mirror of
https://github.com/overte-org/overte.git
synced 2025-08-08 18:16:45 +02:00
Abandon seperate vertex formats for now
This commit is contained in:
parent
542601fd9d
commit
f93a91a97f
4 changed files with 176 additions and 234 deletions
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@ -186,7 +186,7 @@ protected:
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virtual void killInput() final;
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virtual void killInput() final;
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virtual void syncInputStateCache() final;
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virtual void syncInputStateCache() final;
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virtual void resetInputStage() final;
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virtual void resetInputStage() final;
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virtual void updateInput() = 0;
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virtual void updateInput();
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struct InputStageState {
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struct InputStageState {
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bool _invalidFormat { true };
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bool _invalidFormat { true };
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@ -150,3 +150,176 @@ void GLBackend::do_setIndirectBuffer(Batch& batch, size_t paramOffset) {
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(void)CHECK_GL_ERROR();
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(void)CHECK_GL_ERROR();
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}
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}
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// Core 41 doesn't expose the features to really separate the vertex format from the vertex buffers binding
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// Core 43 does :)
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// FIXME crashing problem with glVertexBindingDivisor / glVertexAttribFormat
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// Once resolved, break this up into the GL 4.1 and 4.5 backends
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#if 1 || (GPU_INPUT_PROFILE == GPU_CORE_41)
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#define NO_SUPPORT_VERTEX_ATTRIB_FORMAT
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#else
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#define SUPPORT_VERTEX_ATTRIB_FORMAT
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#endif
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void GLBackend::updateInput() {
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#if defined(SUPPORT_VERTEX_ATTRIB_FORMAT)
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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// Assign the vertex format required
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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GLuint slot = attrib._slot;
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GLuint count = attrib._element.getLocationScalarCount();
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uint8_t locationCount = attrib._element.getLocationCount();
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GLenum type = _elementTypeToGL41Type[attrib._element.getType()];
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GLuint offset = attrib._offset;;
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GLboolean isNormalized = attrib._element.isNormalized();
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GLenum perLocationSize = attrib._element.getLocationSize();
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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newActivation.set(slot + locNum);
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glVertexAttribFormat(slot + locNum, count, type, isNormalized, offset + locNum * perLocationSize);
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glVertexAttribBinding(slot + locNum, attrib._channel);
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}
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glVertexBindingDivisor(attrib._channel, attrib._frequency);
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}
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(void)CHECK_GL_ERROR();
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}
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// Manage Activation what was and what is expected now
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for (size_t i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _input._attributeActivation[i]) {
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if (newState) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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_input._attributeActivation.flip(i);
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}
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}
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(void)CHECK_GL_ERROR();
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_input._invalidFormat = false;
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_stats._ISNumFormatChanges++;
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}
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if (_input._invalidBuffers.any()) {
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int numBuffers = _input._buffers.size();
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auto buffer = _input._buffers.data();
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auto vbo = _input._bufferVBOs.data();
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auto offset = _input._bufferOffsets.data();
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auto stride = _input._bufferStrides.data();
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for (int bufferNum = 0; bufferNum < numBuffers; bufferNum++) {
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if (_input._invalidBuffers.test(bufferNum)) {
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glBindVertexBuffer(bufferNum, (*vbo), (*offset), (*stride));
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}
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buffer++;
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vbo++;
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offset++;
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stride++;
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}
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_input._invalidBuffers.reset();
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(void)CHECK_GL_ERROR();
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}
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#else
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if (_input._invalidFormat || _input._invalidBuffers.any()) {
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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_stats._ISNumFormatChanges++;
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// Check expected activation
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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uint8_t locationCount = attrib._element.getLocationCount();
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for (int i = 0; i < locationCount; ++i) {
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newActivation.set(attrib._slot + i);
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}
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}
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}
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// Manage Activation what was and what is expected now
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for (unsigned int i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _input._attributeActivation[i]) {
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if (newState) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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(void)CHECK_GL_ERROR();
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_input._attributeActivation.flip(i);
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}
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}
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}
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// now we need to bind the buffers and assign the attrib pointers
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if (_input._format) {
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const Buffers& buffers = _input._buffers;
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const Offsets& offsets = _input._bufferOffsets;
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const Offsets& strides = _input._bufferStrides;
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const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
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auto& inputChannels = _input._format->getChannels();
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_stats._ISNumInputBufferChanges++;
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GLuint boundVBO = 0;
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for (auto& channelIt : inputChannels) {
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const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second;
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if ((channelIt).first < buffers.size()) {
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int bufferNum = (channelIt).first;
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if (_input._invalidBuffers.test(bufferNum) || _input._invalidFormat) {
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// GLuint vbo = gpu::GL41Backend::getBufferID((*buffers[bufferNum]));
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GLuint vbo = _input._bufferVBOs[bufferNum];
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if (boundVBO != vbo) {
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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(void)CHECK_GL_ERROR();
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boundVBO = vbo;
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}
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_input._invalidBuffers[bufferNum] = false;
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for (unsigned int i = 0; i < channel._slots.size(); i++) {
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const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
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GLuint slot = attrib._slot;
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GLuint count = attrib._element.getLocationScalarCount();
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uint8_t locationCount = attrib._element.getLocationCount();
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GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
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// GLenum perLocationStride = strides[bufferNum];
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GLenum perLocationStride = attrib._element.getLocationSize();
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GLuint stride = (GLuint)strides[bufferNum];
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GLuint pointer = (GLuint)(attrib._offset + offsets[bufferNum]);
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GLboolean isNormalized = attrib._element.isNormalized();
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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glVertexAttribPointer(slot + (GLuint)locNum, count, type, isNormalized, stride,
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reinterpret_cast<GLvoid*>(pointer + perLocationStride * (GLuint)locNum));
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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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#endif
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}
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@ -13,173 +13,7 @@
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using namespace gpu;
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using namespace gpu;
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using namespace gpu::gl41;
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using namespace gpu::gl41;
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// Core 41 doesn't expose the features to really separate the vertex format from the vertex buffers binding
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// Core 43 does :)
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// FIXME crashing problem with glVertexBindingDivisor / glVertexAttribFormat
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#if 1 || (GPU_INPUT_PROFILE == GPU_CORE_41)
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#define NO_SUPPORT_VERTEX_ATTRIB_FORMAT
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#else
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#define SUPPORT_VERTEX_ATTRIB_FORMAT
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#endif
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void GL41Backend::updateInput() {
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void GL41Backend::updateInput() {
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#if defined(SUPPORT_VERTEX_ATTRIB_FORMAT)
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Parent::updateInput();
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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// Assign the vertex format required
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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GLuint slot = attrib._slot;
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GLuint count = attrib._element.getLocationScalarCount();
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uint8_t locationCount = attrib._element.getLocationCount();
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GLenum type = _elementTypeToGL41Type[attrib._element.getType()];
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GLuint offset = attrib._offset;;
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GLboolean isNormalized = attrib._element.isNormalized();
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GLenum perLocationSize = attrib._element.getLocationSize();
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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newActivation.set(slot + locNum);
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glVertexAttribFormat(slot + locNum, count, type, isNormalized, offset + locNum * perLocationSize);
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glVertexAttribBinding(slot + locNum, attrib._channel);
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}
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glVertexBindingDivisor(attrib._channel, attrib._frequency);
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}
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(void) CHECK_GL_ERROR();
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}
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// Manage Activation what was and what is expected now
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for (size_t i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _input._attributeActivation[i]) {
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if (newState) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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_input._attributeActivation.flip(i);
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}
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}
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(void) CHECK_GL_ERROR();
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_input._invalidFormat = false;
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_stats._ISNumFormatChanges++;
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}
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if (_input._invalidBuffers.any()) {
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int numBuffers = _input._buffers.size();
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auto buffer = _input._buffers.data();
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auto vbo = _input._bufferVBOs.data();
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auto offset = _input._bufferOffsets.data();
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auto stride = _input._bufferStrides.data();
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for (int bufferNum = 0; bufferNum < numBuffers; bufferNum++) {
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if (_input._invalidBuffers.test(bufferNum)) {
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glBindVertexBuffer(bufferNum, (*vbo), (*offset), (*stride));
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}
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buffer++;
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vbo++;
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offset++;
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stride++;
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}
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_input._invalidBuffers.reset();
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(void) CHECK_GL_ERROR();
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}
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#else
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if (_input._invalidFormat || _input._invalidBuffers.any()) {
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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_stats._ISNumFormatChanges++;
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// Check expected activation
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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uint8_t locationCount = attrib._element.getLocationCount();
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for (int i = 0; i < locationCount; ++i) {
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newActivation.set(attrib._slot + i);
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}
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}
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}
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// Manage Activation what was and what is expected now
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for (unsigned int i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _input._attributeActivation[i]) {
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if (newState) {
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glEnableVertexAttribArray(i);
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} else {
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glDisableVertexAttribArray(i);
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}
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(void) CHECK_GL_ERROR();
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_input._attributeActivation.flip(i);
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}
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}
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}
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// now we need to bind the buffers and assign the attrib pointers
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if (_input._format) {
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const Buffers& buffers = _input._buffers;
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const Offsets& offsets = _input._bufferOffsets;
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const Offsets& strides = _input._bufferStrides;
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const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
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auto& inputChannels = _input._format->getChannels();
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_stats._ISNumInputBufferChanges++;
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GLuint boundVBO = 0;
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for (auto& channelIt : inputChannels) {
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const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second;
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if ((channelIt).first < buffers.size()) {
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int bufferNum = (channelIt).first;
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if (_input._invalidBuffers.test(bufferNum) || _input._invalidFormat) {
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// GLuint vbo = gpu::GL41Backend::getBufferID((*buffers[bufferNum]));
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GLuint vbo = _input._bufferVBOs[bufferNum];
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if (boundVBO != vbo) {
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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(void) CHECK_GL_ERROR();
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boundVBO = vbo;
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}
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_input._invalidBuffers[bufferNum] = false;
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for (unsigned int i = 0; i < channel._slots.size(); i++) {
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const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
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GLuint slot = attrib._slot;
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GLuint count = attrib._element.getLocationScalarCount();
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uint8_t locationCount = attrib._element.getLocationCount();
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GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
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// GLenum perLocationStride = strides[bufferNum];
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GLenum perLocationStride = attrib._element.getLocationSize();
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GLuint stride = (GLuint)strides[bufferNum];
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GLuint pointer = (GLuint)(attrib._offset + offsets[bufferNum]);
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GLboolean isNormalized = attrib._element.isNormalized();
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for (size_t locNum = 0; locNum < locationCount; ++locNum) {
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glVertexAttribPointer(slot + (GLuint)locNum, count, type, isNormalized, stride,
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reinterpret_cast<GLvoid*>(pointer + perLocationStride * (GLuint)locNum));
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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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#endif
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}
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}
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@ -14,70 +14,5 @@ using namespace gpu;
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using namespace gpu::gl45;
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using namespace gpu::gl45;
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void GL45Backend::updateInput() {
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void GL45Backend::updateInput() {
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if (_input._invalidFormat) {
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Parent::updateInput();
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|
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InputStageState::ActivationCache newActivation;
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|
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|
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// Assign the vertex format required
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if (_input._format) {
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for (auto& it : _input._format->getAttributes()) {
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const Stream::Attribute& attrib = (it).second;
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GLuint slot = attrib._slot;
|
|
||||||
GLuint count = attrib._element.getLocationScalarCount();
|
|
||||||
uint8_t locationCount = attrib._element.getLocationCount();
|
|
||||||
GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
|
|
||||||
GLuint offset = (GLuint)attrib._offset;;
|
|
||||||
GLboolean isNormalized = attrib._element.isNormalized();
|
|
||||||
|
|
||||||
GLenum perLocationSize = attrib._element.getLocationSize();
|
|
||||||
|
|
||||||
for (uint8_t locNum = 0; locNum < locationCount; ++locNum) {
|
|
||||||
newActivation.set(slot + locNum);
|
|
||||||
glVertexAttribFormat(slot + locNum, count, type, isNormalized, offset + locNum * perLocationSize);
|
|
||||||
glVertexAttribBinding(slot + locNum, attrib._channel);
|
|
||||||
}
|
|
||||||
glVertexBindingDivisor(attrib._channel, attrib._frequency);
|
|
||||||
}
|
|
||||||
(void) CHECK_GL_ERROR();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Manage Activation what was and what is expected now
|
|
||||||
for (uint32_t i = 0; i < newActivation.size(); i++) {
|
|
||||||
bool newState = newActivation[i];
|
|
||||||
if (newState != _input._attributeActivation[i]) {
|
|
||||||
if (newState) {
|
|
||||||
glEnableVertexAttribArray(i);
|
|
||||||
} else {
|
|
||||||
glDisableVertexAttribArray(i);
|
|
||||||
}
|
|
||||||
_input._attributeActivation.flip(i);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
(void) CHECK_GL_ERROR();
|
|
||||||
|
|
||||||
_input._invalidFormat = false;
|
|
||||||
_stats._ISNumFormatChanges++;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_input._invalidBuffers.any()) {
|
|
||||||
auto numBuffers = _input._buffers.size();
|
|
||||||
auto buffer = _input._buffers.data();
|
|
||||||
auto vbo = _input._bufferVBOs.data();
|
|
||||||
auto offset = _input._bufferOffsets.data();
|
|
||||||
auto stride = _input._bufferStrides.data();
|
|
||||||
|
|
||||||
for (uint32_t bufferNum = 0; bufferNum < numBuffers; bufferNum++) {
|
|
||||||
if (_input._invalidBuffers.test(bufferNum)) {
|
|
||||||
glBindVertexBuffer(bufferNum, (*vbo), (GLuint)(*offset), (GLuint)(*stride));
|
|
||||||
}
|
|
||||||
buffer++;
|
|
||||||
vbo++;
|
|
||||||
offset++;
|
|
||||||
stride++;
|
|
||||||
}
|
|
||||||
_input._invalidBuffers.reset();
|
|
||||||
(void) CHECK_GL_ERROR();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue