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Fix the uniform target for bindless
This commit is contained in:
parent
ab5355dbdd
commit
b7d0260a17
10 changed files with 259 additions and 527 deletions
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@ -10,447 +10,6 @@
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#include "GLBackend.h"
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namespace gpu {
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namespace gl {
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class ElementResource {
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public:
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gpu::Element _element;
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uint16 _resource;
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ElementResource(Element&& elem, uint16 resource) : _element(elem), _resource(resource) {}
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};
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ElementResource getFormatFromGLUniform(GLenum gltype) {
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switch (gltype) {
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case GL_FLOAT: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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/*
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case GL_DOUBLE: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_DOUBLE_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_DOUBLE_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_DOUBLE_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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*/
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case GL_INT: return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC2: return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC3: return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC4: return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT: return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
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#if defined(Q_OS_WIN)
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case GL_UNSIGNED_INT_VEC2: return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT_VEC3: return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT_VEC4: return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
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#endif
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case GL_BOOL: return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_BOOL_VEC2: return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_BOOL_VEC3: return ElementResource(Element(VEC3, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_BOOL_VEC4: return ElementResource(Element(VEC4, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_MAT2: return ElementResource(Element(gpu::MAT2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_MAT3: return ElementResource(Element(MAT3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_MAT4: return ElementResource(Element(MAT4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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/* {GL_FLOAT_MAT2x3 mat2x3},
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{GL_FLOAT_MAT2x4 mat2x4},
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{GL_FLOAT_MAT3x2 mat3x2},
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{GL_FLOAT_MAT3x4 mat3x4},
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{GL_FLOAT_MAT4x2 mat4x2},
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{GL_FLOAT_MAT4x3 mat4x3},
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{GL_DOUBLE_MAT2 dmat2},
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{GL_DOUBLE_MAT3 dmat3},
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{GL_DOUBLE_MAT4 dmat4},
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{GL_DOUBLE_MAT2x3 dmat2x3},
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{GL_DOUBLE_MAT2x4 dmat2x4},
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{GL_DOUBLE_MAT3x2 dmat3x2},
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{GL_DOUBLE_MAT3x4 dmat3x4},
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{GL_DOUBLE_MAT4x2 dmat4x2},
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{GL_DOUBLE_MAT4x3 dmat4x3},
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*/
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case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
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case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
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case GL_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
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case GL_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
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#if defined(Q_OS_WIN)
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case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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case GL_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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#endif
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case GL_SAMPLER_2D_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
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#if defined(Q_OS_WIN)
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case GL_SAMPLER_CUBE_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
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case GL_SAMPLER_2D_ARRAY_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
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#endif
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// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
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// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
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// {GL_SAMPLER_BUFFER samplerBuffer},
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// {GL_SAMPLER_2D_RECT sampler2DRect},
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// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
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#if defined(Q_OS_WIN)
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case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
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case GL_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
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case GL_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_3D);
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case GL_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_CUBE);
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case GL_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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case GL_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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// {GL_INT_SAMPLER_BUFFER isamplerBuffer},
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// {GL_INT_SAMPLER_2D_RECT isampler2DRect},
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case GL_UNSIGNED_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D);
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case GL_UNSIGNED_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D);
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_UNSIGNED_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_3D);
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case GL_UNSIGNED_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_CUBE);
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case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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#endif
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// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
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// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
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/*
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{GL_IMAGE_1D image1D},
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{GL_IMAGE_2D image2D},
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{GL_IMAGE_3D image3D},
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{GL_IMAGE_2D_RECT image2DRect},
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{GL_IMAGE_CUBE imageCube},
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{GL_IMAGE_BUFFER imageBuffer},
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{GL_IMAGE_1D_ARRAY image1DArray},
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{GL_IMAGE_2D_ARRAY image2DArray},
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{GL_IMAGE_2D_MULTISAMPLE image2DMS},
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{GL_IMAGE_2D_MULTISAMPLE_ARRAY image2DMSArray},
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{GL_INT_IMAGE_1D iimage1D},
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{GL_INT_IMAGE_2D iimage2D},
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{GL_INT_IMAGE_3D iimage3D},
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{GL_INT_IMAGE_2D_RECT iimage2DRect},
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{GL_INT_IMAGE_CUBE iimageCube},
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{GL_INT_IMAGE_BUFFER iimageBuffer},
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{GL_INT_IMAGE_1D_ARRAY iimage1DArray},
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{GL_INT_IMAGE_2D_ARRAY iimage2DArray},
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{GL_INT_IMAGE_2D_MULTISAMPLE iimage2DMS},
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{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY iimage2DMSArray},
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{GL_UNSIGNED_INT_IMAGE_1D uimage1D},
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{GL_UNSIGNED_INT_IMAGE_2D uimage2D},
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{GL_UNSIGNED_INT_IMAGE_3D uimage3D},
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{GL_UNSIGNED_INT_IMAGE_2D_RECT uimage2DRect},
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{GL_UNSIGNED_INT_IMAGE_CUBE uimageCube},+ [0] {_name="fInnerRadius" _location=0 _element={_semantic=15 '\xf' _dimension=0 '\0' _type=0 '\0' } } gpu::Shader::Slot
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{GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer},
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{GL_UNSIGNED_INT_IMAGE_1D_ARRAY uimage1DArray},
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{GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray},
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{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE uimage2DMS},
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{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY uimage2DMSArray},
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{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint}
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*/
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default:
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return ElementResource(Element(), Resource::BUFFER);
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}
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};
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int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
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Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& textureTables, Shader::SlotSet& samplers) {
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GLint uniformsCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
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for (int i = 0; i < uniformsCount; i++) {
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const GLint NAME_LENGTH = 256;
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GLchar name[NAME_LENGTH];
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GLint length = 0;
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GLint size = 0;
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GLenum type = 0;
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glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
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GLint location = glGetUniformLocation(glprogram, name);
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const GLint INVALID_UNIFORM_LOCATION = -1;
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// Try to make sense of the gltype
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auto elementResource = getFormatFromGLUniform(type);
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// The uniform as a standard var type
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if (location != INVALID_UNIFORM_LOCATION) {
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// Let's make sure the name doesn't contains an array element
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std::string sname(name);
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auto foundBracket = sname.find_first_of('[');
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if (foundBracket != std::string::npos) {
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// std::string arrayname = sname.substr(0, foundBracket);
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if (sname[foundBracket + 1] == '0') {
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sname = sname.substr(0, foundBracket);
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} else {
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// skip this uniform since it's not the first element of an array
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continue;
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}
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}
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if (elementResource._resource == Resource::BUFFER) {
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uniforms.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
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} else {
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// For texture/Sampler, the location is the actual binding value
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GLint binding = -1;
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glGetUniformiv(glprogram, location, &binding);
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auto requestedBinding = slotBindings.find(std::string(sname));
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if (requestedBinding != slotBindings.end()) {
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if (binding != (*requestedBinding)._location) {
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binding = (*requestedBinding)._location;
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glProgramUniform1i(glprogram, location, binding);
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}
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}
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textures.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
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samplers.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
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}
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}
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}
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return uniformsCount;
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}
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const GLint UNUSED_SLOT = -1;
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bool isUnusedSlot(GLint binding) {
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return (binding == UNUSED_SLOT);
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}
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int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
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GLint buffersCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
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// fast exit
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if (buffersCount == 0) {
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return 0;
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}
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GLint maxNumUniformBufferSlots = 0;
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glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxNumUniformBufferSlots);
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std::vector<GLint> uniformBufferSlotMap(maxNumUniformBufferSlots, -1);
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struct UniformBlockInfo {
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using Vector = std::vector<UniformBlockInfo>;
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const GLuint index { 0 };
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const std::string name;
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GLint binding { -1 };
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GLint size { 0 };
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static std::string getName(GLuint glprogram, GLuint i) {
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static const GLint NAME_LENGTH = 256;
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GLint length = 0;
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GLchar nameBuffer[NAME_LENGTH];
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glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
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glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, nameBuffer);
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return std::string(nameBuffer);
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}
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UniformBlockInfo(GLuint glprogram, GLuint i) : index(i), name(getName(glprogram, i)) {
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glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_BINDING, &binding);
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glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
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}
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};
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UniformBlockInfo::Vector uniformBlocks;
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uniformBlocks.reserve(buffersCount);
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for (int i = 0; i < buffersCount; i++) {
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uniformBlocks.push_back(UniformBlockInfo(glprogram, i));
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}
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for (auto& info : uniformBlocks) {
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auto requestedBinding = slotBindings.find(info.name);
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if (requestedBinding != slotBindings.end()) {
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info.binding = (*requestedBinding)._location;
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glUniformBlockBinding(glprogram, info.index, info.binding);
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uniformBufferSlotMap[info.binding] = info.index;
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}
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}
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for (auto& info : uniformBlocks) {
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if (slotBindings.count(info.name)) {
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continue;
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}
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// If the binding is 0, or the binding maps to an already used binding
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if (info.binding == 0 || uniformBufferSlotMap[info.binding] != UNUSED_SLOT) {
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// If no binding was assigned then just do it finding a free slot
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auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), isUnusedSlot);
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if (slotIt != uniformBufferSlotMap.end()) {
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info.binding = slotIt - uniformBufferSlotMap.begin();
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glUniformBlockBinding(glprogram, info.index, info.binding);
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} else {
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// This should neve happen, an active ubo cannot find an available slot among the max available?!
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info.binding = -1;
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}
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}
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uniformBufferSlotMap[info.binding] = info.index;
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}
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for (auto& info : uniformBlocks) {
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static const Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
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buffers.insert(Shader::Slot(info.name, info.binding, element, Resource::BUFFER, info.size));
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}
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return buffersCount;
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}
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int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
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GLint inputsCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
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for (int i = 0; i < inputsCount; i++) {
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const GLint NAME_LENGTH = 256;
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GLchar name[NAME_LENGTH];
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GLint length = 0;
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GLint size = 0;
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GLenum type = 0;
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glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
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GLint binding = glGetAttribLocation(glprogram, name);
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auto elementResource = getFormatFromGLUniform(type);
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inputs.insert(Shader::Slot(name, binding, elementResource._element, -1));
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}
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return inputsCount;
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}
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int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
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/* GLint outputsCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
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for (int i = 0; i < inputsCount; i++) {
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const GLint NAME_LENGTH = 256;
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GLchar name[NAME_LENGTH];
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GLint length = 0;
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GLint size = 0;
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GLenum type = 0;
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glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
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auto element = getFormatFromGLUniform(type);
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outputs.insert(Shader::Slot(name, i, element));
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}
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*/
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return 0; //inputsCount;
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}
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void makeProgramBindings(ShaderObject& shaderObject) {
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if (!shaderObject.glprogram) {
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return;
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}
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GLuint glprogram = shaderObject.glprogram;
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GLint loc = -1;
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//Check for gpu specific attribute slotBindings
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loc = glGetAttribLocation(glprogram, "inPosition");
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if (loc >= 0 && loc != gpu::Stream::POSITION) {
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glBindAttribLocation(glprogram, gpu::Stream::POSITION, "inPosition");
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}
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loc = glGetAttribLocation(glprogram, "inNormal");
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if (loc >= 0 && loc != gpu::Stream::NORMAL) {
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glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "inNormal");
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}
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loc = glGetAttribLocation(glprogram, "inColor");
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if (loc >= 0 && loc != gpu::Stream::COLOR) {
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glBindAttribLocation(glprogram, gpu::Stream::COLOR, "inColor");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTexCoord0");
|
||||
if (loc >= 0 && loc != gpu::Stream::TEXCOORD) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "inTexCoord0");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTangent");
|
||||
if (loc >= 0 && loc != gpu::Stream::TANGENT) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "inTangent");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inTexCoord1");
|
||||
if (loc >= 0 && loc != gpu::Stream::TEXCOORD1) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD1, "inTexCoord1");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inSkinClusterIndex");
|
||||
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_INDEX) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "inSkinClusterIndex");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "inSkinClusterWeight");
|
||||
if (loc >= 0 && loc != gpu::Stream::SKIN_CLUSTER_WEIGHT) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "inSkinClusterWeight");
|
||||
}
|
||||
|
||||
loc = glGetAttribLocation(glprogram, "_drawCallInfo");
|
||||
if (loc >= 0 && loc != gpu::Stream::DRAW_CALL_INFO) {
|
||||
glBindAttribLocation(glprogram, gpu::Stream::DRAW_CALL_INFO, "_drawCallInfo");
|
||||
}
|
||||
|
||||
// Link again to take into account the assigned attrib location
|
||||
glLinkProgram(glprogram);
|
||||
|
||||
GLint linked = 0;
|
||||
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
|
||||
if (!linked) {
|
||||
qCWarning(gpugllogging) << "GLShader::makeBindings - failed to link after assigning slotBindings?";
|
||||
}
|
||||
|
||||
// now assign the ubo binding, then DON't relink!
|
||||
|
||||
//Check for gpu specific uniform slotBindings
|
||||
#ifdef GPU_SSBO_DRAW_CALL_INFO
|
||||
loc = glGetProgramResourceIndex(glprogram, GL_SHADER_STORAGE_BLOCK, "transformObjectBuffer");
|
||||
if (loc >= 0) {
|
||||
glShaderStorageBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
|
||||
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT;
|
||||
}
|
||||
#else
|
||||
loc = glGetUniformLocation(glprogram, "transformObjectBuffer");
|
||||
if (loc >= 0) {
|
||||
glProgramUniform1i(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
|
||||
shaderObject.transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT;
|
||||
}
|
||||
#endif
|
||||
|
||||
loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
|
||||
shaderObject.transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
|
||||
}
|
||||
|
||||
loc = glGetUniformBlockIndex(glprogram, "gpu_resourceTextureTable0");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(glprogram, loc, GLBackend::RESOURCE_TABLE_TEXTURE_SLOT_OFFSET);
|
||||
shaderObject.resourceTextureTableSlot0 = GLBackend::RESOURCE_TABLE_TEXTURE_SLOT_OFFSET;
|
||||
}
|
||||
loc = glGetUniformBlockIndex(glprogram, "gpu_resourceTextureTable1");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(glprogram, loc, GLBackend::RESOURCE_TABLE_TEXTURE_SLOT_OFFSET + 1);
|
||||
shaderObject.resourceTextureTableSlot1 = GLBackend::RESOURCE_TABLE_TEXTURE_SLOT_OFFSET + 1;
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
using namespace gpu;
|
||||
using namespace gpu::gl;
|
||||
|
||||
|
@ -516,7 +75,8 @@ bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::Bin
|
|||
Shader::SlotSet textures;
|
||||
Shader::SlotSet textureTables;
|
||||
Shader::SlotSet samplers;
|
||||
backend.makeUniformSlots(shaderObject.glprogram, slotBindings, uniforms, textures, textureTables, samplers);
|
||||
//backend.makeUniformSlots(shaderObject.glprogram, slotBindings, uniforms, textures, textureTables, samplers);
|
||||
backend.makeUniformSlots(shaderObject.glprogram, slotBindings, uniforms, textures, samplers);
|
||||
|
||||
Shader::SlotSet resourceBuffers;
|
||||
backend.makeResourceBufferSlots(shaderObject.glprogram, slotBindings, resourceBuffers);
|
||||
|
|
|
@ -17,19 +17,10 @@ struct ShaderObject {
|
|||
GLuint glprogram { 0 };
|
||||
GLint transformCameraSlot { -1 };
|
||||
GLint transformObjectSlot { -1 };
|
||||
|
||||
GLint resourceTextureTableSlot0 { -1 };
|
||||
GLint resourceTextureTableSlot1 { -1 };
|
||||
};
|
||||
|
||||
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
|
||||
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& textureTables, Shader::SlotSet& samplers);
|
||||
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers);
|
||||
int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs);
|
||||
int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs);
|
||||
void makeProgramBindings(ShaderObject& shaderObject);
|
||||
|
||||
|
||||
class GLShader : public GPUObject {
|
||||
public:
|
||||
static GLShader* sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler = nullptr);
|
||||
|
|
|
@ -167,7 +167,6 @@ void GL41Texture::syncSampler() const {
|
|||
glTexParameteri(_target, GL_TEXTURE_WRAP_R, WRAP_MODES[sampler.getWrapModeW()]);
|
||||
|
||||
glTexParameterfv(_target, GL_TEXTURE_BORDER_COLOR, (const float*)&sampler.getBorderColor());
|
||||
glTexParameteri(_target, GL_TEXTURE_BASE_LEVEL, (uint16)sampler.getMipOffset());
|
||||
|
||||
glTexParameterf(_target, GL_TEXTURE_MIN_LOD, (float)sampler.getMinMip());
|
||||
glTexParameterf(_target, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
|
||||
|
@ -206,9 +205,6 @@ void GL41FixedAllocationTexture::allocateStorage() const {
|
|||
void GL41FixedAllocationTexture::syncSampler() const {
|
||||
Parent::syncSampler();
|
||||
const Sampler& sampler = _gpuObject.getSampler();
|
||||
auto baseMip = std::max<uint16_t>(sampler.getMipOffset(), sampler.getMinMip());
|
||||
|
||||
glTexParameteri(_target, GL_TEXTURE_BASE_LEVEL, baseMip);
|
||||
glTexParameterf(_target, GL_TEXTURE_MIN_LOD, (float)sampler.getMinMip());
|
||||
glTexParameterf(_target, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.0f : sampler.getMaxMip()));
|
||||
}
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
|
||||
#define INCREMENTAL_TRANSFER 0
|
||||
#define GPU_SSBO_TRANSFORM_OBJECT 1
|
||||
#define GPU_BINDLESS_TEXTURES 1
|
||||
|
||||
namespace gpu { namespace gl45 {
|
||||
|
||||
|
@ -49,21 +50,6 @@ public:
|
|||
static const std::string GL45_VERSION;
|
||||
const std::string& getVersion() const override { return GL45_VERSION; }
|
||||
|
||||
class GL45TextureTable : public GLObject<TextureTable> {
|
||||
static GLuint allocate();
|
||||
using Parent = GLObject<TextureTable>;
|
||||
public:
|
||||
using HandlesArray = std::array<uvec4, TextureTable::COUNT>;
|
||||
GL45TextureTable(const std::weak_ptr<GLBackend>& backend, const TextureTable& texture, const HandlesArray& newHandles, bool complete);
|
||||
~GL45TextureTable();
|
||||
|
||||
// FIXME instead of making a buffer for each table, there should be a global buffer of all materials
|
||||
// and we should store an offset into that buffer
|
||||
const uint32_t _stamp { 0 };
|
||||
const HandlesArray _handles;
|
||||
const bool _complete { false };
|
||||
};
|
||||
|
||||
class GL45Texture : public GLTexture {
|
||||
using Parent = GLTexture;
|
||||
friend class GL45Backend;
|
||||
|
@ -73,8 +59,72 @@ public:
|
|||
void generateMips() const override;
|
||||
Size copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const override;
|
||||
void syncSampler() const override;
|
||||
|
||||
bool isBindless() const {
|
||||
#if GPU_BINDLESS_TEXTURES
|
||||
return _bindless.operator bool();
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if GPU_BINDLESS_TEXTURES
|
||||
struct Bindless {
|
||||
uint64_t handle{ 0 };
|
||||
uint32_t minMip{ 0 };
|
||||
uint32_t sampler{ 0 };
|
||||
|
||||
operator bool() const {
|
||||
return handle != 0;
|
||||
}
|
||||
};
|
||||
|
||||
virtual const Bindless& getBindless() const;
|
||||
void releaseBindless() const;
|
||||
void recreateBindless() const;
|
||||
virtual uint16 getMinMip() const = 0;
|
||||
|
||||
|
||||
private:
|
||||
class InvalidSampler : public Sampler {
|
||||
public:
|
||||
InvalidSampler() {
|
||||
_desc._borderColor = vec4(-1.0f);
|
||||
}
|
||||
|
||||
operator const Sampler&() const {
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
|
||||
static const Sampler INVALID_SAMPLER;
|
||||
// This stores the texture handle (64 bits) in xy, the min mip available in z, and the sampler ID in w
|
||||
mutable Sampler _cachedSampler{ INVALID_SAMPLER };
|
||||
|
||||
mutable Bindless _bindless;
|
||||
|
||||
#endif
|
||||
};
|
||||
|
||||
#if GPU_BINDLESS_TEXTURES
|
||||
class GL45TextureTable : public GLObject<TextureTable> {
|
||||
static GLuint allocate();
|
||||
using Parent = GLObject<TextureTable>;
|
||||
public:
|
||||
using BindlessArray = std::array<GL45Texture::Bindless, TextureTable::COUNT>;
|
||||
|
||||
GL45TextureTable(const std::weak_ptr<GLBackend>& backend, const TextureTable& texture);
|
||||
~GL45TextureTable();
|
||||
|
||||
void update(const BindlessArray& newHandles);
|
||||
|
||||
// FIXME instead of making a buffer for each table, there should be a global buffer of all materials
|
||||
// and we should store an offset into that buffer
|
||||
BindlessArray _handles;
|
||||
};
|
||||
#endif
|
||||
|
||||
|
||||
//
|
||||
// Textures that have fixed allocation sizes and cannot be managed at runtime
|
||||
//
|
||||
|
@ -89,6 +139,8 @@ public:
|
|||
|
||||
protected:
|
||||
Size size() const override { return _size; }
|
||||
uint16 getMinMip() const override { return 0; }
|
||||
|
||||
void allocateStorage() const;
|
||||
void syncSampler() const override;
|
||||
const Size _size { 0 };
|
||||
|
@ -125,6 +177,8 @@ public:
|
|||
~GL45VariableAllocationTexture();
|
||||
|
||||
Size size() const override { return _size; }
|
||||
uint16 getMinMip() const override { return _populatedMip; }
|
||||
virtual const Bindless& getBindless() const override;
|
||||
|
||||
Size copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const override;
|
||||
void copyTextureMipsInGPUMem(GLuint srcId, GLuint destId, uint16_t srcMipOffset, uint16_t destMipOffset, uint16_t populatedMips) override;
|
||||
|
|
|
@ -165,6 +165,11 @@ void GL45Backend::makeProgramBindings(ShaderObject& shaderObject) {
|
|||
shaderObject.transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
|
||||
}
|
||||
|
||||
loc = glGetUniformBlockIndex(glprogram, "gpu_resourceTextureTable0");
|
||||
if (loc >= 0) {
|
||||
glUniformBlockBinding(glprogram, loc, RESOURCE_TABLE_TEXTURE_SLOT_OFFSET);
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
#include <QtCore/QDebug>
|
||||
|
||||
#include <NumericalConstants.h>
|
||||
#include <gl/Context.h>
|
||||
#include <gpu/TextureTable.h>
|
||||
#include "../gl/GLTexelFormat.h"
|
||||
|
||||
|
@ -29,6 +30,10 @@ using namespace gpu::gl45;
|
|||
|
||||
#define MAX_RESOURCE_TEXTURES_PER_FRAME 2
|
||||
|
||||
#pragma optimize("", off)
|
||||
|
||||
#define FORCE_STRICT_TEXTURE 0
|
||||
#define ENABLE_SPARSE_TEXTURE 0
|
||||
|
||||
GLTexture* GL45Backend::syncGPUObject(const TexturePointer& texturePointer) {
|
||||
if (!texturePointer) {
|
||||
|
@ -52,14 +57,18 @@ GLTexture* GL45Backend::syncGPUObject(const TexturePointer& texturePointer) {
|
|||
object = new GL45AttachmentTexture(shared_from_this(), texture);
|
||||
break;
|
||||
|
||||
#if FORCE_STRICT_TEXTURE
|
||||
case TextureUsageType::RESOURCE:
|
||||
#endif
|
||||
case TextureUsageType::STRICT_RESOURCE:
|
||||
qCDebug(gpugllogging) << "Strict texture " << texture.source().c_str();
|
||||
object = new GL45StrictResourceTexture(shared_from_this(), texture);
|
||||
break;
|
||||
|
||||
#if !FORCE_STRICT_TEXTURE
|
||||
case TextureUsageType::RESOURCE: {
|
||||
if (GL45VariableAllocationTexture::_frameTexturesCreated < MAX_RESOURCE_TEXTURES_PER_FRAME) {
|
||||
#if 0
|
||||
#if ENABLE_SPARSE_TEXTURE
|
||||
if (isTextureManagementSparseEnabled() && GL45Texture::isSparseEligible(texture)) {
|
||||
object = new GL45SparseResourceTexture(shared_from_this(), texture);
|
||||
} else {
|
||||
|
@ -77,7 +86,7 @@ GLTexture* GL45Backend::syncGPUObject(const TexturePointer& texturePointer) {
|
|||
}
|
||||
break;
|
||||
}
|
||||
|
||||
#endif
|
||||
default:
|
||||
Q_UNREACHABLE();
|
||||
}
|
||||
|
@ -115,6 +124,50 @@ void GL45Backend::initTextureManagementStage() {
|
|||
|
||||
using GL45Texture = GL45Backend::GL45Texture;
|
||||
|
||||
|
||||
class GLSamplerCache {
|
||||
public:
|
||||
GLuint getGLSampler(const Sampler& sampler) {
|
||||
if (0 == _samplerCache.count(sampler)) {
|
||||
GLuint result = 0;
|
||||
glGenSamplers(1, &result);
|
||||
const auto& fm = GLTexture::FILTER_MODES[sampler.getFilter()];
|
||||
glSamplerParameteri(result, GL_TEXTURE_MIN_FILTER, fm.minFilter);
|
||||
glSamplerParameteri(result, GL_TEXTURE_MAG_FILTER, fm.magFilter);
|
||||
if (sampler.doComparison()) {
|
||||
glSamplerParameteri(result, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||||
glSamplerParameteri(result, GL_TEXTURE_COMPARE_FUNC, COMPARISON_TO_GL[sampler.getComparisonFunction()]);
|
||||
} else {
|
||||
glSamplerParameteri(result, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
}
|
||||
|
||||
glSamplerParameteri(result, GL_TEXTURE_WRAP_S, GLTexture::WRAP_MODES[sampler.getWrapModeU()]);
|
||||
glSamplerParameteri(result, GL_TEXTURE_WRAP_T, GLTexture::WRAP_MODES[sampler.getWrapModeV()]);
|
||||
glSamplerParameteri(result, GL_TEXTURE_WRAP_R, GLTexture::WRAP_MODES[sampler.getWrapModeW()]);
|
||||
|
||||
glSamplerParameterf(result, GL_TEXTURE_MAX_ANISOTROPY_EXT, sampler.getMaxAnisotropy());
|
||||
glSamplerParameterfv(result, GL_TEXTURE_BORDER_COLOR, (const float*)&sampler.getBorderColor());
|
||||
|
||||
glSamplerParameterf(result, GL_TEXTURE_MIN_LOD, sampler.getMinMip());
|
||||
glSamplerParameterf(result, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
|
||||
_samplerCache[sampler] = result;
|
||||
return result;
|
||||
}
|
||||
|
||||
return _samplerCache[sampler];
|
||||
}
|
||||
|
||||
void releaseGLSampler(GLuint sampler) {
|
||||
// NO OP
|
||||
}
|
||||
|
||||
private:
|
||||
std::unordered_map<Sampler, GLuint> _samplerCache;
|
||||
};
|
||||
|
||||
static GLSamplerCache SAMPLER_CACHE;
|
||||
const Sampler GL45Texture::INVALID_SAMPLER = GL45Texture::InvalidSampler();
|
||||
|
||||
GL45Texture::GL45Texture(const std::weak_ptr<GLBackend>& backend, const Texture& texture)
|
||||
: GLTexture(backend, texture, allocate(texture)) {
|
||||
}
|
||||
|
@ -122,10 +175,10 @@ GL45Texture::GL45Texture(const std::weak_ptr<GLBackend>& backend, const Texture&
|
|||
GLuint GL45Texture::allocate(const Texture& texture) {
|
||||
GLuint result;
|
||||
glCreateTextures(getGLTextureType(texture), 1, &result);
|
||||
#ifdef DEBUG
|
||||
auto source = texture.source();
|
||||
glObjectLabel(GL_TEXTURE, result, (GLsizei)source.length(), source.data());
|
||||
#endif
|
||||
if (::gl::Context::enableDebugLogger()) {
|
||||
auto source = texture.source();
|
||||
glObjectLabel(GL_TEXTURE, result, (GLsizei)source.length(), source.data());
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -190,32 +243,69 @@ Size GL45Texture::copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const
|
|||
return amountCopied;
|
||||
}
|
||||
|
||||
void GL45Texture::syncSampler() const {
|
||||
const Sampler& sampler = _gpuObject.getSampler();
|
||||
|
||||
const auto& fm = FILTER_MODES[sampler.getFilter()];
|
||||
glTextureParameteri(_id, GL_TEXTURE_MIN_FILTER, fm.minFilter);
|
||||
glTextureParameteri(_id, GL_TEXTURE_MAG_FILTER, fm.magFilter);
|
||||
|
||||
if (sampler.doComparison()) {
|
||||
glTextureParameteri(_id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||||
glTextureParameteri(_id, GL_TEXTURE_COMPARE_FUNC, COMPARISON_TO_GL[sampler.getComparisonFunction()]);
|
||||
} else {
|
||||
glTextureParameteri(_id, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
void GL45Texture::releaseBindless() const {
|
||||
// Release the old handler
|
||||
SAMPLER_CACHE.releaseGLSampler(_bindless.sampler);
|
||||
glMakeTextureHandleNonResidentARB(_bindless.handle);
|
||||
_bindless = Bindless();
|
||||
}
|
||||
|
||||
void GL45Texture::recreateBindless() const {
|
||||
if (isBindless()) {
|
||||
releaseBindless();
|
||||
}
|
||||
|
||||
glTextureParameteri(_id, GL_TEXTURE_WRAP_S, WRAP_MODES[sampler.getWrapModeU()]);
|
||||
glTextureParameteri(_id, GL_TEXTURE_WRAP_T, WRAP_MODES[sampler.getWrapModeV()]);
|
||||
glTextureParameteri(_id, GL_TEXTURE_WRAP_R, WRAP_MODES[sampler.getWrapModeW()]);
|
||||
_bindless.sampler = SAMPLER_CACHE.getGLSampler(_cachedSampler);
|
||||
_bindless.handle = glGetTextureSamplerHandleARB(_id, _bindless.sampler);
|
||||
glMakeTextureHandleResidentARB(_bindless.handle);
|
||||
}
|
||||
|
||||
glTextureParameterf(_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, sampler.getMaxAnisotropy());
|
||||
glTextureParameterfv(_id, GL_TEXTURE_BORDER_COLOR, (const float*)&sampler.getBorderColor());
|
||||
const GL45Texture::Bindless& GL45Texture::getBindless() const {
|
||||
if (!_bindless) {
|
||||
recreateBindless();
|
||||
}
|
||||
_bindless.minMip = getMinMip();
|
||||
return _bindless;
|
||||
}
|
||||
|
||||
glTextureParameterf(_id, GL_TEXTURE_MIN_LOD, sampler.getMinMip());
|
||||
glTextureParameterf(_id, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
|
||||
void GL45Texture::syncSampler() const {
|
||||
const Sampler& sampler = _gpuObject.getSampler();
|
||||
bool samplerChanged = _cachedSampler != sampler;
|
||||
if (samplerChanged) {
|
||||
_cachedSampler = sampler;
|
||||
}
|
||||
|
||||
if (isBindless()) {
|
||||
if (samplerChanged) {
|
||||
recreateBindless();
|
||||
}
|
||||
} else if (samplerChanged) {
|
||||
const auto& fm = FILTER_MODES[sampler.getFilter()];
|
||||
glTextureParameteri(_id, GL_TEXTURE_MIN_FILTER, fm.minFilter);
|
||||
glTextureParameteri(_id, GL_TEXTURE_MAG_FILTER, fm.magFilter);
|
||||
|
||||
if (sampler.doComparison()) {
|
||||
glTextureParameteri(_id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE_ARB);
|
||||
glTextureParameteri(_id, GL_TEXTURE_COMPARE_FUNC, COMPARISON_TO_GL[sampler.getComparisonFunction()]);
|
||||
} else {
|
||||
glTextureParameteri(_id, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
}
|
||||
|
||||
glTextureParameteri(_id, GL_TEXTURE_WRAP_S, WRAP_MODES[sampler.getWrapModeU()]);
|
||||
glTextureParameteri(_id, GL_TEXTURE_WRAP_T, WRAP_MODES[sampler.getWrapModeV()]);
|
||||
glTextureParameteri(_id, GL_TEXTURE_WRAP_R, WRAP_MODES[sampler.getWrapModeW()]);
|
||||
|
||||
glTextureParameterf(_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, sampler.getMaxAnisotropy());
|
||||
glTextureParameterfv(_id, GL_TEXTURE_BORDER_COLOR, (const float*)&sampler.getBorderColor());
|
||||
|
||||
glTextureParameterf(_id, GL_TEXTURE_MIN_LOD, sampler.getMinMip());
|
||||
glTextureParameterf(_id, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
|
||||
}
|
||||
(void)CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
// Fixed allocation textures, used for strict resources & framebuffer attachments
|
||||
|
||||
using GL45FixedAllocationTexture = GL45Backend::GL45FixedAllocationTexture;
|
||||
|
||||
GL45FixedAllocationTexture::GL45FixedAllocationTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture) : GL45Texture(backend, texture), _size(texture.evalTotalSize()) {
|
||||
|
@ -240,8 +330,6 @@ void GL45FixedAllocationTexture::allocateStorage() const {
|
|||
void GL45FixedAllocationTexture::syncSampler() const {
|
||||
Parent::syncSampler();
|
||||
const Sampler& sampler = _gpuObject.getSampler();
|
||||
auto baseMip = std::max<uint16_t>(sampler.getMipOffset(), sampler.getMinMip());
|
||||
glTextureParameteri(_id, GL_TEXTURE_BASE_LEVEL, baseMip);
|
||||
glTextureParameterf(_id, GL_TEXTURE_MIN_LOD, (float)sampler.getMinMip());
|
||||
glTextureParameterf(_id, GL_TEXTURE_MAX_LOD, (sampler.getMaxMip() == Sampler::MAX_MIP_LEVEL ? 1000.f : sampler.getMaxMip()));
|
||||
}
|
||||
|
@ -280,7 +368,6 @@ GL45StrictResourceTexture::GL45StrictResourceTexture(const std::weak_ptr<GLBacke
|
|||
|
||||
// Re-sync the sampler to force access to the new mip level
|
||||
syncSampler();
|
||||
updateSize();
|
||||
}
|
||||
|
||||
GL45StrictResourceTexture::~GL45StrictResourceTexture() {
|
||||
|
@ -288,16 +375,7 @@ GL45StrictResourceTexture::~GL45StrictResourceTexture() {
|
|||
Backend::textureResidentGPUMemSize.update(size(), 0);
|
||||
}
|
||||
|
||||
const uvec4& GL45Texture::getHandle() {
|
||||
if (uvec4() == _handleAndBias) {
|
||||
auto handle = glGetTextureHandleARB(_id);
|
||||
glMakeTextureHandleResidentARB(handle);
|
||||
memcpy(&_handleAndBias, &handle, sizeof(handle));
|
||||
}
|
||||
_handleAndBias.z = _minMip;
|
||||
return _handleAndBias;
|
||||
}
|
||||
|
||||
// Encapsulate bindless textures
|
||||
using GL45TextureTable = GL45Backend::GL45TextureTable;
|
||||
|
||||
GLuint GL45TextureTable::allocate() {
|
||||
|
@ -306,13 +384,21 @@ GLuint GL45TextureTable::allocate() {
|
|||
return result;
|
||||
}
|
||||
|
||||
GL45TextureTable::GL45TextureTable(const std::weak_ptr<GLBackend>& backend, const TextureTable& textureTable, const HandlesArray& handles, bool handlesComplete)
|
||||
: Parent(backend, textureTable, allocate()), _stamp(textureTable.getStamp()), _handles(handles), _complete(handlesComplete) {
|
||||
GL45TextureTable::GL45TextureTable(const std::weak_ptr<GLBackend>& backend, const TextureTable& textureTable)
|
||||
: Parent(backend, textureTable, allocate()){
|
||||
Backend::setGPUObject(textureTable, this);
|
||||
// FIXME include these in overall buffer storage reporting
|
||||
glNamedBufferStorage(_id, sizeof(uvec4) * TextureTable::COUNT, &_handles[0], 0);
|
||||
glNamedBufferStorage(_id, sizeof(uvec4) * TextureTable::COUNT, nullptr, GL_DYNAMIC_STORAGE_BIT);
|
||||
}
|
||||
|
||||
void GL45TextureTable::update(const BindlessArray& handles) {
|
||||
if (_handles != handles) {
|
||||
_handles = handles;
|
||||
// FIXME include these in overall buffer storage reporting
|
||||
// FIXME use a single shared buffer for bindless data
|
||||
glNamedBufferSubData(_id, 0, sizeof(GL45Texture::Bindless) * TextureTable::COUNT, &_handles[0]);
|
||||
}
|
||||
}
|
||||
|
||||
GL45TextureTable::~GL45TextureTable() {
|
||||
if (_id) {
|
||||
|
@ -324,36 +410,33 @@ GL45TextureTable::~GL45TextureTable() {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
GL45TextureTable* GL45Backend::syncGPUObject(const TextureTablePointer& textureTablePointer) {
|
||||
const auto& textureTable = *textureTablePointer;
|
||||
|
||||
// Find the target handles
|
||||
auto textures = textureTable.getTextures();
|
||||
bool handlesComplete = true;
|
||||
GL45TextureTable::HandlesArray handles{};
|
||||
GL45TextureTable::BindlessArray handles{};
|
||||
for (size_t i = 0; i < textures.size(); ++i) {
|
||||
auto texture = textures[i];
|
||||
if (!texture) {
|
||||
continue;
|
||||
}
|
||||
// FIXME what if we have a non-transferrable texture here?
|
||||
auto gltexture = (GL45Texture*)syncGPUObject(texture, true);
|
||||
auto gltexture = (GL45Texture*)syncGPUObject(texture);
|
||||
if (!gltexture) {
|
||||
handlesComplete = false;
|
||||
continue;
|
||||
}
|
||||
auto handle = gltexture->getHandle();
|
||||
memcpy(&handles[i], &handle, sizeof(handle));
|
||||
handles[i] = gltexture->getBindless();
|
||||
}
|
||||
|
||||
// If the object hasn't been created, or the object definition is out of date, drop and re-create
|
||||
GL45TextureTable* object = Backend::getGPUObject<GL45TextureTable>(textureTable);
|
||||
|
||||
if (!object || object->_stamp != textureTable.getStamp() || !object->_complete || handles != object->_handles) {
|
||||
object = new GL45TextureTable(shared_from_this(), textureTable, handles, handlesComplete);
|
||||
if (!object) {
|
||||
object = new GL45TextureTable(shared_from_this(), textureTable);
|
||||
}
|
||||
|
||||
object->update(handles);
|
||||
return object;
|
||||
}
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@ using namespace gpu;
|
|||
using namespace gpu::gl;
|
||||
using namespace gpu::gl45;
|
||||
|
||||
using GL45Texture = GL45Backend::GL45Texture;
|
||||
using GL45VariableAllocationTexture = GL45Backend::GL45VariableAllocationTexture;
|
||||
|
||||
GL45VariableAllocationTexture::GL45VariableAllocationTexture(const std::weak_ptr<GLBackend>& backend, const Texture& texture) : GL45Texture(backend, texture) {
|
||||
|
@ -40,6 +41,12 @@ GL45VariableAllocationTexture::~GL45VariableAllocationTexture() {
|
|||
Backend::textureResourcePopulatedGPUMemSize.update(_populatedSize, 0);
|
||||
}
|
||||
|
||||
const GL45Texture::Bindless& GL45VariableAllocationTexture::getBindless() const {
|
||||
auto& result = Parent::getBindless();
|
||||
_bindless.minMip = _populatedMip - _allocatedMip;
|
||||
return result;
|
||||
}
|
||||
|
||||
Size GL45VariableAllocationTexture::copyMipFaceLinesFromTexture(uint16_t mip, uint8_t face, const uvec3& size, uint32_t yOffset, GLenum internalFormat, GLenum format, GLenum type, Size sourceSize, const void* sourcePointer) const {
|
||||
Size amountCopied = 0;
|
||||
amountCopied = Parent::copyMipFaceLinesFromTexture(mip, face, size, yOffset, internalFormat, format, type, sourceSize, sourcePointer);
|
||||
|
@ -127,7 +134,9 @@ Size GL45ResourceTexture::copyMipsFromTexture() {
|
|||
|
||||
void GL45ResourceTexture::syncSampler() const {
|
||||
Parent::syncSampler();
|
||||
glTextureParameteri(_id, GL_TEXTURE_BASE_LEVEL, _populatedMip - _allocatedMip);
|
||||
if (!isBindless()) {
|
||||
glTextureParameteri(_id, GL_TEXTURE_BASE_LEVEL, _populatedMip - _allocatedMip);
|
||||
}
|
||||
}
|
||||
|
||||
void GL45ResourceTexture::promote() {
|
||||
|
@ -137,6 +146,10 @@ void GL45ResourceTexture::promote() {
|
|||
uint16_t targetAllocatedMip = _allocatedMip - std::min<uint16_t>(_allocatedMip, 2);
|
||||
targetAllocatedMip = std::max<uint16_t>(_minAllocatedMip, targetAllocatedMip);
|
||||
|
||||
if (isBindless()) {
|
||||
releaseBindless();
|
||||
}
|
||||
|
||||
GLuint oldId = _id;
|
||||
auto oldSize = _size;
|
||||
uint16_t oldAllocatedMip = _allocatedMip;
|
||||
|
@ -170,6 +183,10 @@ void GL45ResourceTexture::demote() {
|
|||
auto oldSize = _size;
|
||||
auto oldPopulatedMip = _populatedMip;
|
||||
|
||||
if (isBindless()) {
|
||||
releaseBindless();
|
||||
}
|
||||
|
||||
// allocate new texture
|
||||
const_cast<GLuint&>(_id) = allocate(_gpuObject);
|
||||
uint16_t oldAllocatedMip = _allocatedMip;
|
||||
|
|
|
@ -17,8 +17,10 @@
|
|||
#include <QMetaType>
|
||||
#include <QUrl>
|
||||
|
||||
#include <functional>
|
||||
#include <shared/Storage.h>
|
||||
#include <shared/FileCache.h>
|
||||
#include <RegisteredMetaTypes.h>
|
||||
#include "Forward.h"
|
||||
#include "Resource.h"
|
||||
#include "Metric.h"
|
||||
|
@ -126,12 +128,23 @@ public:
|
|||
uint8 _wrapModeV = WRAP_REPEAT;
|
||||
uint8 _wrapModeW = WRAP_REPEAT;
|
||||
|
||||
uint8 _mipOffset = 0;
|
||||
uint8 _minMip = 0;
|
||||
uint8 _maxMip = MAX_MIP_LEVEL;
|
||||
|
||||
Desc() {}
|
||||
Desc(const Filter filter, const WrapMode wrap = WRAP_REPEAT) : _filter(filter), _wrapModeU(wrap), _wrapModeV(wrap), _wrapModeW(wrap) {}
|
||||
|
||||
bool operator==(const Desc& other) const {
|
||||
return _borderColor == other._borderColor &&
|
||||
_maxAnisotropy == other._maxAnisotropy &&
|
||||
_filter == other._filter &&
|
||||
_comparisonFunc == other._comparisonFunc &&
|
||||
_wrapModeU == other._wrapModeU &&
|
||||
_wrapModeV == other._wrapModeV &&
|
||||
_wrapModeW == other._wrapModeW &&
|
||||
_minMip == other._minMip &&
|
||||
_maxMip == other._maxMip;
|
||||
}
|
||||
};
|
||||
|
||||
Sampler() {}
|
||||
|
@ -151,11 +164,17 @@ public:
|
|||
ComparisonFunction getComparisonFunction() const { return ComparisonFunction(_desc._comparisonFunc); }
|
||||
bool doComparison() const { return getComparisonFunction() != ALWAYS; }
|
||||
|
||||
uint8 getMipOffset() const { return _desc._mipOffset; }
|
||||
uint8 getMinMip() const { return _desc._minMip; }
|
||||
uint8 getMaxMip() const { return _desc._maxMip; }
|
||||
|
||||
const Desc& getDesc() const { return _desc; }
|
||||
|
||||
bool operator==(const Sampler& other) const {
|
||||
return _desc == other._desc;
|
||||
}
|
||||
bool operator!=(const Sampler& other) const {
|
||||
return !(*this == other);
|
||||
}
|
||||
protected:
|
||||
Desc _desc;
|
||||
};
|
||||
|
@ -667,6 +686,17 @@ typedef std::shared_ptr< TextureSource > TextureSourcePointer;
|
|||
|
||||
};
|
||||
|
||||
namespace std {
|
||||
template<> struct hash<gpu::Sampler> {
|
||||
size_t operator()(const gpu::Sampler& sampler) const noexcept {
|
||||
size_t result = 0;
|
||||
const auto& desc = sampler.getDesc();
|
||||
hash_combine(result, desc._comparisonFunc, desc._filter, desc._maxAnisotropy, desc._maxMip, desc._minMip, desc._wrapModeU, desc._wrapModeV, desc._wrapModeW);
|
||||
return result;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
Q_DECLARE_METATYPE(gpu::TexturePointer)
|
||||
|
||||
#endif
|
||||
|
|
|
@ -18,7 +18,6 @@ class TextureTable {
|
|||
public:
|
||||
static const size_t COUNT = 8;
|
||||
using Array = std::array<TexturePointer, COUNT>;
|
||||
using Array = std::array<TexturePointer, COUNT>;
|
||||
TextureTable();
|
||||
TextureTable(const std::initializer_list<TexturePointer>& textures);
|
||||
TextureTable(const std::array<TexturePointer, COUNT>& textures);
|
||||
|
|
|
@ -25,7 +25,4 @@ struct GPUTextureTable {
|
|||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
<@endif@>
|
||||
|
|
Loading…
Reference in a new issue