THe implementation of these functions is in GLBackend.cpp
void _glEnable(GLenum cap);
void _glDisable(GLenum cap);
@ -128,8 +122,6 @@ public:
void _glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
protected:
enum Command {
COMMAND_draw = 0,
COMMAND_drawIndexed,
@ -196,12 +188,14 @@ protected:
COMMAND_glMaterialf,
COMMAND_glMaterialfv,
NUM_COMMANDS,
};
typedef std::vector<Command> Commands;
typedef void (Batch::*CommandCall)(uint32);
typedef std::vector<CommandCall> CommandCalls;
typedef std::vector<uint32> CommandOffsets;
const Commands& getCommands() const { return _commands; }
const CommandOffsets& getCommandOffsets() const { return _commandOffsets; }
class Param {
public:
@ -219,6 +213,8 @@ protected:
};
typedef std::vector<Param> Params;
const Params& getParams() const { return _params; }
class ResourceCache {
public:
union {
@ -233,13 +229,6 @@ protected:
typedef unsigned char Byte;
typedef std::vector<Byte> Bytes;
Commands _commands;
CommandCalls _commandCalls;
CommandOffsets _commandOffsets;
Params _params;
Resources _resources;
Bytes _data;
uint32 cacheResource(Resource* res);
uint32 cacheResource(const void* pointer);
ResourceCache* editResource(uint32 offset) {
@ -255,79 +244,12 @@ protected:
return (_data.data() + offset);
}
void runCommand(uint32 index) {
uint32 offset = _commandOffsets[index];
CommandCall call = _commandCalls[index];
(this->*(call))(offset);
}
void runLastCommand() {
uint32 index = _commands.size() - 1;
runCommand(index);
}
void runCommand(Command com, uint32 offset);
void do_draw(uint32 paramOffset) {}
void do_drawIndexed(uint32 paramOffset) {}
void do_drawInstanced(uint32 paramOffset) {}
void do_drawIndexedInstanced(uint32 paramOffset) {}
// 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
void do_glEnable(uint32 paramOffset);
void do_glDisable(uint32 paramOffset);
void do_glEnableClientState(uint32 paramOffset);
void do_glDisableClientState(uint32 paramOffset);
void do_glCullFace(uint32 paramOffset);
void do_glAlphaFunc(uint32 paramOffset);
void do_glDepthFunc(uint32 paramOffset);
void do_glDepthMask(uint32 paramOffset);
void do_glDepthRange(uint32 paramOffset);
void do_glBindBuffer(uint32 paramOffset);
void do_glBindTexture(uint32 paramOffset);
void do_glActiveTexture(uint32 paramOffset);
void do_glDrawBuffers(uint32 paramOffset);
void do_glUseProgram(uint32 paramOffset);
void do_glUniform1f(uint32 paramOffset);
void do_glUniformMatrix4fv(uint32 paramOffset);
void do_glMatrixMode(uint32 paramOffset);
void do_glPushMatrix(uint32 paramOffset);
void do_glPopMatrix(uint32 paramOffset);
void do_glMultMatrixf(uint32 paramOffset);
void do_glLoadMatrixf(uint32 paramOffset);
void do_glLoadIdentity(uint32 paramOffset);
void do_glRotatef(uint32 paramOffset);
void do_glScalef(uint32 paramOffset);
void do_glTranslatef(uint32 paramOffset);
void do_glDrawArrays(uint32 paramOffset);
void do_glDrawRangeElements(uint32 paramOffset);
void do_glColorPointer(uint32 paramOffset);
void do_glNormalPointer(uint32 paramOffset);
void do_glTexCoordPointer(uint32 paramOffset);
void do_glVertexPointer(uint32 paramOffset);
void do_glVertexAttribPointer(uint32 paramOffset);
void do_glEnableVertexAttribArray(uint32 paramOffset);
void do_glDisableVertexAttribArray(uint32 paramOffset);
void do_glColor4f(uint32 paramOffset);
void do_glMaterialf(uint32 paramOffset);
void do_glMaterialfv(uint32 paramOffset);
friend void backend::renderBatch(Batch& batch);
Commands _commands;
CommandOffsets _commandOffsets;
Params _params;
Resources _resources;
Bytes _data;
protected:
};
};

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//
// Context.cpp
// interface/src/gpu
//
// Created by Sam Gateau on 10/27/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Context.h"

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//
// Context.h
// interface/src/gpu
//
// Created by Sam Gateau on 10/27/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_gpu_Context_h
#define hifi_gpu_Context_h
#include <assert.h>
#include "InterfaceConfig.h"
#include "gpu/Resource.h"
namespace gpu {
class GPUObject {
public:
GPUObject() {}
~GPUObject() {}
};
class Batch;
class Backend {
public:
template< typename T >
static void setGPUObject(const Buffer& buffer, T* bo) {
buffer.setGPUObject(reinterpret_cast<GPUObject*>(bo));
}
template< typename T >
static T* getGPUObject(const Buffer& buffer) {
return reinterpret_cast<T*>(buffer.getGPUObject());
}
void syncGPUObject(const Buffer& buffer);
protected:
};
class Context {
public:
Context();
Context(const Context& context);
~Context();
void enqueueBatch(Batch& batch);
protected:
};
};
#endif

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//
// GLBackend.cpp
// interface/src/gpu
//
// Created by Sam Gateau on 10/27/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLBackend.h"
#include <QDebug>
#include "gpu/Batch.h"
using namespace gpu;
GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
{
(&::gpu::GLBackend::do_glEnable),
(&::gpu::GLBackend::do_glDisable),
(&::gpu::GLBackend::do_glEnableClientState),
(&::gpu::GLBackend::do_glDisableClientState),
(&::gpu::GLBackend::do_glCullFace),
(&::gpu::GLBackend::do_glAlphaFunc),
(&::gpu::GLBackend::do_glDepthFunc),
(&::gpu::GLBackend::do_glDepthMask),
(&::gpu::GLBackend::do_glDepthRange),
(&::gpu::GLBackend::do_glBindBuffer),
(&::gpu::GLBackend::do_glBindTexture),
(&::gpu::GLBackend::do_glActiveTexture),
(&::gpu::GLBackend::do_glDrawBuffers),
(&::gpu::GLBackend::do_glUseProgram),
(&::gpu::GLBackend::do_glUniform1f),
(&::gpu::GLBackend::do_glUniformMatrix4fv),
(&::gpu::GLBackend::do_glMatrixMode),
(&::gpu::GLBackend::do_glPushMatrix),
(&::gpu::GLBackend::do_glPopMatrix),
(&::gpu::GLBackend::do_glMultMatrixf),
(&::gpu::GLBackend::do_glLoadMatrixf),
(&::gpu::GLBackend::do_glLoadIdentity),
(&::gpu::GLBackend::do_glRotatef),
(&::gpu::GLBackend::do_glScalef),
(&::gpu::GLBackend::do_glTranslatef),
(&::gpu::GLBackend::do_glDrawArrays),
(&::gpu::GLBackend::do_glDrawRangeElements),
(&::gpu::GLBackend::do_glColorPointer),
(&::gpu::GLBackend::do_glNormalPointer),
(&::gpu::GLBackend::do_glTexCoordPointer),
(&::gpu::GLBackend::do_glVertexPointer),
(&::gpu::GLBackend::do_glVertexAttribPointer),
(&::gpu::GLBackend::do_glEnableVertexAttribArray),
(&::gpu::GLBackend::do_glDisableVertexAttribArray),
(&::gpu::GLBackend::do_glColor4f),
(&::gpu::GLBackend::do_glMaterialf),
(&::gpu::GLBackend::do_glMaterialfv),
};
GLBackend::GLBackend() {
}
GLBackend::~GLBackend() {
}
void GLBackend::renderBatch(Batch& batch) {
uint32 numCommands = batch.getCommands().size();
const Batch::Commands::value_type* command = batch.getCommands().data();
const Batch::CommandOffsets::value_type* offset = batch.getCommandOffsets().data();
GLBackend backend;
for (int i = 0; i < numCommands; i++) {
CommandCall call = _commandCalls[((*command) - Batch::COMMAND_glEnable)];
(backend.*(call))(batch, *offset);
command++;
offset++;
}
}
void GLBackend::checkGLError() {
GLenum error = glGetError();
if (!error) {
return;
}
else {
switch (error) {
case GL_INVALID_ENUM:
qDebug() << "An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
break;
case GL_INVALID_VALUE:
qDebug() << "A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
break;
case GL_INVALID_OPERATION:
qDebug() << "The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
qDebug() << "The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
break;
case GL_OUT_OF_MEMORY:
qDebug() << "There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
break;
case GL_STACK_UNDERFLOW:
qDebug() << "An attempt has been made to perform an operation that would cause an internal stack to underflow.";
break;
case GL_STACK_OVERFLOW:
qDebug() << "An attempt has been made to perform an operation that would cause an internal stack to overflow.";
break;
}
}
}
// 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
//#define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandCalls.push_back(&gpu::Batch::do_##call); _commandOffsets.push_back(_params.size());
#define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandOffsets.push_back(_params.size());
//#define ADD_COMMAND_GL(call) _commands.push_back(COMMAND_##call); _commandCalls.push_back(&gpu::GLBackend::do_##call); _commandOffsets.push_back(_params.size());
#define ADD_COMMAND_GL(call) _commands.push_back(COMMAND_##call); _commandOffsets.push_back(_params.size());
//#define DO_IT_NOW(call, offset) runLastCommand();
#define DO_IT_NOW(call, offset)
//#define CHECK_GL_ERROR() ::gpu::backend::checkGLError()
#define CHECK_GL_ERROR()
void Batch::_glEnable(GLenum cap) {
ADD_COMMAND(glEnable);
_params.push_back(cap);
DO_IT_NOW(_glEnable, 1);
}
void GLBackend::do_glEnable(Batch& batch, uint32 paramOffset) {
glEnable(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDisable(GLenum cap) {
ADD_COMMAND(glDisable);
_params.push_back(cap);
DO_IT_NOW(_glDisable, 1);
}
void GLBackend::do_glDisable(Batch& batch, uint32 paramOffset) {
glDisable(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glEnableClientState(GLenum array) {
ADD_COMMAND(glEnableClientState);
_params.push_back(array);
DO_IT_NOW(_glEnableClientState, 1);
}
void GLBackend::do_glEnableClientState(Batch& batch, uint32 paramOffset) {
glEnableClientState(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDisableClientState(GLenum array) {
ADD_COMMAND(glDisableClientState);
_params.push_back(array);
DO_IT_NOW(_glDisableClientState, 1);
}
void GLBackend::do_glDisableClientState(Batch& batch, uint32 paramOffset) {
glDisableClientState(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glCullFace(GLenum mode) {
ADD_COMMAND(glCullFace);
_params.push_back(mode);
DO_IT_NOW(_glCullFace, 1);
}
void GLBackend::do_glCullFace(Batch& batch, uint32 paramOffset) {
glCullFace(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glAlphaFunc(GLenum func, GLclampf ref) {
ADD_COMMAND(glAlphaFunc);
_params.push_back(ref);
_params.push_back(func);
DO_IT_NOW(_glAlphaFunc, 2);
}
void GLBackend::do_glAlphaFunc(Batch& batch, uint32 paramOffset) {
glAlphaFunc(
batch._params[paramOffset + 1]._uint,
batch._params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glDepthFunc(GLenum func) {
ADD_COMMAND(glDepthFunc);
_params.push_back(func);
DO_IT_NOW(_glDepthFunc, 1);
}
void GLBackend::do_glDepthFunc(Batch& batch, uint32 paramOffset) {
glDepthFunc(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDepthMask(GLboolean flag) {
ADD_COMMAND(glDepthMask);
_params.push_back(flag);
DO_IT_NOW(_glDepthMask, 1);
}
void GLBackend::do_glDepthMask(Batch& batch, uint32 paramOffset) {
glDepthMask(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDepthRange(GLclampd zNear, GLclampd zFar) {
ADD_COMMAND(glDepthRange);
_params.push_back(zFar);
_params.push_back(zNear);
DO_IT_NOW(_glDepthRange, 2);
}
void GLBackend::do_glDepthRange(Batch& batch, uint32 paramOffset) {
glDepthRange(
batch._params[paramOffset + 1]._double,
batch._params[paramOffset + 0]._double);
CHECK_GL_ERROR();
}
void Batch::_glBindBuffer(GLenum target, GLuint buffer) {
ADD_COMMAND(glBindBuffer);
_params.push_back(buffer);
_params.push_back(target);
DO_IT_NOW(_glBindBuffer, 2);
}
void GLBackend::do_glBindBuffer(Batch& batch, uint32 paramOffset) {
glBindBuffer(
batch._params[paramOffset + 1]._uint,
batch._params[paramOffset + 0]._uint);
CHECK_GL_ERROR();
}
void Batch::_glBindTexture(GLenum target, GLuint texture) {
ADD_COMMAND(glBindTexture);
_params.push_back(texture);
_params.push_back(target);
DO_IT_NOW(_glBindTexture, 2);
}
void GLBackend::do_glBindTexture(Batch& batch, uint32 paramOffset) {
glBindTexture(
batch._params[paramOffset + 1]._uint,
batch._params[paramOffset + 0]._uint);
CHECK_GL_ERROR();
}
void Batch::_glActiveTexture(GLenum texture) {
ADD_COMMAND(glActiveTexture);
_params.push_back(texture);
DO_IT_NOW(_glActiveTexture, 1);
}
void GLBackend::do_glActiveTexture(Batch& batch, uint32 paramOffset) {
glActiveTexture(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDrawBuffers(GLsizei n, const GLenum* bufs) {
ADD_COMMAND(glDrawBuffers);
_params.push_back(cacheData(n * sizeof(GLenum), bufs));
_params.push_back(n);
DO_IT_NOW(_glDrawBuffers, 2);
}
void GLBackend::do_glDrawBuffers(Batch& batch, uint32 paramOffset) {
glDrawBuffers(
batch._params[paramOffset + 1]._uint,
(const GLenum*)batch.editData(batch._params[paramOffset + 0]._uint));
CHECK_GL_ERROR();
}
void Batch::_glUseProgram(GLuint program) {
ADD_COMMAND(glUseProgram);
_params.push_back(program);
DO_IT_NOW(_glUseProgram, 1);
}
void GLBackend::do_glUseProgram(Batch& batch, uint32 paramOffset) {
glUseProgram(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glUniform1f(GLint location, GLfloat v0) {
ADD_COMMAND(glUniform1f);
_params.push_back(v0);
_params.push_back(location);
DO_IT_NOW(_glUniform1f, 1);
}
void GLBackend::do_glUniform1f(Batch& batch, uint32 paramOffset) {
glUniform1f(
batch._params[paramOffset + 1]._int,
batch._params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
ADD_COMMAND(glUniformMatrix4fv);
const int MATRIX4_SIZE = 16 * sizeof(float);
_params.push_back(cacheData(count * MATRIX4_SIZE, value));
_params.push_back(transpose);
_params.push_back(count);
_params.push_back(location);
DO_IT_NOW(_glUniformMatrix4fv, 4);
}
void GLBackend::do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset) {
glUniformMatrix4fv(
batch._params[paramOffset + 3]._int,
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._uint,
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
CHECK_GL_ERROR();
}
void Batch::_glMatrixMode(GLenum mode) {
ADD_COMMAND(glMatrixMode);
_params.push_back(mode);
DO_IT_NOW(_glMatrixMode, 1);
}
void GLBackend::do_glMatrixMode(Batch& batch, uint32 paramOffset) {
glMatrixMode(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glPushMatrix() {
ADD_COMMAND(glPushMatrix);
DO_IT_NOW(_glPushMatrix, 0);
}
void GLBackend::do_glPushMatrix(Batch& batch, uint32 paramOffset) {
glPushMatrix();
CHECK_GL_ERROR();
}
void Batch::_glPopMatrix() {
ADD_COMMAND(glPopMatrix);
DO_IT_NOW(_glPopMatrix, 0);
}
void GLBackend::do_glPopMatrix(Batch& batch, uint32 paramOffset) {
glPopMatrix();
CHECK_GL_ERROR();
}
void Batch::_glMultMatrixf(const GLfloat *m) {
ADD_COMMAND(glMultMatrixf);
const int MATRIX4_SIZE = 16 * sizeof(float);
_params.push_back(cacheData(MATRIX4_SIZE, m));
DO_IT_NOW(_glMultMatrixf, 1);
}
void GLBackend::do_glMultMatrixf(Batch& batch, uint32 paramOffset) {
glMultMatrixf((const GLfloat*)batch.editData(batch._params[paramOffset]._uint));
CHECK_GL_ERROR();
}
void Batch::_glLoadMatrixf(const GLfloat *m) {
ADD_COMMAND(glLoadMatrixf);
const int MATRIX4_SIZE = 16 * sizeof(float);
_params.push_back(cacheData(MATRIX4_SIZE, m));
DO_IT_NOW(_glLoadMatrixf, 1);
}
void GLBackend::do_glLoadMatrixf(Batch& batch, uint32 paramOffset) {
glLoadMatrixf((const GLfloat*)batch.editData(batch._params[paramOffset]._uint));
CHECK_GL_ERROR();
}
void Batch::_glLoadIdentity(void) {
ADD_COMMAND(glLoadIdentity);
DO_IT_NOW(_glLoadIdentity, 0);
}
void GLBackend::do_glLoadIdentity(Batch& batch, uint32 paramOffset) {
glLoadIdentity();
CHECK_GL_ERROR();
}
void Batch::_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
ADD_COMMAND(glRotatef);
_params.push_back(z);
_params.push_back(y);
_params.push_back(x);
_params.push_back(angle);
DO_IT_NOW(_glRotatef, 4);
}
void GLBackend::do_glRotatef(Batch& batch, uint32 paramOffset) {
glRotatef(
batch._params[paramOffset + 3]._float,
batch._params[paramOffset + 2]._float,
batch._params[paramOffset + 1]._float,
batch._params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glScalef(GLfloat x, GLfloat y, GLfloat z) {
ADD_COMMAND(glScalef);
_params.push_back(z);
_params.push_back(y);
_params.push_back(x);
DO_IT_NOW(_glScalef, 3);
}
void GLBackend::do_glScalef(Batch& batch, uint32 paramOffset) {
glScalef(
batch._params[paramOffset + 2]._float,
batch._params[paramOffset + 1]._float,
batch._params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
ADD_COMMAND(glTranslatef);
_params.push_back(z);
_params.push_back(y);
_params.push_back(x);
DO_IT_NOW(_glTranslatef, 3);
}
void GLBackend::do_glTranslatef(Batch& batch, uint32 paramOffset) {
glTranslatef(
batch._params[paramOffset + 2]._float,
batch._params[paramOffset + 1]._float,
batch._params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glDrawArrays(GLenum mode, GLint first, GLsizei count) {
ADD_COMMAND(glDrawArrays);
_params.push_back(count);
_params.push_back(first);
_params.push_back(mode);
DO_IT_NOW(_glDrawArrays, 3);
}
void GLBackend::do_glDrawArrays(Batch& batch, uint32 paramOffset) {
glDrawArrays(
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._int,
batch._params[paramOffset + 0]._int);
CHECK_GL_ERROR();
}
void Batch::_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) {
ADD_COMMAND(glDrawRangeElements);
_params.push_back(cacheResource(indices));
_params.push_back(type);
_params.push_back(count);
_params.push_back(end);
_params.push_back(start);
_params.push_back(mode);
DO_IT_NOW(_glDrawRangeElements, 6);
}
void GLBackend::do_glDrawRangeElements(Batch& batch, uint32 paramOffset) {
glDrawRangeElements(
batch._params[paramOffset + 5]._uint,
batch._params[paramOffset + 4]._uint,
batch._params[paramOffset + 3]._uint,
batch._params[paramOffset + 2]._int,
batch._params[paramOffset + 1]._uint,
batch.editResource(batch._params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glColorPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
_params.push_back(size);
DO_IT_NOW(_glColorPointer, 4);
}
void GLBackend::do_glColorPointer(Batch& batch, uint32 paramOffset) {
glColorPointer(
batch._params[paramOffset + 3]._int,
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._int,
batch.editResource(batch._params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glNormalPointer(GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glNormalPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
DO_IT_NOW(_glNormalPointer, 3);
}
void GLBackend::do_glNormalPointer(Batch& batch, uint32 paramOffset) {
glNormalPointer(
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._int,
batch.editResource(batch._params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glTexCoordPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
_params.push_back(size);
DO_IT_NOW(_glTexCoordPointer, 4);
}
void GLBackend::do_glTexCoordPointer(Batch& batch, uint32 paramOffset) {
glTexCoordPointer(
batch._params[paramOffset + 3]._int,
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._int,
batch.editResource(batch._params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
ADD_COMMAND(glVertexPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(type);
_params.push_back(size);
DO_IT_NOW(_glVertexPointer, 4);
}
void GLBackend::do_glVertexPointer(Batch& batch, uint32 paramOffset) {
glVertexPointer(
batch._params[paramOffset + 3]._int,
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._int,
batch.editResource(batch._params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {
ADD_COMMAND(glVertexAttribPointer);
_params.push_back(cacheResource(pointer));
_params.push_back(stride);
_params.push_back(normalized);
_params.push_back(type);
_params.push_back(size);
_params.push_back(index);
DO_IT_NOW(_glVertexAttribPointer, 6);
}
void GLBackend::do_glVertexAttribPointer(Batch& batch, uint32 paramOffset) {
glVertexAttribPointer(
batch._params[paramOffset + 5]._uint,
batch._params[paramOffset + 4]._int,
batch._params[paramOffset + 3]._uint,
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._int,
batch.editResource(batch._params[paramOffset + 0]._uint)->_pointer);
CHECK_GL_ERROR();
}
void Batch::_glEnableVertexAttribArray(GLint location) {
ADD_COMMAND(glEnableVertexAttribArray);
_params.push_back(location);
DO_IT_NOW(_glEnableVertexAttribArray, 1);
}
void GLBackend::do_glEnableVertexAttribArray(Batch& batch, uint32 paramOffset) {
glEnableVertexAttribArray(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glDisableVertexAttribArray(GLint location) {
ADD_COMMAND(glDisableVertexAttribArray);
_params.push_back(location);
DO_IT_NOW(_glDisableVertexAttribArray, 1);
}
void GLBackend::do_glDisableVertexAttribArray(Batch& batch, uint32 paramOffset) {
glDisableVertexAttribArray(batch._params[paramOffset]._uint);
CHECK_GL_ERROR();
}
void Batch::_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
ADD_COMMAND(glColor4f);
_params.push_back(alpha);
_params.push_back(blue);
_params.push_back(green);
_params.push_back(red);
DO_IT_NOW(_glColor4f, 4);
}
void GLBackend::do_glColor4f(Batch& batch, uint32 paramOffset) {
glColor4f(
batch._params[paramOffset + 3]._float,
batch._params[paramOffset + 2]._float,
batch._params[paramOffset + 1]._float,
batch._params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glMaterialf(GLenum face, GLenum pname, GLfloat param) {
ADD_COMMAND(glMaterialf);
_params.push_back(param);
_params.push_back(pname);
_params.push_back(face);
DO_IT_NOW(_glMaterialf, 3);
}
void GLBackend::do_glMaterialf(Batch& batch, uint32 paramOffset) {
glMaterialf(
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._uint,
batch._params[paramOffset + 0]._float);
CHECK_GL_ERROR();
}
void Batch::_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
ADD_COMMAND(glMaterialfv);
_params.push_back(cacheData(4 * sizeof(float), params));
_params.push_back(pname);
_params.push_back(face);
DO_IT_NOW(_glMaterialfv, 3);
}
void GLBackend::do_glMaterialfv(Batch& batch, uint32 paramOffset) {
glMaterialfv(
batch._params[paramOffset + 2]._uint,
batch._params[paramOffset + 1]._uint,
(const GLfloat*)batch.editData(batch._params[paramOffset + 0]._uint));
CHECK_GL_ERROR();
}
GLBackend::GLBuffer::GLBuffer() :
_stamp(0),
_buffer(0),
_size(0)
{}
GLBackend::GLBuffer::~GLBuffer() {
if (_buffer != 0) {
glDeleteBuffers(1, &_buffer);
}
}
void GLBackend::syncGPUObject(const Buffer& buffer) {
GLBuffer* object = Backend::getGPUObject<GLBackend::GLBuffer>(buffer);
if (object && (object->_stamp == buffer.getSysmem().getStamp())) {
return;
}
// need to have a gpu object?
if (!object) {
object = new GLBuffer();
glGenBuffers(1, &object->_buffer);
Backend::setGPUObject(buffer, object);
}
// Now let's update the content of the bo with the sysmem version
// TODO: in the future, be smarter about when to actually upload the glBO version based on the data that did change
//if () {
glBindBuffer(GL_ARRAY_BUFFER, object->_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer.getSysmem().getSize(), buffer.getSysmem().readData(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
object->_stamp = buffer.getSysmem().getStamp();
object->_size = buffer.getSysmem().getSize();
//}
}
GLuint GLBackend::getBufferID(const Buffer& buffer) {
GLBackend::syncGPUObject(buffer);
return Backend::getGPUObject<GLBackend::GLBuffer>(buffer)->_buffer;
}

View file

@ -0,0 +1,110 @@
//
// GLBackend.h
// interface/src/gpu
//
// Created by Sam Gateau on 10/27/2014.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_gpu_GLBackend_h
#define hifi_gpu_GLBackend_h
#include <assert.h>
#include "InterfaceConfig.h"
#include "gpu/Context.h"
#include "gpu/Batch.h"
namespace gpu {
class GLBackend : public Backend {
public:
GLBackend();
~GLBackend();
static void renderBatch(Batch& batch);
static void checkGLError();
class GLBuffer {
public:
Stamp _stamp;
GLuint _buffer;
GLuint _size;
GLBuffer();
~GLBuffer();
};
static void syncGPUObject(const Buffer& buffer);
static GLuint getBufferID(const Buffer& buffer);
protected:
// 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
void do_glEnable(Batch& batch, uint32 paramOffset);
void do_glDisable(Batch& batch, uint32 paramOffset);
void do_glEnableClientState(Batch& batch, uint32 paramOffset);
void do_glDisableClientState(Batch& batch, uint32 paramOffset);
void do_glCullFace(Batch& batch, uint32 paramOffset);
void do_glAlphaFunc(Batch& batch, uint32 paramOffset);
void do_glDepthFunc(Batch& batch, uint32 paramOffset);
void do_glDepthMask(Batch& batch, uint32 paramOffset);
void do_glDepthRange(Batch& batch, uint32 paramOffset);
void do_glBindBuffer(Batch& batch, uint32 paramOffset);
void do_glBindTexture(Batch& batch, uint32 paramOffset);
void do_glActiveTexture(Batch& batch, uint32 paramOffset);
void do_glDrawBuffers(Batch& batch, uint32 paramOffset);
void do_glUseProgram(Batch& batch, uint32 paramOffset);
void do_glUniform1f(Batch& batch, uint32 paramOffset);
void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
void do_glMatrixMode(Batch& batch, uint32 paramOffset);
void do_glPushMatrix(Batch& batch, uint32 paramOffset);
void do_glPopMatrix(Batch& batch, uint32 paramOffset);
void do_glMultMatrixf(Batch& batch, uint32 paramOffset);
void do_glLoadMatrixf(Batch& batch, uint32 paramOffset);
void do_glLoadIdentity(Batch& batch, uint32 paramOffset);
void do_glRotatef(Batch& batch, uint32 paramOffset);
void do_glScalef(Batch& batch, uint32 paramOffset);
void do_glTranslatef(Batch& batch, uint32 paramOffset);
void do_glDrawArrays(Batch& batch, uint32 paramOffset);
void do_glDrawRangeElements(Batch& batch, uint32 paramOffset);
void do_glColorPointer(Batch& batch, uint32 paramOffset);
void do_glNormalPointer(Batch& batch, uint32 paramOffset);
void do_glTexCoordPointer(Batch& batch, uint32 paramOffset);
void do_glVertexPointer(Batch& batch, uint32 paramOffset);
void do_glVertexAttribPointer(Batch& batch, uint32 paramOffset);
void do_glEnableVertexAttribArray(Batch& batch, uint32 paramOffset);
void do_glDisableVertexAttribArray(Batch& batch, uint32 paramOffset);
void do_glColor4f(Batch& batch, uint32 paramOffset);
void do_glMaterialf(Batch& batch, uint32 paramOffset);
void do_glMaterialfv(Batch& batch, uint32 paramOffset);
typedef void (GLBackend::*CommandCall)(Batch&, uint32);
static CommandCall _commandCalls[Batch::NUM_COMMANDS];
};
};
#endif

View file

@ -182,39 +182,3 @@ Buffer::Size Buffer::append(Size size, const Byte* data) {
return editSysmem().append( size, data);
}
namespace gpu {
namespace backend {
BufferObject::~BufferObject() {
if (_buffer!=0) {
glDeleteBuffers(1, &_buffer);
}
}
void syncGPUObject(const Buffer& buffer) {
BufferObject* object = buffer.getGPUObject();
if (object && (object->_stamp == buffer.getSysmem().getStamp())) {
return;
}
// need to have a gpu object?
if (!object) {
object = new BufferObject();
glGenBuffers(1, &object->_buffer);
buffer.setGPUObject(object);
}
// Now let's update the content of the bo with the sysmem version
// TODO: in the future, be smarter about when to actually upload the glBO version based on the data that did change
//if () {
glBindBuffer(GL_ARRAY_BUFFER, object->_buffer);
glBufferData(GL_ARRAY_BUFFER, buffer.getSysmem().getSize(), buffer.getSysmem().readData(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
object->_stamp = buffer.getSysmem().getStamp();
object->_size = buffer.getSysmem().getSize();
//}
}
};
};

View file

@ -14,31 +14,13 @@
#include <assert.h>
#include "InterfaceConfig.h"
namespace gpu {
class Buffer;
class GPUObject;
typedef int Stamp;
// TODO: move the backend namespace into dedicated files, for now we keep it close to the gpu objects definition for convenience
namespace backend {
class BufferObject {
public:
Stamp _stamp;
GLuint _buffer;
GLuint _size;
BufferObject() :
_stamp(0),
_buffer(0),
_size(0)
{}
~BufferObject();
};
void syncGPUObject(const Buffer& buffer);
};
class Resource {
public:
typedef unsigned char Byte;
@ -121,8 +103,8 @@ public:
~Buffer();
// The size in bytes of data stored in the buffer
inline Size getSize() const { return getSysmem().getSize(); }
inline const Byte* getData() const { return getSysmem().readData(); }
Size getSize() const { return getSysmem().getSize(); }
const Byte* getData() const { return getSysmem().readData(); }
// Resize the buffer
// Keep previous data [0 to min(pSize, mSize)]
@ -141,26 +123,26 @@ public:
// \return the number of bytes copied
Size append(Size size, const Byte* data);
// this is a temporary hack so the current rendering code can access the underneath gl Buffer Object
// TODO: remove asap, when the backend is doing more of the gl features
inline GLuint getGLBufferObject() const { backend::syncGPUObject(*this); return getGPUObject()->_buffer; }
// Access the sysmem object.
const Sysmem& getSysmem() const { assert(_sysmem); return (*_sysmem); }
protected:
Sysmem* _sysmem;
typedef backend::BufferObject GPUObject;
mutable backend::BufferObject* _gpuObject;
mutable GPUObject* _gpuObject;
inline const Sysmem& getSysmem() const { assert(_sysmem); return (*_sysmem); }
inline Sysmem& editSysmem() { assert(_sysmem); return (*_sysmem); }
Sysmem& editSysmem() { assert(_sysmem); return (*_sysmem); }
inline GPUObject* getGPUObject() const { return _gpuObject; }
inline void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
// This shouldn't be used by anything else than the Backend class with the proper casting.
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend void backend::syncGPUObject(const Buffer& buffer);
friend class Backend;
};
};
#endif

View file

@ -27,6 +27,7 @@
#include "Model.h"
#include "gpu/Batch.h"
#include "gpu/GLBackend.h"
#define GLBATCH( call ) batch._##call
//#define GLBATCH( call ) call
@ -578,7 +579,7 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
// Render!
{
PROFILE_RANGE("render Batch");
::gpu::backend::renderBatch(batch);
::gpu::GLBackend::renderBatch(batch);
batch.clear();
}

View file

@ -24,6 +24,8 @@
#include "glm/glm.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "gpu/GLBackend.h"
// the width/height of the cached glyph textures
const int IMAGE_SIZE = 256;
@ -297,8 +299,8 @@ void TextRenderer::drawBatch() {
// TODO: Apply the correct font atlas texture, for now only one texture per TextRenderer so it should be good
glBindTexture(GL_TEXTURE_2D, _currentTextureID);
GLuint vbo = _glyphsBuffer.getGLBufferObject();
GLuint colorvbo = _glyphsColorBuffer.getGLBufferObject();
GLuint vbo = gpu::GLBackend::getBufferID(_glyphsBuffer);
GLuint colorvbo = gpu::GLBackend::getBufferID(_glyphsColorBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);