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https://github.com/overte-org/overte.git
synced 2025-04-20 03:24:00 +02:00
Merging and cleaning up the code path for the 2 flavors of gl
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parent
b888af15e4
commit
f3e1ed4b88
7 changed files with 59 additions and 137 deletions
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@ -221,7 +221,7 @@ protected:
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virtual void killInput() final;
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virtual void syncInputStateCache() final;
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virtual void resetInputStage();
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virtual void updateInput();
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virtual void updateInput() = 0;
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struct InputStageState {
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bool _invalidFormat { true };
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@ -268,8 +268,8 @@ protected:
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void killTransform();
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void syncTransformStateCache();
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void updateTransform(const Batch& batch);
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void resetTransformStage();
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virtual void updateTransform(const Batch& batch) = 0;
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virtual void resetTransformStage();
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// Allows for correction of the camera pose to account for changes
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// between the time when a was recorded and the time(s) when it is
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@ -95,99 +95,6 @@ void GLBackend::syncInputStateCache() {
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glBindVertexArray(_input._defaultVAO);
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}
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void GLBackend::updateInput() {
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if (_input._invalidFormat || _input._invalidBuffers.any()) {
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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_stats._ISNumFormatChanges++;
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// Check expected activation
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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uint8_t locationCount = attrib._element.getLocationCount();
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for (int i = 0; i < locationCount; ++i) {
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newActivation.set(attrib._slot + i);
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}
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}
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}
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// Manage Activation what was and what is expected now
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for (unsigned int i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _input._attributeActivation[i]) {
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if (newState) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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(void)CHECK_GL_ERROR();
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_input._attributeActivation.flip(i);
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}
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}
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}
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// now we need to bind the buffers and assign the attrib pointers
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if (_input._format) {
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const Buffers& buffers = _input._buffers;
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const Offsets& offsets = _input._bufferOffsets;
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const Offsets& strides = _input._bufferStrides;
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const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
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auto& inputChannels = _input._format->getChannels();
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_stats._ISNumInputBufferChanges++;
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GLuint boundVBO = 0;
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for (auto& channelIt : inputChannels) {
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const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second;
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if ((channelIt).first < buffers.size()) {
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int bufferNum = (channelIt).first;
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if (_input._invalidBuffers.test(bufferNum) || _input._invalidFormat) {
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// GLuint vbo = gpu::GL41Backend::getBufferID((*buffers[bufferNum]));
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GLuint vbo = _input._bufferVBOs[bufferNum];
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if (boundVBO != vbo) {
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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(void)CHECK_GL_ERROR();
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boundVBO = vbo;
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}
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_input._invalidBuffers[bufferNum] = false;
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for (unsigned int i = 0; i < channel._slots.size(); i++) {
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const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
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GLuint slot = attrib._slot;
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GLuint count = attrib._element.getLocationScalarCount();
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uint8_t locationCount = attrib._element.getLocationCount();
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GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
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// GLenum perLocationStride = strides[bufferNum];
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GLenum perLocationStride = attrib._element.getLocationSize();
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GLuint stride = (GLuint)strides[bufferNum];
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GLuint pointer = (GLuint)(attrib._offset + offsets[bufferNum]);
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GLboolean isNormalized = attrib._element.isNormalized();
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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glVertexAttribPointer(slot + (GLuint)locNum, count, type, isNormalized, stride,
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reinterpret_cast<GLvoid*>(pointer + perLocationStride * (GLuint)locNum));
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glVertexAttribDivisor(slot + (GLuint)locNum, attrib._frequency);
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}
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// TODO: Support properly the IAttrib version
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(void)CHECK_GL_ERROR();
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}
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}
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}
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}
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}
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// everything format related should be in sync now
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_input._invalidFormat = false;
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}
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}
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void GLBackend::resetInputStage() {
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// Reset index buffer
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_input._indexBufferType = UINT32;
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@ -138,43 +138,6 @@ void GLBackend::TransformStageState::bindCurrentCamera(int eye) const {
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}
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}
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void GLBackend::updateTransform(const Batch& batch) {
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_transform.update(_commandIndex, _stereo);
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auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
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if (batch._currentNamedCall.empty()) {
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auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
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if (_transform._enabledDrawcallInfoBuffer) {
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glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
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_transform._enabledDrawcallInfoBuffer = false;
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}
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glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
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} else {
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#if defined(SUPPORT_VERTEX_ATTRIB_FORMAT)
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if (!_transform._enabledDrawcallInfoBuffer) {
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glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
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glVertexAttribIFormat(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0);
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glVertexAttribBinding(gpu::Stream::DRAW_CALL_INFO, gpu::Stream::DRAW_CALL_INFO);
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glVertexBindingDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
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_transform._enabledDrawcallInfoBuffer = true;
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}
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// NOTE: A stride of zero in BindVertexBuffer signifies that all elements are sourced from the same location,
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// so we must provide a stride.
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// This is in contrast to VertexAttrib*Pointer, where a zero signifies tightly-packed elements.
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glBindVertexBuffer(gpu::Stream::DRAW_CALL_INFO, _transform._drawCallInfoBuffer, (GLintptr)_transform._drawCallInfoOffsets[batch._currentNamedCall], 2 * sizeof(GLushort));
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#else
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if (!_transform._enabledDrawcallInfoBuffer) {
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glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
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glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
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glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
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_transform._enabledDrawcallInfoBuffer = true;
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}
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glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0, _transform._drawCallInfoOffsets[batch._currentNamedCall]);
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#endif
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}
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(void)CHECK_GL_ERROR();
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}
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void GLBackend::resetTransformStage() {
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glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO);
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@ -83,8 +83,7 @@ protected:
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void transferTransformState(const Batch& batch) const override;
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void initTransform() override;
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void updateTransform(const Batch& batch);
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void resetTransformStage();
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void updateTransform(const Batch& batch) override;
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// Output stage
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void do_blit(const Batch& batch, size_t paramOffset) override;
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@ -79,3 +79,28 @@ void GL41Backend::transferTransformState(const Batch& batch) const {
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// Make sure the current Camera offset is unknown before render Draw
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_transform._currentCameraOffset = INVALID_OFFSET;
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}
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void GL41Backend::updateTransform(const Batch& batch) {
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_transform.update(_commandIndex, _stereo);
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auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
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if (batch._currentNamedCall.empty()) {
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auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
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if (_transform._enabledDrawcallInfoBuffer) {
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glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
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_transform._enabledDrawcallInfoBuffer = false;
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}
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glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
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} else {
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if (!_transform._enabledDrawcallInfoBuffer) {
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glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
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glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);
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glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
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_transform._enabledDrawcallInfoBuffer = true;
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}
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glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0, _transform._drawCallInfoOffsets[batch._currentNamedCall]);
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}
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(void)CHECK_GL_ERROR();
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}
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@ -136,8 +136,7 @@ protected:
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void transferTransformState(const Batch& batch) const override;
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void initTransform() override;
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void updateTransform(const Batch& batch);
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void resetTransformStage();
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void updateTransform(const Batch& batch) override;
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// Output stage
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void do_blit(const Batch& batch, size_t paramOffset) override;
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@ -66,3 +66,32 @@ void GL45Backend::transferTransformState(const Batch& batch) const {
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// Make sure the current Camera offset is unknown before render Draw
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_transform._currentCameraOffset = INVALID_OFFSET;
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}
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void GL45Backend::updateTransform(const Batch& batch) {
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_transform.update(_commandIndex, _stereo);
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auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();
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if (batch._currentNamedCall.empty()) {
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auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];
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if (_transform._enabledDrawcallInfoBuffer) {
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glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled
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_transform._enabledDrawcallInfoBuffer = false;
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}
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glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.unused);
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} else {
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if (!_transform._enabledDrawcallInfoBuffer) {
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glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled
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glVertexAttribIFormat(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0);
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glVertexAttribBinding(gpu::Stream::DRAW_CALL_INFO, gpu::Stream::DRAW_CALL_INFO);
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glVertexBindingDivisor(gpu::Stream::DRAW_CALL_INFO, 1);
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_transform._enabledDrawcallInfoBuffer = true;
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}
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// NOTE: A stride of zero in BindVertexBuffer signifies that all elements are sourced from the same location,
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// so we must provide a stride.
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// This is in contrast to VertexAttrib*Pointer, where a zero signifies tightly-packed elements.
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glBindVertexBuffer(gpu::Stream::DRAW_CALL_INFO, _transform._drawCallInfoBuffer, (GLintptr)_transform._drawCallInfoOffsets[batch._currentNamedCall], 2 * sizeof(GLushort));
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}
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(void)CHECK_GL_ERROR();
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}
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