BsGLRenderAPI.cpp 60 KB

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  1. #include "BsGLRenderAPI.h"
  2. #include "BsRenderAPI.h"
  3. #include "BsGLTextureManager.h"
  4. #include "BsGLVertexBuffer.h"
  5. #include "BsGLIndexBuffer.h"
  6. #include "BsGLUtil.h"
  7. #include "BsGLSLGpuProgram.h"
  8. #include "BsException.h"
  9. #include "BsGLOcclusionQuery.h"
  10. #include "BsGLContext.h"
  11. #include "BsGLSupport.h"
  12. #include "BsAsyncOp.h"
  13. #include "BsBlendState.h"
  14. #include "BsRasterizerState.h"
  15. #include "BsDepthStencilState.h"
  16. #include "BsGLRenderTexture.h"
  17. #include "BsGLRenderWindowManager.h"
  18. #include "BsGLSLProgramPipelineManager.h"
  19. #include "BsGLVertexArrayObjectManager.h"
  20. #include "BsRenderStateManager.h"
  21. #include "BsGpuParams.h"
  22. #include "BsGLGpuParamBlockBuffer.h"
  23. #include "BsCoreThread.h"
  24. #include "BsGLQueryManager.h"
  25. #include "BsDebug.h"
  26. #include "BsRenderStats.h"
  27. namespace BansheeEngine
  28. {
  29. const char* MODULE_NAME = "BansheeGLRenderAPI.dll";
  30. void __stdcall openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
  31. /************************************************************************/
  32. /* PUBLIC INTERFACE */
  33. /************************************************************************/
  34. GLRenderAPI::GLRenderAPI()
  35. : mDepthWrite(true),
  36. mGLSLProgramFactory(nullptr),
  37. mProgramPipelineManager(nullptr),
  38. mActivePipeline(nullptr),
  39. mActiveTextureUnit(0),
  40. mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
  41. mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
  42. mStencilReadMask(0xFFFFFFFF),
  43. mStencilWriteMask(0xFFFFFFFF),
  44. mStencilCompareFront(CMPF_ALWAYS_PASS),
  45. mStencilCompareBack(CMPF_ALWAYS_PASS),
  46. mStencilRefValue(0),
  47. mFragmentTexOffset(0),
  48. mVertexTexOffset(0),
  49. mGeometryTexOffset(0),
  50. mTextureTypes(nullptr),
  51. mNumTextureTypes(0),
  52. mFragmentUBOffset(0),
  53. mVertexUBOffset(0),
  54. mGeometryUBOffset(0),
  55. mHullUBOffset(0),
  56. mDomainUBOffset(0),
  57. mComputeUBOffset(0),
  58. mDrawCallInProgress(false),
  59. mCurrentDrawOperation(DOT_TRIANGLE_LIST),
  60. mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
  61. {
  62. // Get our GLSupport
  63. mGLSupport = BansheeEngine::getGLSupport();
  64. mViewMatrix = Matrix4::IDENTITY;
  65. mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
  66. mCurrentContext = 0;
  67. mMainContext = 0;
  68. mGLInitialised = false;
  69. mMinFilter = FO_LINEAR;
  70. mMipFilter = FO_POINT;
  71. mProgramPipelineManager = bs_new<GLSLProgramPipelineManager>();
  72. }
  73. GLRenderAPI::~GLRenderAPI()
  74. {
  75. }
  76. const StringID& GLRenderAPI::getName() const
  77. {
  78. static StringID strName("GLRenderAPI");
  79. return strName;
  80. }
  81. const String& GLRenderAPI::getShadingLanguageName() const
  82. {
  83. static String strName("glsl");
  84. return strName;
  85. }
  86. void GLRenderAPI::initializePrepare()
  87. {
  88. THROW_IF_NOT_CORE_THREAD;
  89. mGLSupport->start();
  90. mVideoModeInfo = mGLSupport->getVideoModeInfo();
  91. RenderWindowManager::startUp<GLRenderWindowManager>(this);
  92. RenderWindowCoreManager::startUp<GLRenderWindowCoreManager>(this);
  93. RenderStateCoreManager::startUp();
  94. QueryManager::startUp<GLQueryManager>();
  95. RenderAPICore::initializePrepare();
  96. }
  97. void GLRenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  98. {
  99. // Get the context from the window and finish initialization
  100. SPtr<GLContext> context;
  101. primaryWindow->getCustomAttribute("GLCONTEXT", &context);
  102. // Set main and current context
  103. mMainContext = context;
  104. mCurrentContext = mMainContext;
  105. // Set primary context as active
  106. if (mCurrentContext)
  107. mCurrentContext->setCurrent();
  108. checkForErrors();
  109. // Setup GLSupport
  110. mGLSupport->initializeExtensions();
  111. checkForErrors();
  112. Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
  113. if (!tokens.empty())
  114. {
  115. mDriverVersion.major = parseInt(tokens[0]);
  116. if (tokens.size() > 1)
  117. mDriverVersion.minor = parseInt(tokens[1]);
  118. if (tokens.size() > 2)
  119. mDriverVersion.release = parseInt(tokens[2]);
  120. }
  121. mDriverVersion.build = 0;
  122. mCurrentCapabilities = createRenderSystemCapabilities();
  123. initFromCaps(mCurrentCapabilities);
  124. GLVertexArrayObjectManager::startUp();
  125. mGLInitialised = true;
  126. RenderAPICore::initializeFinalize(primaryWindow);
  127. }
  128. void GLRenderAPI::destroyCore()
  129. {
  130. RenderAPICore::destroyCore();
  131. // Deleting the GLSL program factory
  132. if (mGLSLProgramFactory)
  133. {
  134. // Remove from manager safely
  135. GpuProgramCoreManager::instance().removeFactory(mGLSLProgramFactory);
  136. bs_delete(mGLSLProgramFactory);
  137. mGLSLProgramFactory = nullptr;
  138. }
  139. // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
  140. HardwareBufferCoreManager::shutDown();
  141. HardwareBufferManager::shutDown();
  142. GLRTTManager::shutDown();
  143. mBoundVertexBuffers.clear();
  144. mBoundVertexDeclaration = nullptr;
  145. mBoundIndexBuffer = nullptr;
  146. mCurrentVertexProgram = nullptr;
  147. mCurrentFragmentProgram = nullptr;
  148. mCurrentGeometryProgram = nullptr;
  149. mCurrentHullProgram = nullptr;
  150. mCurrentDomainProgram = nullptr;
  151. mGLSupport->stop();
  152. TextureCoreManager::shutDown();
  153. TextureManager::shutDown();
  154. QueryManager::shutDown();
  155. RenderWindowCoreManager::shutDown();
  156. RenderWindowManager::shutDown();
  157. RenderStateCoreManager::shutDown();
  158. GLVertexArrayObjectManager::shutDown(); // Note: Needs to be after QueryManager shutdown as some resources might be waiting for queries to complete
  159. mGLInitialised = false;
  160. if(mProgramPipelineManager != nullptr)
  161. bs_delete(mProgramPipelineManager);
  162. if(mGLSupport)
  163. bs_delete(mGLSupport);
  164. if(mTextureTypes != nullptr)
  165. bs_deleteN(mTextureTypes, mNumTextureTypes);
  166. }
  167. void GLRenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
  168. {
  169. THROW_IF_NOT_CORE_THREAD;
  170. SPtr<GLSLGpuProgramCore> glprg = std::static_pointer_cast<GLSLGpuProgramCore>(prg);
  171. switch (glprg->getProperties().getType())
  172. {
  173. case GPT_VERTEX_PROGRAM:
  174. mCurrentVertexProgram = glprg;
  175. break;
  176. case GPT_FRAGMENT_PROGRAM:
  177. mCurrentFragmentProgram = glprg;
  178. break;
  179. case GPT_GEOMETRY_PROGRAM:
  180. mCurrentGeometryProgram = glprg;
  181. break;
  182. case GPT_DOMAIN_PROGRAM:
  183. mCurrentDomainProgram = glprg;
  184. break;
  185. case GPT_HULL_PROGRAM:
  186. mCurrentHullProgram = glprg;
  187. break;
  188. }
  189. RenderAPICore::bindGpuProgram(prg);
  190. }
  191. void GLRenderAPI::unbindGpuProgram(GpuProgramType gptype)
  192. {
  193. THROW_IF_NOT_CORE_THREAD;
  194. setActiveProgram(gptype, nullptr);
  195. RenderAPICore::unbindGpuProgram(gptype);
  196. }
  197. void GLRenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
  198. {
  199. THROW_IF_NOT_CORE_THREAD;
  200. bindableParams->updateHardwareBuffers();
  201. const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
  202. SPtr<GLSLGpuProgramCore> activeProgram = getActiveProgram(gptype);
  203. GLuint glProgram = activeProgram->getGLHandle();
  204. UINT8* uniformBufferData = nullptr;
  205. UINT32 blockBinding = 0;
  206. for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
  207. {
  208. SPtr<GpuParamBlockBufferCore> paramBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
  209. if(paramBlockBuffer == nullptr)
  210. continue;
  211. if(iter->second.slot == 0)
  212. {
  213. // 0 means uniforms are not in block, in which case we handle it specially
  214. if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
  215. {
  216. uniformBufferData = (UINT8*)bs_alloc(paramBlockBuffer->getSize());
  217. paramBlockBuffer->readFromGPU(uniformBufferData); // TODO - Don't read from GPU!? Just read the cached version
  218. }
  219. continue;
  220. }
  221. const GLGpuParamBlockBufferCore* glParamBlockBuffer = static_cast<const GLGpuParamBlockBufferCore*>(paramBlockBuffer.get());
  222. UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
  223. glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
  224. glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
  225. blockBinding++;
  226. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  227. }
  228. bool hasBoundAtLeastOne = false;
  229. for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
  230. {
  231. const GpuParamDataDesc& paramDesc = iter->second;
  232. if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
  233. continue;
  234. const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
  235. hasBoundAtLeastOne = true;
  236. // Note: We don't transpose matrices here even though we don't use column major format
  237. // because they are assumed to be pre-transposed in the GpuParams buffer
  238. switch(paramDesc.type)
  239. {
  240. case GPDT_FLOAT1:
  241. glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  242. break;
  243. case GPDT_FLOAT2:
  244. glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  245. break;
  246. case GPDT_FLOAT3:
  247. glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  248. break;
  249. case GPDT_FLOAT4:
  250. glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
  251. break;
  252. case GPDT_MATRIX_2X2:
  253. glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  254. GL_FALSE, (GLfloat*)ptrData);
  255. break;
  256. case GPDT_MATRIX_2X3:
  257. glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  258. GL_FALSE, (GLfloat*)ptrData);
  259. break;
  260. case GPDT_MATRIX_2X4:
  261. glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  262. GL_FALSE, (GLfloat*)ptrData);
  263. break;
  264. case GPDT_MATRIX_3X2:
  265. glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  266. GL_FALSE, (GLfloat*)ptrData);
  267. break;
  268. case GPDT_MATRIX_3X3:
  269. glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  270. GL_FALSE, (GLfloat*)ptrData);
  271. break;
  272. case GPDT_MATRIX_3X4:
  273. glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  274. GL_FALSE, (GLfloat*)ptrData);
  275. break;
  276. case GPDT_MATRIX_4X2:
  277. glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  278. GL_FALSE, (GLfloat*)ptrData);
  279. break;
  280. case GPDT_MATRIX_4X3:
  281. glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  282. GL_FALSE, (GLfloat*)ptrData);
  283. break;
  284. case GPDT_MATRIX_4X4:
  285. glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
  286. GL_FALSE, (GLfloat*)ptrData);
  287. break;
  288. case GPDT_INT1:
  289. glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  290. break;
  291. case GPDT_INT2:
  292. glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  293. break;
  294. case GPDT_INT3:
  295. glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  296. break;
  297. case GPDT_INT4:
  298. glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
  299. break;
  300. case GPDT_BOOL:
  301. glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
  302. break;
  303. case GPDT_UNKNOWN:
  304. break;
  305. }
  306. }
  307. if (hasBoundAtLeastOne)
  308. BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
  309. if(uniformBufferData != nullptr)
  310. {
  311. bs_free(uniformBufferData);
  312. }
  313. }
  314. void GLRenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
  315. {
  316. THROW_IF_NOT_CORE_THREAD;
  317. unit = getGLTextureUnit(gptype, unit);
  318. SPtr<GLTextureCore> tex = std::static_pointer_cast<GLTextureCore>(texPtr);
  319. GLenum lastTextureType = mTextureTypes[unit];
  320. if (!activateGLTextureUnit(unit))
  321. return;
  322. if (enabled && tex)
  323. {
  324. mTextureTypes[unit] = tex->getGLTextureTarget();
  325. glBindTexture(mTextureTypes[unit], tex->getGLID());
  326. }
  327. else
  328. {
  329. // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
  330. // - If a non-2D sampler is used, the texture will still be displayed
  331. glBindTexture(GL_TEXTURE_2D, 0);
  332. }
  333. activateGLTextureUnit(0);
  334. BS_INC_RENDER_STAT(NumTextureBinds);
  335. }
  336. void GLRenderAPI::setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state)
  337. {
  338. THROW_IF_NOT_CORE_THREAD;
  339. const SamplerProperties& stateProps = state->getProperties();
  340. unit = getGLTextureUnit(gptype, unit);
  341. // Set texture layer filtering
  342. setTextureFiltering(unit, FT_MIN, stateProps.getTextureFiltering(FT_MIN));
  343. setTextureFiltering(unit, FT_MAG, stateProps.getTextureFiltering(FT_MAG));
  344. setTextureFiltering(unit, FT_MIP, stateProps.getTextureFiltering(FT_MIP));
  345. // Set texture anisotropy
  346. setTextureAnisotropy(unit, stateProps.getTextureAnisotropy());
  347. // Set mipmap biasing
  348. setTextureMipmapBias(unit, stateProps.getTextureMipmapBias());
  349. // Texture addressing mode
  350. const UVWAddressingMode& uvw = stateProps.getTextureAddressingMode();
  351. setTextureAddressingMode(unit, uvw);
  352. // Set border color
  353. setTextureBorderColor(unit, stateProps.getBorderColor());
  354. SPtr<GLSLGpuProgramCore> activeProgram = getActiveProgram(gptype);
  355. GLuint glProgram = activeProgram->getGLHandle();
  356. glProgramUniform1i(glProgram, unit, getGLTextureUnit(gptype, unit));
  357. BS_INC_RENDER_STAT(NumSamplerBinds);
  358. }
  359. void GLRenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
  360. const TextureSurface& surface)
  361. {
  362. THROW_IF_NOT_CORE_THREAD;
  363. // TODO - OpenGL can't bind a certain subset of faces like DX11, only zero, one or all, so I'm ignoring numSlices parameter
  364. if (texPtr != nullptr)
  365. {
  366. SPtr<GLTextureCore> tex = std::static_pointer_cast<GLTextureCore>(texPtr);
  367. glBindImageTexture(unit, tex->getGLID(), surface.mipLevel, surface.numArraySlices > 1,
  368. surface.arraySlice, tex->getGLFormat(), GL_READ_WRITE);
  369. }
  370. else
  371. glBindImageTexture(unit, 0, 0, false, 0, 0, GL_READ_WRITE);
  372. BS_INC_RENDER_STAT(NumTextureBinds);
  373. }
  374. void GLRenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
  375. {
  376. THROW_IF_NOT_CORE_THREAD;
  377. const BlendProperties& stateProps = blendState->getProperties();
  378. // Alpha to coverage
  379. setAlphaToCoverage(stateProps.getAlphaToCoverageEnabled());
  380. // Blend states
  381. // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
  382. if (stateProps.getBlendEnabled(0))
  383. {
  384. setSceneBlending(stateProps.getSrcBlend(0), stateProps.getDstBlend(0), stateProps.getAlphaSrcBlend(0),
  385. stateProps.getAlphaDstBlend(0), stateProps.getBlendOperation(0), stateProps.getAlphaBlendOperation(0));
  386. }
  387. else
  388. {
  389. setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
  390. }
  391. // Color write mask
  392. UINT8 writeMask = stateProps.getRenderTargetWriteMask(0);
  393. setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
  394. BS_INC_RENDER_STAT(NumBlendStateChanges);
  395. }
  396. void GLRenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
  397. {
  398. THROW_IF_NOT_CORE_THREAD;
  399. const RasterizerProperties& stateProps = rasterizerState->getProperties();
  400. setDepthBias(stateProps.getDepthBias(), stateProps.getSlopeScaledDepthBias());
  401. setCullingMode(stateProps.getCullMode());
  402. setPolygonMode(stateProps.getPolygonMode());
  403. setScissorTestEnable(stateProps.getScissorEnable());
  404. setMultisamplingEnable(stateProps.getMultisampleEnable());
  405. setDepthClipEnable(stateProps.getDepthClipEnable());
  406. setAntialiasedLineEnable(stateProps.getAntialiasedLineEnable());
  407. BS_INC_RENDER_STAT(NumRasterizerStateChanges);
  408. }
  409. void GLRenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
  410. {
  411. THROW_IF_NOT_CORE_THREAD;
  412. const DepthStencilProperties& stateProps = depthStencilState->getProperties();
  413. // Set stencil buffer options
  414. setStencilCheckEnabled(stateProps.getStencilEnable());
  415. setStencilBufferOperations(stateProps.getStencilFrontFailOp(), stateProps.getStencilFrontZFailOp(), stateProps.getStencilFrontPassOp(), true);
  416. setStencilBufferFunc(stateProps.getStencilFrontCompFunc(), stateProps.getStencilReadMask(), true);
  417. setStencilBufferOperations(stateProps.getStencilBackFailOp(), stateProps.getStencilBackZFailOp(), stateProps.getStencilBackPassOp(), false);
  418. setStencilBufferFunc(stateProps.getStencilBackCompFunc(), stateProps.getStencilReadMask(), false);
  419. setStencilBufferWriteMask(stateProps.getStencilWriteMask());
  420. // Set depth buffer options
  421. setDepthBufferCheckEnabled(stateProps.getDepthReadEnable());
  422. setDepthBufferWriteEnabled(stateProps.getDepthWriteEnable());
  423. setDepthBufferFunction(stateProps.getDepthComparisonFunc());
  424. // Set stencil ref value
  425. setStencilRefValue(stencilRefValue);
  426. BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
  427. }
  428. void GLRenderAPI::setViewport(const Rect2& area)
  429. {
  430. THROW_IF_NOT_CORE_THREAD;
  431. mViewportNorm = area;
  432. applyViewport();
  433. }
  434. void GLRenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
  435. {
  436. THROW_IF_NOT_CORE_THREAD;
  437. // Switch context if different from current one
  438. SPtr<GLContext> newContext;
  439. target->getCustomAttribute("GLCONTEXT", &newContext);
  440. if(newContext && mCurrentContext != newContext)
  441. {
  442. switchContext(newContext);
  443. }
  444. // This must happen after context switch to ensure previous context is still alive
  445. mActiveRenderTarget = target;
  446. GLFrameBufferObject *fbo = 0;
  447. target->getCustomAttribute("FBO", &fbo);
  448. if(fbo)
  449. fbo->bind();
  450. else
  451. // Old style context (window/pbuffer) or copying render texture
  452. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  453. if (GLEW_EXT_framebuffer_sRGB)
  454. {
  455. // Enable / disable sRGB states
  456. if (target->getProperties().isHwGammaEnabled())
  457. {
  458. glEnable(GL_FRAMEBUFFER_SRGB_EXT);
  459. // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
  460. // enabling, but GL spec says incapable surfaces ignore the setting
  461. // anyway. We test the capability to enable isHardwareGammaEnabled.
  462. }
  463. else
  464. {
  465. glDisable(GL_FRAMEBUFFER_SRGB_EXT);
  466. }
  467. }
  468. applyViewport();
  469. BS_INC_RENDER_STAT(NumRenderTargetChanges);
  470. }
  471. void GLRenderAPI::beginFrame()
  472. {
  473. THROW_IF_NOT_CORE_THREAD;
  474. // Activate the viewport clipping
  475. glEnable(GL_SCISSOR_TEST);
  476. }
  477. void GLRenderAPI::endFrame()
  478. {
  479. THROW_IF_NOT_CORE_THREAD;
  480. // Deactivate the viewport clipping.
  481. glDisable(GL_SCISSOR_TEST);
  482. }
  483. void GLRenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
  484. {
  485. THROW_IF_NOT_CORE_THREAD;
  486. if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
  487. mBoundVertexBuffers.resize(index + numBuffers);
  488. for(UINT32 i = 0; i < numBuffers; i++)
  489. {
  490. mBoundVertexBuffers[index + i] = buffers[i];
  491. }
  492. }
  493. void GLRenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
  494. {
  495. THROW_IF_NOT_CORE_THREAD;
  496. mBoundVertexDeclaration = vertexDeclaration;
  497. }
  498. void GLRenderAPI::setDrawOperation(DrawOperationType op)
  499. {
  500. THROW_IF_NOT_CORE_THREAD;
  501. mCurrentDrawOperation = op;
  502. }
  503. void GLRenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
  504. {
  505. THROW_IF_NOT_CORE_THREAD;
  506. mBoundIndexBuffer = buffer;
  507. }
  508. void GLRenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
  509. {
  510. // Find the correct type to render
  511. GLint primType = getGLDrawMode();
  512. beginDraw();
  513. glDrawArrays(primType, vertexOffset, vertexCount);
  514. endDraw();
  515. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  516. BS_INC_RENDER_STAT(NumDrawCalls);
  517. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  518. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  519. }
  520. void GLRenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  521. {
  522. if(mBoundIndexBuffer == nullptr)
  523. {
  524. LOGWRN("Cannot draw indexed because index buffer is not set.");
  525. return;
  526. }
  527. // Find the correct type to render
  528. GLint primType = getGLDrawMode();
  529. beginDraw();
  530. SPtr<GLIndexBufferCore> indexBuffer = std::static_pointer_cast<GLIndexBufferCore>(mBoundIndexBuffer);
  531. const IndexBufferProperties& ibProps = indexBuffer->getProperties();
  532. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer->getGLBufferId());
  533. GLenum indexType = (ibProps.getType() == IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
  534. glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(ibProps.getIndexSize() * startIndex), vertexOffset);
  535. endDraw();
  536. UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
  537. BS_INC_RENDER_STAT(NumDrawCalls);
  538. BS_ADD_RENDER_STAT(NumVertices, vertexCount);
  539. BS_ADD_RENDER_STAT(NumPrimitives, primCount);
  540. BS_INC_RENDER_STAT(NumIndexBufferBinds);
  541. }
  542. void GLRenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  543. {
  544. THROW_IF_NOT_CORE_THREAD;
  545. mScissorTop = top;
  546. mScissorBottom = bottom;
  547. mScissorLeft = left;
  548. mScissorRight = right;
  549. }
  550. void GLRenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  551. {
  552. if(mActiveRenderTarget == nullptr)
  553. return;
  554. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  555. Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
  556. clearArea(buffers, color, depth, stencil, clearRect);
  557. }
  558. void GLRenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  559. {
  560. Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  561. clearArea(buffers, color, depth, stencil, clearRect);
  562. }
  563. void GLRenderAPI::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
  564. {
  565. THROW_IF_NOT_CORE_THREAD;
  566. if(mActiveRenderTarget == nullptr)
  567. return;
  568. bool colorMask = !mColorWrite[0] || !mColorWrite[1]
  569. || !mColorWrite[2] || !mColorWrite[3];
  570. GLbitfield flags = 0;
  571. if (buffers & FBT_COLOR)
  572. {
  573. flags |= GL_COLOR_BUFFER_BIT;
  574. // Enable buffer for writing if it isn't
  575. if (colorMask)
  576. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  577. glClearColor(color.r, color.g, color.b, color.a);
  578. }
  579. if (buffers & FBT_DEPTH)
  580. {
  581. flags |= GL_DEPTH_BUFFER_BIT;
  582. // Enable buffer for writing if it isn't
  583. if (!mDepthWrite)
  584. glDepthMask(GL_TRUE);
  585. glClearDepth(depth);
  586. }
  587. if (buffers & FBT_STENCIL)
  588. {
  589. flags |= GL_STENCIL_BUFFER_BIT;
  590. // Enable buffer for writing if it isn't
  591. glStencilMask(0xFFFFFFFF);
  592. glClearStencil(stencil);
  593. }
  594. // Disable scissor test as we want to clear the entire render surface
  595. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
  596. UINT32 oldScissorTop = mScissorTop;
  597. UINT32 oldScissorBottom = mScissorBottom;
  598. UINT32 oldScissorLeft = mScissorLeft;
  599. UINT32 oldScissorRight = mScissorRight;
  600. if (scissorTestEnabled)
  601. {
  602. glDisable(GL_SCISSOR_TEST);
  603. }
  604. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  605. bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
  606. clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
  607. if(!clearEntireTarget)
  608. {
  609. setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
  610. setScissorTestEnable(true);
  611. }
  612. // Clear buffers
  613. glClear(flags);
  614. if(!clearEntireTarget)
  615. {
  616. setScissorTestEnable(false);
  617. }
  618. // Restore scissor test
  619. if (scissorTestEnabled)
  620. {
  621. glEnable(GL_SCISSOR_TEST);
  622. mScissorTop = oldScissorTop;
  623. mScissorBottom = oldScissorBottom;
  624. mScissorLeft = oldScissorLeft;
  625. mScissorRight = oldScissorRight;
  626. }
  627. // Reset buffer write state
  628. if (!mDepthWrite && (buffers & FBT_DEPTH))
  629. {
  630. glDepthMask(GL_FALSE);
  631. }
  632. if (colorMask && (buffers & FBT_COLOR))
  633. {
  634. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  635. }
  636. if (buffers & FBT_STENCIL)
  637. {
  638. glStencilMask(mStencilWriteMask);
  639. }
  640. BS_INC_RENDER_STAT(NumClears);
  641. }
  642. /************************************************************************/
  643. /* PRIVATE */
  644. /************************************************************************/
  645. void GLRenderAPI::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
  646. {
  647. if (!activateGLTextureUnit(stage))
  648. return;
  649. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
  650. getTextureAddressingMode(uvw.u));
  651. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
  652. getTextureAddressingMode(uvw.v));
  653. glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
  654. getTextureAddressingMode(uvw.w));
  655. activateGLTextureUnit(0);
  656. }
  657. void GLRenderAPI::setTextureBorderColor(UINT16 stage, const Color& colour)
  658. {
  659. GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
  660. if (activateGLTextureUnit(stage))
  661. {
  662. glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
  663. activateGLTextureUnit(0);
  664. }
  665. }
  666. void GLRenderAPI::setTextureMipmapBias(UINT16 stage, float bias)
  667. {
  668. if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
  669. {
  670. if (activateGLTextureUnit(stage))
  671. {
  672. glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
  673. activateGLTextureUnit(0);
  674. }
  675. }
  676. }
  677. void GLRenderAPI::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
  678. {
  679. GLint sourceBlend = getBlendMode(sourceFactor);
  680. GLint destBlend = getBlendMode(destFactor);
  681. if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
  682. {
  683. glDisable(GL_BLEND);
  684. }
  685. else
  686. {
  687. glEnable(GL_BLEND);
  688. glBlendFunc(sourceBlend, destBlend);
  689. }
  690. GLint func = GL_FUNC_ADD;
  691. switch(op)
  692. {
  693. case BO_ADD:
  694. func = GL_FUNC_ADD;
  695. break;
  696. case BO_SUBTRACT:
  697. func = GL_FUNC_SUBTRACT;
  698. break;
  699. case BO_REVERSE_SUBTRACT:
  700. func = GL_FUNC_REVERSE_SUBTRACT;
  701. break;
  702. case BO_MIN:
  703. func = GL_MIN;
  704. break;
  705. case BO_MAX:
  706. func = GL_MAX;
  707. break;
  708. }
  709. if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
  710. {
  711. glBlendEquation(func);
  712. }
  713. else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
  714. {
  715. glBlendEquationEXT(func);
  716. }
  717. }
  718. void GLRenderAPI::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
  719. BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
  720. {
  721. GLint sourceBlend = getBlendMode(sourceFactor);
  722. GLint destBlend = getBlendMode(destFactor);
  723. GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
  724. GLint destBlendAlpha = getBlendMode(destFactorAlpha);
  725. if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
  726. sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
  727. {
  728. glDisable(GL_BLEND);
  729. }
  730. else
  731. {
  732. glEnable(GL_BLEND);
  733. glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
  734. }
  735. GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
  736. switch(op)
  737. {
  738. case BO_ADD:
  739. func = GL_FUNC_ADD;
  740. break;
  741. case BO_SUBTRACT:
  742. func = GL_FUNC_SUBTRACT;
  743. break;
  744. case BO_REVERSE_SUBTRACT:
  745. func = GL_FUNC_REVERSE_SUBTRACT;
  746. break;
  747. case BO_MIN:
  748. func = GL_MIN;
  749. break;
  750. case BO_MAX:
  751. func = GL_MAX;
  752. break;
  753. }
  754. switch(alphaOp)
  755. {
  756. case BO_ADD:
  757. alphaFunc = GL_FUNC_ADD;
  758. break;
  759. case BO_SUBTRACT:
  760. alphaFunc = GL_FUNC_SUBTRACT;
  761. break;
  762. case BO_REVERSE_SUBTRACT:
  763. alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
  764. break;
  765. case BO_MIN:
  766. alphaFunc = GL_MIN;
  767. break;
  768. case BO_MAX:
  769. alphaFunc = GL_MAX;
  770. break;
  771. }
  772. if(GLEW_VERSION_2_0) {
  773. glBlendEquationSeparate(func, alphaFunc);
  774. }
  775. else if(GLEW_EXT_blend_equation_separate) {
  776. glBlendEquationSeparateEXT(func, alphaFunc);
  777. }
  778. }
  779. void GLRenderAPI::setAlphaTest(CompareFunction func, unsigned char value)
  780. {
  781. if(func == CMPF_ALWAYS_PASS)
  782. {
  783. glDisable(GL_ALPHA_TEST);
  784. }
  785. else
  786. {
  787. glEnable(GL_ALPHA_TEST);
  788. glAlphaFunc(convertCompareFunction(func), value / 255.0f);
  789. }
  790. }
  791. void GLRenderAPI::setAlphaToCoverage(bool enable)
  792. {
  793. static bool lasta2c = false;
  794. if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
  795. {
  796. if (enable)
  797. glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  798. else
  799. glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
  800. lasta2c = enable;
  801. }
  802. }
  803. void GLRenderAPI::setScissorTestEnable(bool enable)
  804. {
  805. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  806. // If request texture flipping, use "upper-left", otherwise use "lower-left"
  807. bool flipping = rtProps.requiresTextureFlipping();
  808. // GL measures from the bottom, not the top
  809. UINT32 targetHeight = rtProps.getHeight();
  810. // Calculate the "lower-left" corner of the viewport
  811. GLsizei x = 0, y = 0, w = 0, h = 0;
  812. if (enable)
  813. {
  814. glEnable(GL_SCISSOR_TEST);
  815. // GL uses width / height rather than right / bottom
  816. x = mScissorLeft;
  817. if (flipping)
  818. y = targetHeight - mScissorBottom - 1;
  819. else
  820. y = mScissorTop;
  821. w = mScissorRight - mScissorLeft;
  822. h = mScissorBottom - mScissorTop;
  823. glScissor(x, y, w, h);
  824. }
  825. else
  826. {
  827. glDisable(GL_SCISSOR_TEST);
  828. // GL requires you to reset the scissor when disabling
  829. w = mViewportWidth;
  830. h = mViewportHeight;
  831. x = mViewportLeft;
  832. y = mViewportTop;
  833. glScissor(x, y, w, h);
  834. }
  835. }
  836. void GLRenderAPI::setMultisamplingEnable(bool enable)
  837. {
  838. if (enable)
  839. glEnable(GL_MULTISAMPLE);
  840. else
  841. glDisable(GL_MULTISAMPLE);
  842. }
  843. void GLRenderAPI::setDepthClipEnable(bool enable)
  844. {
  845. if (enable)
  846. glEnable(GL_DEPTH_CLAMP);
  847. else
  848. glDisable(GL_DEPTH_CLAMP);
  849. }
  850. void GLRenderAPI::setAntialiasedLineEnable(bool enable)
  851. {
  852. if (enable)
  853. glEnable(GL_LINE_SMOOTH);
  854. else
  855. glDisable(GL_LINE_SMOOTH);
  856. }
  857. void GLRenderAPI::setCullingMode(CullingMode mode)
  858. {
  859. mCullingMode = mode;
  860. GLenum cullMode;
  861. switch( mode )
  862. {
  863. case CULL_NONE:
  864. glDisable(GL_CULL_FACE);
  865. return;
  866. default:
  867. case CULL_CLOCKWISE:
  868. cullMode = GL_BACK;
  869. break;
  870. case CULL_COUNTERCLOCKWISE:
  871. cullMode = GL_FRONT;
  872. break;
  873. }
  874. glEnable(GL_CULL_FACE);
  875. glCullFace(cullMode);
  876. }
  877. void GLRenderAPI::setDepthBufferCheckEnabled(bool enabled)
  878. {
  879. if (enabled)
  880. {
  881. glClearDepth(1.0f);
  882. glEnable(GL_DEPTH_TEST);
  883. }
  884. else
  885. {
  886. glDisable(GL_DEPTH_TEST);
  887. }
  888. }
  889. void GLRenderAPI::setDepthBufferWriteEnabled(bool enabled)
  890. {
  891. GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
  892. glDepthMask(flag);
  893. mDepthWrite = enabled;
  894. }
  895. void GLRenderAPI::setDepthBufferFunction(CompareFunction func)
  896. {
  897. glDepthFunc(convertCompareFunction(func));
  898. }
  899. void GLRenderAPI::setDepthBias(float constantBias, float slopeScaleBias)
  900. {
  901. if (constantBias != 0 || slopeScaleBias != 0)
  902. {
  903. glEnable(GL_POLYGON_OFFSET_FILL);
  904. glEnable(GL_POLYGON_OFFSET_POINT);
  905. glEnable(GL_POLYGON_OFFSET_LINE);
  906. float scaledConstantBias = -constantBias * float((1 << 24) - 1); // Note: Assumes 24-bit depth buffer
  907. glPolygonOffset(slopeScaleBias, scaledConstantBias);
  908. }
  909. else
  910. {
  911. glDisable(GL_POLYGON_OFFSET_FILL);
  912. glDisable(GL_POLYGON_OFFSET_POINT);
  913. glDisable(GL_POLYGON_OFFSET_LINE);
  914. }
  915. }
  916. void GLRenderAPI::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
  917. {
  918. glColorMask(red, green, blue, alpha);
  919. // record this
  920. mColorWrite[0] = red;
  921. mColorWrite[1] = blue;
  922. mColorWrite[2] = green;
  923. mColorWrite[3] = alpha;
  924. }
  925. void GLRenderAPI::setPolygonMode(PolygonMode level)
  926. {
  927. GLenum glmode;
  928. switch(level)
  929. {
  930. case PM_WIREFRAME:
  931. glmode = GL_LINE;
  932. break;
  933. default:
  934. case PM_SOLID:
  935. glmode = GL_FILL;
  936. break;
  937. }
  938. glPolygonMode(GL_FRONT_AND_BACK, glmode);
  939. }
  940. void GLRenderAPI::setStencilCheckEnabled(bool enabled)
  941. {
  942. if (enabled)
  943. glEnable(GL_STENCIL_TEST);
  944. else
  945. glDisable(GL_STENCIL_TEST);
  946. }
  947. void GLRenderAPI::setStencilBufferOperations(StencilOperation stencilFailOp,
  948. StencilOperation depthFailOp, StencilOperation passOp, bool front)
  949. {
  950. if (front)
  951. {
  952. glStencilOpSeparate(GL_FRONT,
  953. convertStencilOp(stencilFailOp),
  954. convertStencilOp(depthFailOp),
  955. convertStencilOp(passOp));
  956. }
  957. else
  958. {
  959. glStencilOpSeparate(GL_BACK,
  960. convertStencilOp(stencilFailOp, true),
  961. convertStencilOp(depthFailOp, true),
  962. convertStencilOp(passOp, true));
  963. }
  964. }
  965. void GLRenderAPI::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
  966. {
  967. mStencilReadMask = mask;
  968. if(front)
  969. {
  970. mStencilCompareFront = func;
  971. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  972. }
  973. else
  974. {
  975. mStencilCompareBack = func;
  976. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  977. }
  978. }
  979. void GLRenderAPI::setStencilBufferWriteMask(UINT32 mask)
  980. {
  981. mStencilWriteMask = mask;
  982. glStencilMask(mask);
  983. }
  984. void GLRenderAPI::setStencilRefValue(UINT32 refValue)
  985. {
  986. THROW_IF_NOT_CORE_THREAD;
  987. mStencilRefValue = refValue;
  988. glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
  989. glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
  990. }
  991. void GLRenderAPI::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
  992. {
  993. if (!activateGLTextureUnit(unit))
  994. return;
  995. switch(ftype)
  996. {
  997. case FT_MIN:
  998. mMinFilter = fo;
  999. // Combine with existing mip filter
  1000. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  1001. break;
  1002. case FT_MAG:
  1003. switch (fo)
  1004. {
  1005. case FO_ANISOTROPIC: // GL treats linear and aniso the same
  1006. case FO_LINEAR:
  1007. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1008. break;
  1009. case FO_POINT:
  1010. case FO_NONE:
  1011. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  1012. break;
  1013. }
  1014. break;
  1015. case FT_MIP:
  1016. mMipFilter = fo;
  1017. // Combine with existing min filter
  1018. glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
  1019. break;
  1020. }
  1021. activateGLTextureUnit(0);
  1022. }
  1023. void GLRenderAPI::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
  1024. {
  1025. if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
  1026. return;
  1027. if (!activateGLTextureUnit(unit))
  1028. return;
  1029. GLfloat largest_supported_anisotropy = 0;
  1030. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
  1031. if (maxAnisotropy > largest_supported_anisotropy)
  1032. maxAnisotropy = largest_supported_anisotropy ?
  1033. static_cast<UINT32>(largest_supported_anisotropy) : 1;
  1034. if(maxAnisotropy < 1)
  1035. maxAnisotropy = 1;
  1036. if (getCurrentAnisotropy(unit) != maxAnisotropy)
  1037. glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
  1038. activateGLTextureUnit(0);
  1039. }
  1040. void GLRenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
  1041. {
  1042. size_t i = 0;
  1043. size_t numClipPlanes;
  1044. GLdouble clipPlane[4];
  1045. numClipPlanes = clipPlanes.size();
  1046. for (i = 0; i < numClipPlanes; ++i)
  1047. {
  1048. GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
  1049. const Plane& plane = clipPlanes[i];
  1050. if (i >= 6)
  1051. {
  1052. BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
  1053. }
  1054. clipPlane[0] = plane.normal.x;
  1055. clipPlane[1] = plane.normal.y;
  1056. clipPlane[2] = plane.normal.z;
  1057. clipPlane[3] = plane.d;
  1058. glClipPlane(clipPlaneId, clipPlane);
  1059. glEnable(clipPlaneId);
  1060. }
  1061. // Disable remaining clip planes
  1062. for (; i < 6; ++i)
  1063. {
  1064. glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
  1065. }
  1066. }
  1067. bool GLRenderAPI::activateGLTextureUnit(UINT16 unit)
  1068. {
  1069. if (mActiveTextureUnit != unit)
  1070. {
  1071. if (unit < getCapabilities()->getNumCombinedTextureUnits())
  1072. {
  1073. glActiveTexture(GL_TEXTURE0 + unit);
  1074. mActiveTextureUnit = unit;
  1075. return true;
  1076. }
  1077. else if (!unit)
  1078. {
  1079. // always ok to use the first unit
  1080. return true;
  1081. }
  1082. else
  1083. {
  1084. LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
  1085. ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
  1086. return false;
  1087. }
  1088. }
  1089. else
  1090. {
  1091. return true;
  1092. }
  1093. }
  1094. void GLRenderAPI::beginDraw()
  1095. {
  1096. if(mDrawCallInProgress)
  1097. BS_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
  1098. mDrawCallInProgress = true;
  1099. if(mCurrentVertexProgram == nullptr)
  1100. {
  1101. LOGWRN("Cannot render without a set vertex shader.");
  1102. return;
  1103. }
  1104. if(mBoundVertexDeclaration == nullptr)
  1105. {
  1106. LOGWRN("Cannot render without a set vertex declaration.");
  1107. return;
  1108. }
  1109. const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
  1110. mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
  1111. if(mActivePipeline != pipeline)
  1112. {
  1113. glBindProgramPipeline(pipeline->glHandle);
  1114. mActivePipeline = pipeline;
  1115. }
  1116. const GLVertexArrayObject& vao = GLVertexArrayObjectManager::instance().getVAO(mCurrentVertexProgram, mBoundVertexDeclaration, mBoundVertexBuffers);
  1117. glBindVertexArray(vao.getGLHandle());
  1118. BS_INC_RENDER_STAT(NumVertexBufferBinds);
  1119. BS_INC_RENDER_STAT(NumGpuProgramBinds);
  1120. }
  1121. void GLRenderAPI::endDraw()
  1122. {
  1123. if(!mDrawCallInProgress)
  1124. return;
  1125. mDrawCallInProgress = false;
  1126. }
  1127. GLfloat GLRenderAPI::getCurrentAnisotropy(UINT16 unit)
  1128. {
  1129. GLfloat curAniso = 0;
  1130. glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
  1131. return curAniso ? curAniso : 1;
  1132. }
  1133. GLint GLRenderAPI::convertStencilOp(StencilOperation op, bool invert) const
  1134. {
  1135. switch (op)
  1136. {
  1137. case SOP_KEEP:
  1138. return GL_KEEP;
  1139. case SOP_ZERO:
  1140. return GL_ZERO;
  1141. case SOP_REPLACE:
  1142. return GL_REPLACE;
  1143. case SOP_INCREMENT:
  1144. return invert ? GL_DECR : GL_INCR;
  1145. case SOP_DECREMENT:
  1146. return invert ? GL_INCR : GL_DECR;
  1147. case SOP_INCREMENT_WRAP:
  1148. return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
  1149. case SOP_DECREMENT_WRAP:
  1150. return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
  1151. case SOP_INVERT:
  1152. return GL_INVERT;
  1153. };
  1154. // to keep compiler happy
  1155. return SOP_KEEP;
  1156. }
  1157. GLint GLRenderAPI::convertCompareFunction(CompareFunction func) const
  1158. {
  1159. switch (func)
  1160. {
  1161. case CMPF_ALWAYS_FAIL:
  1162. return GL_NEVER;
  1163. case CMPF_ALWAYS_PASS:
  1164. return GL_ALWAYS;
  1165. case CMPF_LESS:
  1166. return GL_LESS;
  1167. case CMPF_LESS_EQUAL:
  1168. return GL_LEQUAL;
  1169. case CMPF_EQUAL:
  1170. return GL_EQUAL;
  1171. case CMPF_NOT_EQUAL:
  1172. return GL_NOTEQUAL;
  1173. case CMPF_GREATER_EQUAL:
  1174. return GL_GEQUAL;
  1175. case CMPF_GREATER:
  1176. return GL_GREATER;
  1177. };
  1178. return GL_ALWAYS;
  1179. }
  1180. GLuint GLRenderAPI::getCombinedMinMipFilter() const
  1181. {
  1182. switch (mMinFilter)
  1183. {
  1184. case FO_ANISOTROPIC:
  1185. case FO_LINEAR:
  1186. switch (mMipFilter)
  1187. {
  1188. case FO_ANISOTROPIC:
  1189. case FO_LINEAR:
  1190. // Linear min, linear mip
  1191. return GL_LINEAR_MIPMAP_LINEAR;
  1192. case FO_POINT:
  1193. // Linear min, point mip
  1194. return GL_LINEAR_MIPMAP_NEAREST;
  1195. case FO_NONE:
  1196. // Linear min, no mip
  1197. return GL_LINEAR;
  1198. }
  1199. break;
  1200. case FO_POINT:
  1201. case FO_NONE:
  1202. switch (mMipFilter)
  1203. {
  1204. case FO_ANISOTROPIC:
  1205. case FO_LINEAR:
  1206. // Nearest min, linear mip
  1207. return GL_NEAREST_MIPMAP_LINEAR;
  1208. case FO_POINT:
  1209. // Nearest min, point mip
  1210. return GL_NEAREST_MIPMAP_NEAREST;
  1211. case FO_NONE:
  1212. // Nearest min, no mip
  1213. return GL_NEAREST;
  1214. }
  1215. break;
  1216. }
  1217. // Should never get here
  1218. return 0;
  1219. }
  1220. GLint GLRenderAPI::getBlendMode(BlendFactor blendMode) const
  1221. {
  1222. switch (blendMode)
  1223. {
  1224. case BF_ONE:
  1225. return GL_ONE;
  1226. case BF_ZERO:
  1227. return GL_ZERO;
  1228. case BF_DEST_COLOR:
  1229. return GL_DST_COLOR;
  1230. case BF_SOURCE_COLOR:
  1231. return GL_SRC_COLOR;
  1232. case BF_INV_DEST_COLOR:
  1233. return GL_ONE_MINUS_DST_COLOR;
  1234. case BF_INV_SOURCE_COLOR:
  1235. return GL_ONE_MINUS_SRC_COLOR;
  1236. case BF_DEST_ALPHA:
  1237. return GL_DST_ALPHA;
  1238. case BF_SOURCE_ALPHA:
  1239. return GL_SRC_ALPHA;
  1240. case BF_INV_DEST_ALPHA:
  1241. return GL_ONE_MINUS_DST_ALPHA;
  1242. case BF_INV_SOURCE_ALPHA:
  1243. return GL_ONE_MINUS_SRC_ALPHA;
  1244. };
  1245. return GL_ONE;
  1246. }
  1247. GLint GLRenderAPI::getTextureAddressingMode(TextureAddressingMode tam) const
  1248. {
  1249. switch (tam)
  1250. {
  1251. default:
  1252. case TAM_WRAP:
  1253. return GL_REPEAT;
  1254. case TAM_MIRROR:
  1255. return GL_MIRRORED_REPEAT;
  1256. case TAM_CLAMP:
  1257. return GL_CLAMP_TO_EDGE;
  1258. case TAM_BORDER:
  1259. return GL_CLAMP_TO_BORDER;
  1260. }
  1261. }
  1262. GLint GLRenderAPI::getGLDrawMode() const
  1263. {
  1264. GLint primType;
  1265. // Use adjacency if there is a geometry program and it requested adjacency info
  1266. bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
  1267. switch (mCurrentDrawOperation)
  1268. {
  1269. case DOT_POINT_LIST:
  1270. primType = GL_POINTS;
  1271. break;
  1272. case DOT_LINE_LIST:
  1273. primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
  1274. break;
  1275. case DOT_LINE_STRIP:
  1276. primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
  1277. break;
  1278. default:
  1279. case DOT_TRIANGLE_LIST:
  1280. primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
  1281. break;
  1282. case DOT_TRIANGLE_STRIP:
  1283. primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
  1284. break;
  1285. case DOT_TRIANGLE_FAN:
  1286. primType = GL_TRIANGLE_FAN;
  1287. break;
  1288. }
  1289. return primType;
  1290. }
  1291. UINT32 GLRenderAPI::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
  1292. {
  1293. if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
  1294. {
  1295. BS_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
  1296. }
  1297. UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
  1298. if (unit < 0 || unit >= numSupportedUnits)
  1299. {
  1300. BS_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
  1301. toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
  1302. }
  1303. switch (gptype)
  1304. {
  1305. case GPT_FRAGMENT_PROGRAM:
  1306. return mFragmentTexOffset + unit;
  1307. case GPT_VERTEX_PROGRAM:
  1308. return mVertexTexOffset + unit;
  1309. case GPT_GEOMETRY_PROGRAM:
  1310. return mGeometryTexOffset + unit;
  1311. default:
  1312. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1313. }
  1314. }
  1315. UINT32 GLRenderAPI::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
  1316. {
  1317. UINT32 maxNumBindings = mCurrentCapabilities->getNumGpuParamBlockBuffers(gptype);
  1318. if (binding < 0 || binding >= maxNumBindings)
  1319. {
  1320. BS_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
  1321. toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
  1322. }
  1323. switch (gptype)
  1324. {
  1325. case GPT_FRAGMENT_PROGRAM:
  1326. return mFragmentUBOffset + binding;
  1327. case GPT_VERTEX_PROGRAM:
  1328. return mVertexUBOffset + binding;
  1329. case GPT_GEOMETRY_PROGRAM:
  1330. return mGeometryUBOffset + binding;
  1331. case GPT_HULL_PROGRAM:
  1332. return mHullUBOffset + binding;
  1333. case GPT_DOMAIN_PROGRAM:
  1334. return mDomainUBOffset + binding;
  1335. case GPT_COMPUTE_PROGRAM:
  1336. return mComputeUBOffset + binding;
  1337. default:
  1338. BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
  1339. }
  1340. }
  1341. void GLRenderAPI::setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program)
  1342. {
  1343. switch (gptype)
  1344. {
  1345. case GPT_VERTEX_PROGRAM:
  1346. mCurrentVertexProgram = program;
  1347. break;
  1348. case GPT_FRAGMENT_PROGRAM:
  1349. mCurrentFragmentProgram = program;
  1350. break;
  1351. case GPT_GEOMETRY_PROGRAM:
  1352. mCurrentGeometryProgram = program;
  1353. break;
  1354. case GPT_DOMAIN_PROGRAM:
  1355. mCurrentDomainProgram = program;
  1356. break;
  1357. case GPT_HULL_PROGRAM:
  1358. mCurrentHullProgram = program;
  1359. break;
  1360. }
  1361. }
  1362. SPtr<GLSLGpuProgramCore> GLRenderAPI::getActiveProgram(GpuProgramType gptype) const
  1363. {
  1364. switch (gptype)
  1365. {
  1366. case GPT_VERTEX_PROGRAM:
  1367. return mCurrentVertexProgram;
  1368. break;
  1369. case GPT_FRAGMENT_PROGRAM:
  1370. return mCurrentFragmentProgram;
  1371. break;
  1372. case GPT_GEOMETRY_PROGRAM:
  1373. return mCurrentGeometryProgram;
  1374. break;
  1375. case GPT_DOMAIN_PROGRAM:
  1376. return mCurrentDomainProgram;
  1377. break;
  1378. case GPT_HULL_PROGRAM:
  1379. return mCurrentHullProgram;
  1380. break;
  1381. default:
  1382. BS_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
  1383. }
  1384. }
  1385. void GLRenderAPI::initFromCaps(RenderAPICapabilities* caps)
  1386. {
  1387. if(caps->getRenderAPIName() != getName())
  1388. {
  1389. BS_EXCEPT(InvalidParametersException,
  1390. "Trying to initialize GLRenderAPI from RenderSystemCapabilities that do not support OpenGL");
  1391. }
  1392. #if BS_DEBUG_MODE
  1393. if (mGLSupport->checkExtension("GL_ARB_debug_output"))
  1394. {
  1395. glDebugMessageCallback(&openGlErrorCallback, 0);
  1396. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
  1397. }
  1398. #endif
  1399. HardwareBufferManager::startUp();
  1400. HardwareBufferCoreManager::startUp<GLHardwareBufferCoreManager>();
  1401. // GPU Program Manager setup
  1402. if(caps->isShaderProfileSupported("glsl"))
  1403. {
  1404. mGLSLProgramFactory = bs_new<GLSLProgramFactory>();
  1405. GpuProgramCoreManager::instance().addFactory(mGLSLProgramFactory);
  1406. }
  1407. // Check for framebuffer object extension
  1408. if(caps->hasCapability(RSC_FBO))
  1409. {
  1410. if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
  1411. {
  1412. // Create FBO manager
  1413. GLRTTManager::startUp<GLRTTManager>();
  1414. }
  1415. }
  1416. else
  1417. {
  1418. BS_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
  1419. }
  1420. mFragmentTexOffset = 0;
  1421. mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1422. mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1423. UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
  1424. UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
  1425. totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
  1426. totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
  1427. totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
  1428. totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
  1429. totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
  1430. if(totalNumTexUnits > numCombinedTexUnits)
  1431. BS_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
  1432. mNumTextureTypes = numCombinedTexUnits;
  1433. mTextureTypes = bs_newN<GLenum>(mNumTextureTypes);
  1434. for(UINT16 i = 0; i < numCombinedTexUnits; i++)
  1435. mTextureTypes[i] = GL_TEXTURE_2D;
  1436. mVertexUBOffset = 0;
  1437. UINT32 totalNumUniformBlocks = caps->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM);
  1438. mFragmentUBOffset = totalNumUniformBlocks;
  1439. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM);
  1440. mGeometryUBOffset = totalNumUniformBlocks;
  1441. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM);
  1442. mHullUBOffset = totalNumUniformBlocks;
  1443. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM);
  1444. mDomainUBOffset = totalNumUniformBlocks;
  1445. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM);
  1446. mComputeUBOffset = totalNumUniformBlocks;
  1447. totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM);
  1448. UINT16 numCombinedUniformBlocks = caps->getNumCombinedGpuParamBlockBuffers();
  1449. if(totalNumUniformBlocks > numCombinedUniformBlocks)
  1450. BS_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
  1451. TextureManager::startUp<GLTextureManager>(std::ref(*mGLSupport));
  1452. TextureCoreManager::startUp<GLTextureCoreManager>(std::ref(*mGLSupport));
  1453. }
  1454. void GLRenderAPI::switchContext(const SPtr<GLContext>& context)
  1455. {
  1456. // Unbind GPU programs and rebind to new context later, because
  1457. // scene manager treat render system as ONE 'context' ONLY, and it
  1458. // cached the GPU programs using state.
  1459. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  1460. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  1461. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  1462. unbindGpuProgram(GPT_HULL_PROGRAM);
  1463. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  1464. // It's ready for switching
  1465. if (mCurrentContext)
  1466. mCurrentContext->endCurrent();
  1467. mCurrentContext = context;
  1468. mCurrentContext->setCurrent();
  1469. // Must reset depth/colour write mask to according with user desired, otherwise,
  1470. // clearFrameBuffer would be wrong because the value we are recorded may be
  1471. // difference with the really state stored in GL context.
  1472. glDepthMask(mDepthWrite);
  1473. glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
  1474. glStencilMask(mStencilWriteMask);
  1475. }
  1476. RenderAPICapabilities* GLRenderAPI::createRenderSystemCapabilities() const
  1477. {
  1478. RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
  1479. rsc->setDriverVersion(mDriverVersion);
  1480. const char* deviceName = (const char*)glGetString(GL_RENDERER);
  1481. const char* vendorName = (const char*)glGetString(GL_VENDOR);
  1482. rsc->setDeviceName(deviceName);
  1483. rsc->setRenderAPIName(getName());
  1484. // determine vendor
  1485. if (strstr(vendorName, "NVIDIA"))
  1486. rsc->setVendor(GPU_NVIDIA);
  1487. else if (strstr(vendorName, "ATI"))
  1488. rsc->setVendor(GPU_AMD);
  1489. else if (strstr(vendorName, "AMD"))
  1490. rsc->setVendor(GPU_AMD);
  1491. else if (strstr(vendorName, "Intel"))
  1492. rsc->setVendor(GPU_INTEL);
  1493. else
  1494. rsc->setVendor(GPU_UNKNOWN);
  1495. // Check for hardware mipmapping support.
  1496. if(GLEW_VERSION_1_4)
  1497. {
  1498. rsc->setCapability(RSC_AUTOMIPMAP);
  1499. }
  1500. // Check for Anisotropy support
  1501. if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
  1502. {
  1503. rsc->setCapability(RSC_ANISOTROPY);
  1504. }
  1505. // Check for cube mapping
  1506. if(GLEW_VERSION_1_3 ||
  1507. getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
  1508. getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
  1509. {
  1510. rsc->setCapability(RSC_CUBEMAPPING);
  1511. }
  1512. // Point sprites
  1513. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
  1514. {
  1515. rsc->setCapability(RSC_POINT_SPRITES);
  1516. }
  1517. // Check for hardware stencil support and set bit depth
  1518. GLint stencil;
  1519. glGetIntegerv(GL_STENCIL_BITS, &stencil);
  1520. if(stencil)
  1521. {
  1522. rsc->setStencilBufferBitDepth(stencil);
  1523. }
  1524. if (GLEW_VERSION_2_0 ||
  1525. (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
  1526. getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
  1527. getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
  1528. getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
  1529. {
  1530. rsc->addShaderProfile("glsl");
  1531. }
  1532. // Check if geometry shaders are supported
  1533. if (GLEW_VERSION_2_0 &&
  1534. getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
  1535. {
  1536. rsc->setCapability(RSC_GEOMETRY_PROGRAM);
  1537. rsc->setGeometryProgramConstantBoolCount(0);
  1538. rsc->setGeometryProgramConstantIntCount(0);
  1539. GLint floatConstantCount = 0;
  1540. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
  1541. rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
  1542. GLint maxOutputVertices;
  1543. glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
  1544. rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
  1545. }
  1546. //Check if render to vertex buffer (transform feedback in OpenGL)
  1547. if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
  1548. {
  1549. rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
  1550. }
  1551. // Check for texture compression
  1552. if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
  1553. {
  1554. rsc->setCapability(RSC_TEXTURE_COMPRESSION);
  1555. // Check for dxt compression
  1556. if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
  1557. {
  1558. rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
  1559. }
  1560. // Check for vtc compression
  1561. if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
  1562. {
  1563. rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
  1564. }
  1565. }
  1566. // As are user clipping planes
  1567. rsc->setCapability(RSC_USER_CLIP_PLANES);
  1568. // 2-sided stencil?
  1569. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
  1570. {
  1571. rsc->setCapability(RSC_TWO_SIDED_STENCIL);
  1572. }
  1573. // stencil wrapping?
  1574. if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
  1575. {
  1576. rsc->setCapability(RSC_STENCIL_WRAP);
  1577. }
  1578. // Check for hardware occlusion support
  1579. if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
  1580. {
  1581. rsc->setCapability(RSC_HWOCCLUSION);
  1582. }
  1583. // UBYTE4 always supported
  1584. rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
  1585. // Infinite far plane always supported
  1586. rsc->setCapability(RSC_INFINITE_FAR_PLANE);
  1587. // Check for non-power-of-2 texture support
  1588. if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
  1589. {
  1590. rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
  1591. }
  1592. // Check for Float textures
  1593. if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
  1594. {
  1595. rsc->setCapability(RSC_TEXTURE_FLOAT);
  1596. }
  1597. // 3D textures should always be supported
  1598. rsc->setCapability(RSC_TEXTURE_3D);
  1599. // Check for framebuffer object extension
  1600. if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
  1601. {
  1602. // Probe number of draw buffers
  1603. // Only makes sense with FBO support, so probe here
  1604. if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
  1605. {
  1606. GLint buffers;
  1607. glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
  1608. rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)BS_MAX_MULTIPLE_RENDER_TARGETS));
  1609. rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
  1610. rsc->setCapability(RSC_FBO);
  1611. }
  1612. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1613. }
  1614. rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
  1615. rsc->setCapability(RSC_PBUFFER);
  1616. // Point size
  1617. float ps;
  1618. glGetFloatv(GL_POINT_SIZE_MAX, &ps);
  1619. rsc->setMaxPointSize(ps);
  1620. // Max number of fragment shader textures
  1621. GLint units;
  1622. glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
  1623. rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
  1624. // Max number of vertex shader textures
  1625. GLint vUnits;
  1626. glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
  1627. rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
  1628. if (vUnits > 0)
  1629. {
  1630. rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
  1631. }
  1632. GLint numUniformBlocks;
  1633. glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
  1634. rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
  1635. glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
  1636. rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
  1637. if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
  1638. {
  1639. GLint geomUnits;
  1640. glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
  1641. rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
  1642. glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
  1643. rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
  1644. }
  1645. if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
  1646. {
  1647. rsc->setCapability(RSC_TESSELLATION_PROGRAM);
  1648. glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
  1649. rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
  1650. glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
  1651. rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
  1652. }
  1653. if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
  1654. {
  1655. rsc->setCapability(RSC_COMPUTE_PROGRAM);
  1656. GLint computeUnits;
  1657. glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
  1658. rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
  1659. glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
  1660. rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
  1661. }
  1662. GLint combinedTexUnits;
  1663. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
  1664. rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
  1665. GLint combinedUniformBlockUnits;
  1666. glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
  1667. rsc->setNumCombinedGpuParamBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
  1668. // Mipmap LOD biasing
  1669. if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
  1670. rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
  1671. // Alpha to coverage?
  1672. if (mGLSupport->checkExtension("GL_ARB_multisample"))
  1673. {
  1674. // Alpha to coverage always 'supported' when MSAA is available
  1675. // although card may ignore it if it doesn't specifically support A2C
  1676. rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
  1677. }
  1678. // Advanced blending operations
  1679. if(GLEW_VERSION_2_0)
  1680. {
  1681. rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
  1682. }
  1683. return rsc;
  1684. }
  1685. bool GLRenderAPI::checkForErrors() const
  1686. {
  1687. GLenum glErr = glGetError();
  1688. bool errorsFound = false;
  1689. String msg;
  1690. while (glErr != GL_NO_ERROR)
  1691. {
  1692. const char* glerrStr = (const char*)gluErrorString(glErr);
  1693. if (glerrStr)
  1694. {
  1695. msg += String(glerrStr);
  1696. }
  1697. glErr = glGetError();
  1698. errorsFound = true;
  1699. }
  1700. if (errorsFound)
  1701. LOGWRN("OpenGL error: " + msg);
  1702. return errorsFound;
  1703. }
  1704. void GLRenderAPI::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
  1705. {
  1706. UINT32 x = 0;
  1707. for (UINT32 i = 0; i < 4; i++)
  1708. {
  1709. for (UINT32 j = 0; j < 4; j++)
  1710. {
  1711. gl_matrix[x] = m[j][i];
  1712. x++;
  1713. }
  1714. }
  1715. }
  1716. void GLRenderAPI::applyViewport()
  1717. {
  1718. if (mActiveRenderTarget == nullptr)
  1719. return;
  1720. const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
  1721. // Calculate the "lower-left" corner of the viewport
  1722. mViewportLeft = (UINT32)(rtProps.getWidth() * mViewportNorm.x);
  1723. mViewportTop = (UINT32)(rtProps.getHeight() * mViewportNorm.y);
  1724. mViewportWidth = (UINT32)(rtProps.getWidth() * mViewportNorm.width);
  1725. mViewportHeight = (UINT32)(rtProps.getHeight() * mViewportNorm.height);
  1726. if (rtProps.requiresTextureFlipping())
  1727. {
  1728. // Convert "upper-left" corner to "lower-left"
  1729. mViewportTop = rtProps.getHeight() - (mViewportTop + mViewportHeight) - 1;
  1730. }
  1731. glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1732. // Configure the viewport clipping
  1733. glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
  1734. }
  1735. /************************************************************************/
  1736. /* UTILITY */
  1737. /************************************************************************/
  1738. float GLRenderAPI::getMinimumDepthInputValue()
  1739. {
  1740. return -1.0f;
  1741. }
  1742. float GLRenderAPI::getMaximumDepthInputValue()
  1743. {
  1744. return 1.0f;
  1745. }
  1746. float GLRenderAPI::getHorizontalTexelOffset()
  1747. {
  1748. return 0.0f;
  1749. }
  1750. float GLRenderAPI::getVerticalTexelOffset()
  1751. {
  1752. return 0.0f;
  1753. }
  1754. VertexElementType GLRenderAPI::getColorVertexElementType() const
  1755. {
  1756. return VET_COLOR_ABGR;
  1757. }
  1758. void GLRenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  1759. {
  1760. dest = matrix;
  1761. }
  1762. bool GLRenderAPI::getGpuProgramHasColumnMajorMatrices() const
  1763. {
  1764. return true;
  1765. }
  1766. GpuParamBlockDesc GLRenderAPI::generateParamBlockDesc(const String& name, Vector<GpuParamDataDesc>& params)
  1767. {
  1768. GpuParamBlockDesc block;
  1769. block.blockSize = 0;
  1770. block.isShareable = true;
  1771. block.name = name;
  1772. block.slot = 0;
  1773. for (auto& param : params)
  1774. {
  1775. const GpuParamDataTypeInfo& typeInfo = GpuParams::PARAM_SIZES.lookup[param.type];
  1776. UINT32 size = typeInfo.size / 4;
  1777. UINT32 alignment = typeInfo.alignment / 4;
  1778. // Fix alignment if needed
  1779. UINT32 alignOffset = block.blockSize % alignment;
  1780. if (alignOffset != 0)
  1781. {
  1782. UINT32 padding = (alignment - alignOffset);
  1783. block.blockSize += padding;
  1784. }
  1785. if (param.arraySize > 1)
  1786. {
  1787. // Array elements are always padded and aligned to vec4
  1788. alignOffset = size % typeInfo.baseTypeSize;
  1789. if (alignOffset != 0)
  1790. {
  1791. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  1792. size += padding;
  1793. }
  1794. alignOffset = block.blockSize % typeInfo.baseTypeSize;
  1795. if (alignOffset != 0)
  1796. {
  1797. UINT32 padding = (typeInfo.baseTypeSize - alignOffset);
  1798. block.blockSize += padding;
  1799. }
  1800. param.elementSize = size;
  1801. param.arrayElementStride = size;
  1802. param.cpuMemOffset = block.blockSize;
  1803. param.gpuMemOffset = 0;
  1804. block.blockSize += size * param.arraySize;
  1805. }
  1806. else
  1807. {
  1808. param.elementSize = size;
  1809. param.arrayElementStride = size;
  1810. param.cpuMemOffset = block.blockSize;
  1811. param.gpuMemOffset = 0;
  1812. block.blockSize += size;
  1813. }
  1814. param.paramBlockSlot = 0;
  1815. }
  1816. // Constant buffer size must always be a multiple of 16
  1817. if (block.blockSize % 4 != 0)
  1818. block.blockSize += (4 - (block.blockSize % 4));
  1819. return block;
  1820. }
  1821. void __stdcall openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
  1822. {
  1823. if (type != GL_DEBUG_TYPE_PERFORMANCE && type != GL_DEBUG_TYPE_OTHER)
  1824. {
  1825. BS_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
  1826. }
  1827. }
  1828. }