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- #include "BsGLRenderAPI.h"
- #include "BsRenderAPI.h"
- #include "BsGLTextureManager.h"
- #include "BsGLVertexBuffer.h"
- #include "BsGLIndexBuffer.h"
- #include "BsGLUtil.h"
- #include "BsGLSLGpuProgram.h"
- #include "BsException.h"
- #include "BsGLOcclusionQuery.h"
- #include "BsGLContext.h"
- #include "BsGLSupport.h"
- #include "BsAsyncOp.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsGLRenderTexture.h"
- #include "BsGLRenderWindowManager.h"
- #include "BsGLSLProgramPipelineManager.h"
- #include "BsGLVertexArrayObjectManager.h"
- #include "BsRenderStateManager.h"
- #include "BsGpuParams.h"
- #include "BsGLGpuParamBlockBuffer.h"
- #include "BsCoreThread.h"
- #include "BsGLQueryManager.h"
- #include "BsDebug.h"
- #include "BsRenderStats.h"
- namespace BansheeEngine
- {
- const char* MODULE_NAME = "BansheeGLRenderAPI.dll";
- void __stdcall openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam);
- /************************************************************************/
- /* PUBLIC INTERFACE */
- /************************************************************************/
- GLRenderAPI::GLRenderAPI()
- : mDepthWrite(true),
- mGLSLProgramFactory(nullptr),
- mProgramPipelineManager(nullptr),
- mActivePipeline(nullptr),
- mActiveTextureUnit(0),
- mScissorTop(0), mScissorBottom(720), mScissorLeft(0), mScissorRight(1280),
- mViewportLeft(0), mViewportTop(0), mViewportWidth(0), mViewportHeight(0),
- mStencilReadMask(0xFFFFFFFF),
- mStencilWriteMask(0xFFFFFFFF),
- mStencilCompareFront(CMPF_ALWAYS_PASS),
- mStencilCompareBack(CMPF_ALWAYS_PASS),
- mStencilRefValue(0),
- mFragmentTexOffset(0),
- mVertexTexOffset(0),
- mGeometryTexOffset(0),
- mTextureTypes(nullptr),
- mNumTextureTypes(0),
- mFragmentUBOffset(0),
- mVertexUBOffset(0),
- mGeometryUBOffset(0),
- mHullUBOffset(0),
- mDomainUBOffset(0),
- mComputeUBOffset(0),
- mDrawCallInProgress(false),
- mCurrentDrawOperation(DOT_TRIANGLE_LIST),
- mViewportNorm(0.0f, 0.0f, 1.0f, 1.0f)
- {
- // Get our GLSupport
- mGLSupport = BansheeEngine::getGLSupport();
- mViewMatrix = Matrix4::IDENTITY;
- mColorWrite[0] = mColorWrite[1] = mColorWrite[2] = mColorWrite[3] = true;
- mCurrentContext = 0;
- mMainContext = 0;
- mGLInitialised = false;
- mMinFilter = FO_LINEAR;
- mMipFilter = FO_POINT;
- mProgramPipelineManager = bs_new<GLSLProgramPipelineManager>();
- }
- GLRenderAPI::~GLRenderAPI()
- {
- }
- const StringID& GLRenderAPI::getName() const
- {
- static StringID strName("GLRenderAPI");
- return strName;
- }
- const String& GLRenderAPI::getShadingLanguageName() const
- {
- static String strName("glsl");
- return strName;
- }
- void GLRenderAPI::initializePrepare()
- {
- THROW_IF_NOT_CORE_THREAD;
- mGLSupport->start();
- mVideoModeInfo = mGLSupport->getVideoModeInfo();
- RenderWindowManager::startUp<GLRenderWindowManager>(this);
- RenderWindowCoreManager::startUp<GLRenderWindowCoreManager>(this);
- RenderStateCoreManager::startUp();
- QueryManager::startUp<GLQueryManager>();
- RenderAPICore::initializePrepare();
- }
- void GLRenderAPI::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
- {
- // Get the context from the window and finish initialization
- SPtr<GLContext> context;
- primaryWindow->getCustomAttribute("GLCONTEXT", &context);
- // Set main and current context
- mMainContext = context;
- mCurrentContext = mMainContext;
- // Set primary context as active
- if (mCurrentContext)
- mCurrentContext->setCurrent();
- checkForErrors();
- // Setup GLSupport
- mGLSupport->initializeExtensions();
- checkForErrors();
- Vector<BansheeEngine::String> tokens = StringUtil::split(mGLSupport->getGLVersion(), ".");
- if (!tokens.empty())
- {
- mDriverVersion.major = parseInt(tokens[0]);
- if (tokens.size() > 1)
- mDriverVersion.minor = parseInt(tokens[1]);
- if (tokens.size() > 2)
- mDriverVersion.release = parseInt(tokens[2]);
- }
- mDriverVersion.build = 0;
- mCurrentCapabilities = createRenderSystemCapabilities();
- initFromCaps(mCurrentCapabilities);
- GLVertexArrayObjectManager::startUp();
- mGLInitialised = true;
- RenderAPICore::initializeFinalize(primaryWindow);
- }
- void GLRenderAPI::destroyCore()
- {
- RenderAPICore::destroyCore();
- // Deleting the GLSL program factory
- if (mGLSLProgramFactory)
- {
- // Remove from manager safely
- GpuProgramCoreManager::instance().removeFactory(mGLSLProgramFactory);
- bs_delete(mGLSLProgramFactory);
- mGLSLProgramFactory = nullptr;
- }
- // Deleting the hardware buffer manager. Has to be done before the mGLSupport->stop().
- HardwareBufferCoreManager::shutDown();
- HardwareBufferManager::shutDown();
- GLRTTManager::shutDown();
- mBoundVertexBuffers.clear();
- mBoundVertexDeclaration = nullptr;
- mBoundIndexBuffer = nullptr;
- mCurrentVertexProgram = nullptr;
- mCurrentFragmentProgram = nullptr;
- mCurrentGeometryProgram = nullptr;
- mCurrentHullProgram = nullptr;
- mCurrentDomainProgram = nullptr;
- mGLSupport->stop();
- TextureCoreManager::shutDown();
- TextureManager::shutDown();
- QueryManager::shutDown();
- RenderWindowCoreManager::shutDown();
- RenderWindowManager::shutDown();
- RenderStateCoreManager::shutDown();
- GLVertexArrayObjectManager::shutDown(); // Note: Needs to be after QueryManager shutdown as some resources might be waiting for queries to complete
- mGLInitialised = false;
- if(mProgramPipelineManager != nullptr)
- bs_delete(mProgramPipelineManager);
- if(mGLSupport)
- bs_delete(mGLSupport);
- if(mTextureTypes != nullptr)
- bs_deleteN(mTextureTypes, mNumTextureTypes);
- }
- void GLRenderAPI::bindGpuProgram(const SPtr<GpuProgramCore>& prg)
- {
- THROW_IF_NOT_CORE_THREAD;
- SPtr<GLSLGpuProgramCore> glprg = std::static_pointer_cast<GLSLGpuProgramCore>(prg);
- switch (glprg->getProperties().getType())
- {
- case GPT_VERTEX_PROGRAM:
- mCurrentVertexProgram = glprg;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mCurrentFragmentProgram = glprg;
- break;
- case GPT_GEOMETRY_PROGRAM:
- mCurrentGeometryProgram = glprg;
- break;
- case GPT_DOMAIN_PROGRAM:
- mCurrentDomainProgram = glprg;
- break;
- case GPT_HULL_PROGRAM:
- mCurrentHullProgram = glprg;
- break;
- }
- RenderAPICore::bindGpuProgram(prg);
- }
- void GLRenderAPI::unbindGpuProgram(GpuProgramType gptype)
- {
- THROW_IF_NOT_CORE_THREAD;
- setActiveProgram(gptype, nullptr);
- RenderAPICore::unbindGpuProgram(gptype);
- }
- void GLRenderAPI::setConstantBuffers(GpuProgramType gptype, const SPtr<GpuParamsCore>& bindableParams)
- {
- THROW_IF_NOT_CORE_THREAD;
- bindableParams->updateHardwareBuffers();
- const GpuParamDesc& paramDesc = bindableParams->getParamDesc();
- SPtr<GLSLGpuProgramCore> activeProgram = getActiveProgram(gptype);
- GLuint glProgram = activeProgram->getGLHandle();
- UINT8* uniformBufferData = nullptr;
- UINT32 blockBinding = 0;
- for(auto iter = paramDesc.paramBlocks.begin(); iter != paramDesc.paramBlocks.end(); ++iter)
- {
- SPtr<GpuParamBlockBufferCore> paramBlockBuffer = bindableParams->getParamBlockBuffer(iter->second.slot);
- if(paramBlockBuffer == nullptr)
- continue;
- if(iter->second.slot == 0)
- {
- // 0 means uniforms are not in block, in which case we handle it specially
- if (uniformBufferData == nullptr && paramBlockBuffer->getSize() > 0)
- {
- uniformBufferData = (UINT8*)bs_alloc(paramBlockBuffer->getSize());
- paramBlockBuffer->readFromGPU(uniformBufferData); // TODO - Don't read from GPU!? Just read the cached version
- }
- continue;
- }
- const GLGpuParamBlockBufferCore* glParamBlockBuffer = static_cast<const GLGpuParamBlockBufferCore*>(paramBlockBuffer.get());
- UINT32 globalBlockBinding = getGLUniformBlockBinding(gptype, blockBinding);
- glUniformBlockBinding(glProgram, iter->second.slot - 1, globalBlockBinding);
- glBindBufferRange(GL_UNIFORM_BUFFER, globalBlockBinding, glParamBlockBuffer->getGLHandle(), 0, glParamBlockBuffer->getSize());
- blockBinding++;
- BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
- }
- bool hasBoundAtLeastOne = false;
- for(auto iter = paramDesc.params.begin(); iter != paramDesc.params.end(); ++iter)
- {
- const GpuParamDataDesc& paramDesc = iter->second;
- if(paramDesc.paramBlockSlot != 0) // 0 means uniforms are not in a block
- continue;
- const UINT8* ptrData = uniformBufferData + paramDesc.cpuMemOffset * sizeof(UINT32);
- hasBoundAtLeastOne = true;
- // Note: We don't transpose matrices here even though we don't use column major format
- // because they are assumed to be pre-transposed in the GpuParams buffer
- switch(paramDesc.type)
- {
- case GPDT_FLOAT1:
- glProgramUniform1fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GPDT_FLOAT2:
- glProgramUniform2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GPDT_FLOAT3:
- glProgramUniform3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GPDT_FLOAT4:
- glProgramUniform4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_2X2:
- glProgramUniformMatrix2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_2X3:
- glProgramUniformMatrix3x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_2X4:
- glProgramUniformMatrix4x2fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_3X2:
- glProgramUniformMatrix2x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_3X3:
- glProgramUniformMatrix3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_3X4:
- glProgramUniformMatrix4x3fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_4X2:
- glProgramUniformMatrix2x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_4X3:
- glProgramUniformMatrix3x4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_MATRIX_4X4:
- glProgramUniformMatrix4fv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize,
- GL_FALSE, (GLfloat*)ptrData);
- break;
- case GPDT_INT1:
- glProgramUniform1iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GPDT_INT2:
- glProgramUniform2iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GPDT_INT3:
- glProgramUniform3iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GPDT_INT4:
- glProgramUniform4iv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLint*)ptrData);
- break;
- case GPDT_BOOL:
- glProgramUniform1uiv(glProgram, paramDesc.gpuMemOffset, paramDesc.arraySize, (GLuint*)ptrData);
- break;
- case GPDT_UNKNOWN:
- break;
- }
- }
- if (hasBoundAtLeastOne)
- BS_INC_RENDER_STAT(NumGpuParamBufferBinds);
- if(uniformBufferData != nullptr)
- {
- bs_free(uniformBufferData);
- }
- }
- void GLRenderAPI::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr)
- {
- THROW_IF_NOT_CORE_THREAD;
- unit = getGLTextureUnit(gptype, unit);
- SPtr<GLTextureCore> tex = std::static_pointer_cast<GLTextureCore>(texPtr);
- GLenum lastTextureType = mTextureTypes[unit];
- if (!activateGLTextureUnit(unit))
- return;
- if (enabled && tex)
- {
- mTextureTypes[unit] = tex->getGLTextureTarget();
- glBindTexture(mTextureTypes[unit], tex->getGLID());
- }
- else
- {
- // TODO - This doesn't actually disable all textures set on this image unit, only the 2D ones
- // - If a non-2D sampler is used, the texture will still be displayed
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- activateGLTextureUnit(0);
- BS_INC_RENDER_STAT(NumTextureBinds);
- }
- void GLRenderAPI::setSamplerState(GpuProgramType gptype, UINT16 unit, const SPtr<SamplerStateCore>& state)
- {
- THROW_IF_NOT_CORE_THREAD;
- const SamplerProperties& stateProps = state->getProperties();
- unit = getGLTextureUnit(gptype, unit);
- // Set texture layer filtering
- setTextureFiltering(unit, FT_MIN, stateProps.getTextureFiltering(FT_MIN));
- setTextureFiltering(unit, FT_MAG, stateProps.getTextureFiltering(FT_MAG));
- setTextureFiltering(unit, FT_MIP, stateProps.getTextureFiltering(FT_MIP));
- // Set texture anisotropy
- setTextureAnisotropy(unit, stateProps.getTextureAnisotropy());
- // Set mipmap biasing
- setTextureMipmapBias(unit, stateProps.getTextureMipmapBias());
- // Texture addressing mode
- const UVWAddressingMode& uvw = stateProps.getTextureAddressingMode();
- setTextureAddressingMode(unit, uvw);
- // Set border color
- setTextureBorderColor(unit, stateProps.getBorderColor());
- SPtr<GLSLGpuProgramCore> activeProgram = getActiveProgram(gptype);
- GLuint glProgram = activeProgram->getGLHandle();
- glProgramUniform1i(glProgram, unit, getGLTextureUnit(gptype, unit));
- BS_INC_RENDER_STAT(NumSamplerBinds);
- }
- void GLRenderAPI::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const SPtr<TextureCore>& texPtr,
- const TextureSurface& surface)
- {
- THROW_IF_NOT_CORE_THREAD;
- // TODO - OpenGL can't bind a certain subset of faces like DX11, only zero, one or all, so I'm ignoring numSlices parameter
- if (texPtr != nullptr)
- {
- SPtr<GLTextureCore> tex = std::static_pointer_cast<GLTextureCore>(texPtr);
- glBindImageTexture(unit, tex->getGLID(), surface.mipLevel, surface.numArraySlices > 1,
- surface.arraySlice, tex->getGLFormat(), GL_READ_WRITE);
- }
- else
- glBindImageTexture(unit, 0, 0, false, 0, 0, GL_READ_WRITE);
- BS_INC_RENDER_STAT(NumTextureBinds);
- }
- void GLRenderAPI::setBlendState(const SPtr<BlendStateCore>& blendState)
- {
- THROW_IF_NOT_CORE_THREAD;
- const BlendProperties& stateProps = blendState->getProperties();
- // Alpha to coverage
- setAlphaToCoverage(stateProps.getAlphaToCoverageEnabled());
- // Blend states
- // OpenGL doesn't allow us to specify blend state per render target, so we just use the first one.
- if (stateProps.getBlendEnabled(0))
- {
- setSceneBlending(stateProps.getSrcBlend(0), stateProps.getDstBlend(0), stateProps.getAlphaSrcBlend(0),
- stateProps.getAlphaDstBlend(0), stateProps.getBlendOperation(0), stateProps.getAlphaBlendOperation(0));
- }
- else
- {
- setSceneBlending(BF_ONE, BF_ZERO, BO_ADD);
- }
- // Color write mask
- UINT8 writeMask = stateProps.getRenderTargetWriteMask(0);
- setColorBufferWriteEnabled((writeMask & 0x1) != 0, (writeMask & 0x2) != 0, (writeMask & 0x4) != 0, (writeMask & 0x8) != 0);
- BS_INC_RENDER_STAT(NumBlendStateChanges);
- }
- void GLRenderAPI::setRasterizerState(const SPtr<RasterizerStateCore>& rasterizerState)
- {
- THROW_IF_NOT_CORE_THREAD;
- const RasterizerProperties& stateProps = rasterizerState->getProperties();
- setDepthBias(stateProps.getDepthBias(), stateProps.getSlopeScaledDepthBias());
- setCullingMode(stateProps.getCullMode());
- setPolygonMode(stateProps.getPolygonMode());
- setScissorTestEnable(stateProps.getScissorEnable());
- setMultisamplingEnable(stateProps.getMultisampleEnable());
- setDepthClipEnable(stateProps.getDepthClipEnable());
- setAntialiasedLineEnable(stateProps.getAntialiasedLineEnable());
- BS_INC_RENDER_STAT(NumRasterizerStateChanges);
- }
- void GLRenderAPI::setDepthStencilState(const SPtr<DepthStencilStateCore>& depthStencilState, UINT32 stencilRefValue)
- {
- THROW_IF_NOT_CORE_THREAD;
- const DepthStencilProperties& stateProps = depthStencilState->getProperties();
- // Set stencil buffer options
- setStencilCheckEnabled(stateProps.getStencilEnable());
- setStencilBufferOperations(stateProps.getStencilFrontFailOp(), stateProps.getStencilFrontZFailOp(), stateProps.getStencilFrontPassOp(), true);
- setStencilBufferFunc(stateProps.getStencilFrontCompFunc(), stateProps.getStencilReadMask(), true);
- setStencilBufferOperations(stateProps.getStencilBackFailOp(), stateProps.getStencilBackZFailOp(), stateProps.getStencilBackPassOp(), false);
- setStencilBufferFunc(stateProps.getStencilBackCompFunc(), stateProps.getStencilReadMask(), false);
- setStencilBufferWriteMask(stateProps.getStencilWriteMask());
- // Set depth buffer options
- setDepthBufferCheckEnabled(stateProps.getDepthReadEnable());
- setDepthBufferWriteEnabled(stateProps.getDepthWriteEnable());
- setDepthBufferFunction(stateProps.getDepthComparisonFunc());
- // Set stencil ref value
- setStencilRefValue(stencilRefValue);
- BS_INC_RENDER_STAT(NumDepthStencilStateChanges);
- }
- void GLRenderAPI::setViewport(const Rect2& area)
- {
- THROW_IF_NOT_CORE_THREAD;
- mViewportNorm = area;
- applyViewport();
- }
- void GLRenderAPI::setRenderTarget(const SPtr<RenderTargetCore>& target)
- {
- THROW_IF_NOT_CORE_THREAD;
- // Switch context if different from current one
- SPtr<GLContext> newContext;
- target->getCustomAttribute("GLCONTEXT", &newContext);
- if(newContext && mCurrentContext != newContext)
- {
- switchContext(newContext);
- }
- // This must happen after context switch to ensure previous context is still alive
- mActiveRenderTarget = target;
- GLFrameBufferObject *fbo = 0;
- target->getCustomAttribute("FBO", &fbo);
- if(fbo)
- fbo->bind();
- else
- // Old style context (window/pbuffer) or copying render texture
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- if (GLEW_EXT_framebuffer_sRGB)
- {
- // Enable / disable sRGB states
- if (target->getProperties().isHwGammaEnabled())
- {
- glEnable(GL_FRAMEBUFFER_SRGB_EXT);
- // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before
- // enabling, but GL spec says incapable surfaces ignore the setting
- // anyway. We test the capability to enable isHardwareGammaEnabled.
- }
- else
- {
- glDisable(GL_FRAMEBUFFER_SRGB_EXT);
- }
- }
- applyViewport();
- BS_INC_RENDER_STAT(NumRenderTargetChanges);
- }
- void GLRenderAPI::beginFrame()
- {
- THROW_IF_NOT_CORE_THREAD;
- // Activate the viewport clipping
- glEnable(GL_SCISSOR_TEST);
- }
- void GLRenderAPI::endFrame()
- {
- THROW_IF_NOT_CORE_THREAD;
- // Deactivate the viewport clipping.
- glDisable(GL_SCISSOR_TEST);
- }
- void GLRenderAPI::setVertexBuffers(UINT32 index, SPtr<VertexBufferCore>* buffers, UINT32 numBuffers)
- {
- THROW_IF_NOT_CORE_THREAD;
- if ((index + numBuffers) > (UINT32)mBoundVertexBuffers.size())
- mBoundVertexBuffers.resize(index + numBuffers);
- for(UINT32 i = 0; i < numBuffers; i++)
- {
- mBoundVertexBuffers[index + i] = buffers[i];
- }
- }
- void GLRenderAPI::setVertexDeclaration(const SPtr<VertexDeclarationCore>& vertexDeclaration)
- {
- THROW_IF_NOT_CORE_THREAD;
- mBoundVertexDeclaration = vertexDeclaration;
- }
- void GLRenderAPI::setDrawOperation(DrawOperationType op)
- {
- THROW_IF_NOT_CORE_THREAD;
- mCurrentDrawOperation = op;
- }
- void GLRenderAPI::setIndexBuffer(const SPtr<IndexBufferCore>& buffer)
- {
- THROW_IF_NOT_CORE_THREAD;
- mBoundIndexBuffer = buffer;
- }
- void GLRenderAPI::draw(UINT32 vertexOffset, UINT32 vertexCount)
- {
- // Find the correct type to render
- GLint primType = getGLDrawMode();
- beginDraw();
- glDrawArrays(primType, vertexOffset, vertexCount);
- endDraw();
- UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
- BS_INC_RENDER_STAT(NumDrawCalls);
- BS_ADD_RENDER_STAT(NumVertices, vertexCount);
- BS_ADD_RENDER_STAT(NumPrimitives, primCount);
- }
- void GLRenderAPI::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
- {
- if(mBoundIndexBuffer == nullptr)
- {
- LOGWRN("Cannot draw indexed because index buffer is not set.");
- return;
- }
- // Find the correct type to render
- GLint primType = getGLDrawMode();
- beginDraw();
- SPtr<GLIndexBufferCore> indexBuffer = std::static_pointer_cast<GLIndexBufferCore>(mBoundIndexBuffer);
- const IndexBufferProperties& ibProps = indexBuffer->getProperties();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer->getGLBufferId());
- GLenum indexType = (ibProps.getType() == IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- glDrawElementsBaseVertex(primType, indexCount, indexType, (GLvoid*)(ibProps.getIndexSize() * startIndex), vertexOffset);
- endDraw();
- UINT32 primCount = vertexCountToPrimCount(mCurrentDrawOperation, vertexCount);
- BS_INC_RENDER_STAT(NumDrawCalls);
- BS_ADD_RENDER_STAT(NumVertices, vertexCount);
- BS_ADD_RENDER_STAT(NumPrimitives, primCount);
- BS_INC_RENDER_STAT(NumIndexBufferBinds);
- }
- void GLRenderAPI::setScissorRect(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
- {
- THROW_IF_NOT_CORE_THREAD;
- mScissorTop = top;
- mScissorBottom = bottom;
- mScissorLeft = left;
- mScissorRight = right;
- }
- void GLRenderAPI::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
- {
- if(mActiveRenderTarget == nullptr)
- return;
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
- Rect2I clearRect(0, 0, rtProps.getWidth(), rtProps.getHeight());
- clearArea(buffers, color, depth, stencil, clearRect);
- }
- void GLRenderAPI::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
- {
- Rect2I clearRect(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
- clearArea(buffers, color, depth, stencil, clearRect);
- }
- void GLRenderAPI::clearArea(UINT32 buffers, const Color& color, float depth, UINT16 stencil, const Rect2I& clearRect)
- {
- THROW_IF_NOT_CORE_THREAD;
- if(mActiveRenderTarget == nullptr)
- return;
- bool colorMask = !mColorWrite[0] || !mColorWrite[1]
- || !mColorWrite[2] || !mColorWrite[3];
- GLbitfield flags = 0;
- if (buffers & FBT_COLOR)
- {
- flags |= GL_COLOR_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- if (colorMask)
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glClearColor(color.r, color.g, color.b, color.a);
- }
- if (buffers & FBT_DEPTH)
- {
- flags |= GL_DEPTH_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- if (!mDepthWrite)
- glDepthMask(GL_TRUE);
- glClearDepth(depth);
- }
- if (buffers & FBT_STENCIL)
- {
- flags |= GL_STENCIL_BUFFER_BIT;
- // Enable buffer for writing if it isn't
- glStencilMask(0xFFFFFFFF);
- glClearStencil(stencil);
- }
- // Disable scissor test as we want to clear the entire render surface
- GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST);
- UINT32 oldScissorTop = mScissorTop;
- UINT32 oldScissorBottom = mScissorBottom;
- UINT32 oldScissorLeft = mScissorLeft;
- UINT32 oldScissorRight = mScissorRight;
- if (scissorTestEnabled)
- {
- glDisable(GL_SCISSOR_TEST);
- }
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
- bool clearEntireTarget = clearRect.width == 0 || clearRect.height == 0;
- clearEntireTarget |= (clearRect.x == 0 && clearRect.y == 0 && clearRect.width == rtProps.getWidth() && clearRect.height == rtProps.getHeight());
- if(!clearEntireTarget)
- {
- setScissorRect(clearRect.x, clearRect.y, clearRect.x + clearRect.width, clearRect.y + clearRect.height);
- setScissorTestEnable(true);
- }
- // Clear buffers
- glClear(flags);
- if(!clearEntireTarget)
- {
- setScissorTestEnable(false);
- }
- // Restore scissor test
- if (scissorTestEnabled)
- {
- glEnable(GL_SCISSOR_TEST);
- mScissorTop = oldScissorTop;
- mScissorBottom = oldScissorBottom;
- mScissorLeft = oldScissorLeft;
- mScissorRight = oldScissorRight;
- }
- // Reset buffer write state
- if (!mDepthWrite && (buffers & FBT_DEPTH))
- {
- glDepthMask(GL_FALSE);
- }
- if (colorMask && (buffers & FBT_COLOR))
- {
- glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
- }
- if (buffers & FBT_STENCIL)
- {
- glStencilMask(mStencilWriteMask);
- }
- BS_INC_RENDER_STAT(NumClears);
- }
- /************************************************************************/
- /* PRIVATE */
- /************************************************************************/
- void GLRenderAPI::setTextureAddressingMode(UINT16 stage, const UVWAddressingMode& uvw)
- {
- if (!activateGLTextureUnit(stage))
- return;
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S,
- getTextureAddressingMode(uvw.u));
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T,
- getTextureAddressingMode(uvw.v));
- glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R,
- getTextureAddressingMode(uvw.w));
- activateGLTextureUnit(0);
- }
- void GLRenderAPI::setTextureBorderColor(UINT16 stage, const Color& colour)
- {
- GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a };
- if (activateGLTextureUnit(stage))
- {
- glTexParameterfv(mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border);
- activateGLTextureUnit(0);
- }
- }
- void GLRenderAPI::setTextureMipmapBias(UINT16 stage, float bias)
- {
- if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS))
- {
- if (activateGLTextureUnit(stage))
- {
- glTexParameterf(mTextureTypes[stage], GL_TEXTURE_LOD_BIAS, bias);
- activateGLTextureUnit(0);
- }
- }
- }
- void GLRenderAPI::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor, BlendOperation op )
- {
- GLint sourceBlend = getBlendMode(sourceFactor);
- GLint destBlend = getBlendMode(destFactor);
- if(sourceFactor == BF_ONE && destFactor == BF_ZERO)
- {
- glDisable(GL_BLEND);
- }
- else
- {
- glEnable(GL_BLEND);
- glBlendFunc(sourceBlend, destBlend);
- }
- GLint func = GL_FUNC_ADD;
- switch(op)
- {
- case BO_ADD:
- func = GL_FUNC_ADD;
- break;
- case BO_SUBTRACT:
- func = GL_FUNC_SUBTRACT;
- break;
- case BO_REVERSE_SUBTRACT:
- func = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case BO_MIN:
- func = GL_MIN;
- break;
- case BO_MAX:
- func = GL_MAX;
- break;
- }
- if(GLEW_VERSION_1_4 || GLEW_ARB_imaging)
- {
- glBlendEquation(func);
- }
- else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX))
- {
- glBlendEquationEXT(func);
- }
- }
- void GLRenderAPI::setSceneBlending(BlendFactor sourceFactor, BlendFactor destFactor,
- BlendFactor sourceFactorAlpha, BlendFactor destFactorAlpha, BlendOperation op, BlendOperation alphaOp)
- {
- GLint sourceBlend = getBlendMode(sourceFactor);
- GLint destBlend = getBlendMode(destFactor);
- GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha);
- GLint destBlendAlpha = getBlendMode(destFactorAlpha);
- if(sourceFactor == BF_ONE && destFactor == BF_ZERO &&
- sourceFactorAlpha == BF_ONE && destFactorAlpha == BF_ZERO)
- {
- glDisable(GL_BLEND);
- }
- else
- {
- glEnable(GL_BLEND);
- glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha);
- }
- GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD;
- switch(op)
- {
- case BO_ADD:
- func = GL_FUNC_ADD;
- break;
- case BO_SUBTRACT:
- func = GL_FUNC_SUBTRACT;
- break;
- case BO_REVERSE_SUBTRACT:
- func = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case BO_MIN:
- func = GL_MIN;
- break;
- case BO_MAX:
- func = GL_MAX;
- break;
- }
- switch(alphaOp)
- {
- case BO_ADD:
- alphaFunc = GL_FUNC_ADD;
- break;
- case BO_SUBTRACT:
- alphaFunc = GL_FUNC_SUBTRACT;
- break;
- case BO_REVERSE_SUBTRACT:
- alphaFunc = GL_FUNC_REVERSE_SUBTRACT;
- break;
- case BO_MIN:
- alphaFunc = GL_MIN;
- break;
- case BO_MAX:
- alphaFunc = GL_MAX;
- break;
- }
- if(GLEW_VERSION_2_0) {
- glBlendEquationSeparate(func, alphaFunc);
- }
- else if(GLEW_EXT_blend_equation_separate) {
- glBlendEquationSeparateEXT(func, alphaFunc);
- }
- }
- void GLRenderAPI::setAlphaTest(CompareFunction func, unsigned char value)
- {
- if(func == CMPF_ALWAYS_PASS)
- {
- glDisable(GL_ALPHA_TEST);
- }
- else
- {
- glEnable(GL_ALPHA_TEST);
- glAlphaFunc(convertCompareFunction(func), value / 255.0f);
- }
- }
- void GLRenderAPI::setAlphaToCoverage(bool enable)
- {
- static bool lasta2c = false;
- if (enable != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE))
- {
- if (enable)
- glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- else
- glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- lasta2c = enable;
- }
- }
- void GLRenderAPI::setScissorTestEnable(bool enable)
- {
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
- // If request texture flipping, use "upper-left", otherwise use "lower-left"
- bool flipping = rtProps.requiresTextureFlipping();
- // GL measures from the bottom, not the top
- UINT32 targetHeight = rtProps.getHeight();
- // Calculate the "lower-left" corner of the viewport
- GLsizei x = 0, y = 0, w = 0, h = 0;
- if (enable)
- {
- glEnable(GL_SCISSOR_TEST);
- // GL uses width / height rather than right / bottom
- x = mScissorLeft;
- if (flipping)
- y = targetHeight - mScissorBottom - 1;
- else
- y = mScissorTop;
- w = mScissorRight - mScissorLeft;
- h = mScissorBottom - mScissorTop;
- glScissor(x, y, w, h);
- }
- else
- {
- glDisable(GL_SCISSOR_TEST);
- // GL requires you to reset the scissor when disabling
- w = mViewportWidth;
- h = mViewportHeight;
- x = mViewportLeft;
- y = mViewportTop;
- glScissor(x, y, w, h);
- }
- }
- void GLRenderAPI::setMultisamplingEnable(bool enable)
- {
- if (enable)
- glEnable(GL_MULTISAMPLE);
- else
- glDisable(GL_MULTISAMPLE);
- }
- void GLRenderAPI::setDepthClipEnable(bool enable)
- {
- if (enable)
- glEnable(GL_DEPTH_CLAMP);
- else
- glDisable(GL_DEPTH_CLAMP);
- }
- void GLRenderAPI::setAntialiasedLineEnable(bool enable)
- {
- if (enable)
- glEnable(GL_LINE_SMOOTH);
- else
- glDisable(GL_LINE_SMOOTH);
- }
- void GLRenderAPI::setCullingMode(CullingMode mode)
- {
- mCullingMode = mode;
- GLenum cullMode;
- switch( mode )
- {
- case CULL_NONE:
- glDisable(GL_CULL_FACE);
- return;
- default:
- case CULL_CLOCKWISE:
- cullMode = GL_BACK;
- break;
- case CULL_COUNTERCLOCKWISE:
- cullMode = GL_FRONT;
- break;
- }
- glEnable(GL_CULL_FACE);
- glCullFace(cullMode);
- }
- void GLRenderAPI::setDepthBufferCheckEnabled(bool enabled)
- {
- if (enabled)
- {
- glClearDepth(1.0f);
- glEnable(GL_DEPTH_TEST);
- }
- else
- {
- glDisable(GL_DEPTH_TEST);
- }
- }
- void GLRenderAPI::setDepthBufferWriteEnabled(bool enabled)
- {
- GLboolean flag = enabled ? GL_TRUE : GL_FALSE;
- glDepthMask(flag);
- mDepthWrite = enabled;
- }
- void GLRenderAPI::setDepthBufferFunction(CompareFunction func)
- {
- glDepthFunc(convertCompareFunction(func));
- }
- void GLRenderAPI::setDepthBias(float constantBias, float slopeScaleBias)
- {
- if (constantBias != 0 || slopeScaleBias != 0)
- {
- glEnable(GL_POLYGON_OFFSET_FILL);
- glEnable(GL_POLYGON_OFFSET_POINT);
- glEnable(GL_POLYGON_OFFSET_LINE);
- float scaledConstantBias = -constantBias * float((1 << 24) - 1); // Note: Assumes 24-bit depth buffer
- glPolygonOffset(slopeScaleBias, scaledConstantBias);
- }
- else
- {
- glDisable(GL_POLYGON_OFFSET_FILL);
- glDisable(GL_POLYGON_OFFSET_POINT);
- glDisable(GL_POLYGON_OFFSET_LINE);
- }
- }
- void GLRenderAPI::setColorBufferWriteEnabled(bool red, bool green, bool blue, bool alpha)
- {
- glColorMask(red, green, blue, alpha);
- // record this
- mColorWrite[0] = red;
- mColorWrite[1] = blue;
- mColorWrite[2] = green;
- mColorWrite[3] = alpha;
- }
- void GLRenderAPI::setPolygonMode(PolygonMode level)
- {
- GLenum glmode;
- switch(level)
- {
- case PM_WIREFRAME:
- glmode = GL_LINE;
- break;
- default:
- case PM_SOLID:
- glmode = GL_FILL;
- break;
- }
- glPolygonMode(GL_FRONT_AND_BACK, glmode);
- }
- void GLRenderAPI::setStencilCheckEnabled(bool enabled)
- {
- if (enabled)
- glEnable(GL_STENCIL_TEST);
- else
- glDisable(GL_STENCIL_TEST);
- }
- void GLRenderAPI::setStencilBufferOperations(StencilOperation stencilFailOp,
- StencilOperation depthFailOp, StencilOperation passOp, bool front)
- {
- if (front)
- {
- glStencilOpSeparate(GL_FRONT,
- convertStencilOp(stencilFailOp),
- convertStencilOp(depthFailOp),
- convertStencilOp(passOp));
- }
- else
- {
- glStencilOpSeparate(GL_BACK,
- convertStencilOp(stencilFailOp, true),
- convertStencilOp(depthFailOp, true),
- convertStencilOp(passOp, true));
- }
- }
- void GLRenderAPI::setStencilBufferFunc(CompareFunction func, UINT32 mask, bool front)
- {
- mStencilReadMask = mask;
- if(front)
- {
- mStencilCompareFront = func;
- glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
- }
- else
- {
- mStencilCompareBack = func;
- glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
- }
- }
- void GLRenderAPI::setStencilBufferWriteMask(UINT32 mask)
- {
- mStencilWriteMask = mask;
- glStencilMask(mask);
- }
- void GLRenderAPI::setStencilRefValue(UINT32 refValue)
- {
- THROW_IF_NOT_CORE_THREAD;
- mStencilRefValue = refValue;
- glStencilFuncSeparate(GL_FRONT, convertCompareFunction(mStencilCompareFront), mStencilRefValue, mStencilReadMask);
- glStencilFuncSeparate(GL_BACK, convertCompareFunction(mStencilCompareBack), mStencilRefValue, mStencilReadMask);
- }
- void GLRenderAPI::setTextureFiltering(UINT16 unit, FilterType ftype, FilterOptions fo)
- {
- if (!activateGLTextureUnit(unit))
- return;
- switch(ftype)
- {
- case FT_MIN:
- mMinFilter = fo;
- // Combine with existing mip filter
- glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
- break;
- case FT_MAG:
- switch (fo)
- {
- case FO_ANISOTROPIC: // GL treats linear and aniso the same
- case FO_LINEAR:
- glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- break;
- case FO_POINT:
- case FO_NONE:
- glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- break;
- }
- break;
- case FT_MIP:
- mMipFilter = fo;
- // Combine with existing min filter
- glTexParameteri(mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter());
- break;
- }
- activateGLTextureUnit(0);
- }
- void GLRenderAPI::setTextureAnisotropy(UINT16 unit, UINT32 maxAnisotropy)
- {
- if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY))
- return;
- if (!activateGLTextureUnit(unit))
- return;
- GLfloat largest_supported_anisotropy = 0;
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
- if (maxAnisotropy > largest_supported_anisotropy)
- maxAnisotropy = largest_supported_anisotropy ?
- static_cast<UINT32>(largest_supported_anisotropy) : 1;
- if(maxAnisotropy < 1)
- maxAnisotropy = 1;
- if (getCurrentAnisotropy(unit) != maxAnisotropy)
- glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy);
- activateGLTextureUnit(0);
- }
- void GLRenderAPI::setClipPlanesImpl(const PlaneList& clipPlanes)
- {
- size_t i = 0;
- size_t numClipPlanes;
- GLdouble clipPlane[4];
- numClipPlanes = clipPlanes.size();
- for (i = 0; i < numClipPlanes; ++i)
- {
- GLenum clipPlaneId = static_cast<GLenum>(GL_CLIP_PLANE0 + i);
- const Plane& plane = clipPlanes[i];
- if (i >= 6)
- {
- BS_EXCEPT(RenderingAPIException, "Unable to set clip plane");
- }
- clipPlane[0] = plane.normal.x;
- clipPlane[1] = plane.normal.y;
- clipPlane[2] = plane.normal.z;
- clipPlane[3] = plane.d;
- glClipPlane(clipPlaneId, clipPlane);
- glEnable(clipPlaneId);
- }
- // Disable remaining clip planes
- for (; i < 6; ++i)
- {
- glDisable(static_cast<GLenum>(GL_CLIP_PLANE0 + i));
- }
- }
- bool GLRenderAPI::activateGLTextureUnit(UINT16 unit)
- {
- if (mActiveTextureUnit != unit)
- {
- if (unit < getCapabilities()->getNumCombinedTextureUnits())
- {
- glActiveTexture(GL_TEXTURE0 + unit);
- mActiveTextureUnit = unit;
- return true;
- }
- else if (!unit)
- {
- // always ok to use the first unit
- return true;
- }
- else
- {
- LOGWRN("Provided texture unit index is higher than OpenGL supports. Provided: " + toString(unit) +
- ". Supported range: 0 .. " + toString(getCapabilities()->getNumCombinedTextureUnits() - 1));
- return false;
- }
- }
- else
- {
- return true;
- }
- }
- void GLRenderAPI::beginDraw()
- {
- if(mDrawCallInProgress)
- BS_EXCEPT(InternalErrorException, "Calling beginDraw without finishing previous draw call. Please call endDraw().");
- mDrawCallInProgress = true;
- if(mCurrentVertexProgram == nullptr)
- {
- LOGWRN("Cannot render without a set vertex shader.");
- return;
- }
- if(mBoundVertexDeclaration == nullptr)
- {
- LOGWRN("Cannot render without a set vertex declaration.");
- return;
- }
- const GLSLProgramPipeline* pipeline = mProgramPipelineManager->getPipeline(mCurrentVertexProgram.get(),
- mCurrentFragmentProgram.get(), mCurrentGeometryProgram.get(), mCurrentHullProgram.get(), mCurrentDomainProgram.get());
- if(mActivePipeline != pipeline)
- {
- glBindProgramPipeline(pipeline->glHandle);
- mActivePipeline = pipeline;
- }
- const GLVertexArrayObject& vao = GLVertexArrayObjectManager::instance().getVAO(mCurrentVertexProgram, mBoundVertexDeclaration, mBoundVertexBuffers);
- glBindVertexArray(vao.getGLHandle());
- BS_INC_RENDER_STAT(NumVertexBufferBinds);
- BS_INC_RENDER_STAT(NumGpuProgramBinds);
- }
- void GLRenderAPI::endDraw()
- {
- if(!mDrawCallInProgress)
- return;
- mDrawCallInProgress = false;
- }
- GLfloat GLRenderAPI::getCurrentAnisotropy(UINT16 unit)
- {
- GLfloat curAniso = 0;
- glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso);
- return curAniso ? curAniso : 1;
- }
- GLint GLRenderAPI::convertStencilOp(StencilOperation op, bool invert) const
- {
- switch (op)
- {
- case SOP_KEEP:
- return GL_KEEP;
- case SOP_ZERO:
- return GL_ZERO;
- case SOP_REPLACE:
- return GL_REPLACE;
- case SOP_INCREMENT:
- return invert ? GL_DECR : GL_INCR;
- case SOP_DECREMENT:
- return invert ? GL_INCR : GL_DECR;
- case SOP_INCREMENT_WRAP:
- return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT;
- case SOP_DECREMENT_WRAP:
- return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT;
- case SOP_INVERT:
- return GL_INVERT;
- };
- // to keep compiler happy
- return SOP_KEEP;
- }
- GLint GLRenderAPI::convertCompareFunction(CompareFunction func) const
- {
- switch (func)
- {
- case CMPF_ALWAYS_FAIL:
- return GL_NEVER;
- case CMPF_ALWAYS_PASS:
- return GL_ALWAYS;
- case CMPF_LESS:
- return GL_LESS;
- case CMPF_LESS_EQUAL:
- return GL_LEQUAL;
- case CMPF_EQUAL:
- return GL_EQUAL;
- case CMPF_NOT_EQUAL:
- return GL_NOTEQUAL;
- case CMPF_GREATER_EQUAL:
- return GL_GEQUAL;
- case CMPF_GREATER:
- return GL_GREATER;
- };
- return GL_ALWAYS;
- }
- GLuint GLRenderAPI::getCombinedMinMipFilter() const
- {
- switch (mMinFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- switch (mMipFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- // Linear min, linear mip
- return GL_LINEAR_MIPMAP_LINEAR;
- case FO_POINT:
- // Linear min, point mip
- return GL_LINEAR_MIPMAP_NEAREST;
- case FO_NONE:
- // Linear min, no mip
- return GL_LINEAR;
- }
- break;
- case FO_POINT:
- case FO_NONE:
- switch (mMipFilter)
- {
- case FO_ANISOTROPIC:
- case FO_LINEAR:
- // Nearest min, linear mip
- return GL_NEAREST_MIPMAP_LINEAR;
- case FO_POINT:
- // Nearest min, point mip
- return GL_NEAREST_MIPMAP_NEAREST;
- case FO_NONE:
- // Nearest min, no mip
- return GL_NEAREST;
- }
- break;
- }
- // Should never get here
- return 0;
- }
- GLint GLRenderAPI::getBlendMode(BlendFactor blendMode) const
- {
- switch (blendMode)
- {
- case BF_ONE:
- return GL_ONE;
- case BF_ZERO:
- return GL_ZERO;
- case BF_DEST_COLOR:
- return GL_DST_COLOR;
- case BF_SOURCE_COLOR:
- return GL_SRC_COLOR;
- case BF_INV_DEST_COLOR:
- return GL_ONE_MINUS_DST_COLOR;
- case BF_INV_SOURCE_COLOR:
- return GL_ONE_MINUS_SRC_COLOR;
- case BF_DEST_ALPHA:
- return GL_DST_ALPHA;
- case BF_SOURCE_ALPHA:
- return GL_SRC_ALPHA;
- case BF_INV_DEST_ALPHA:
- return GL_ONE_MINUS_DST_ALPHA;
- case BF_INV_SOURCE_ALPHA:
- return GL_ONE_MINUS_SRC_ALPHA;
- };
- return GL_ONE;
- }
- GLint GLRenderAPI::getTextureAddressingMode(TextureAddressingMode tam) const
- {
- switch (tam)
- {
- default:
- case TAM_WRAP:
- return GL_REPEAT;
- case TAM_MIRROR:
- return GL_MIRRORED_REPEAT;
- case TAM_CLAMP:
- return GL_CLAMP_TO_EDGE;
- case TAM_BORDER:
- return GL_CLAMP_TO_BORDER;
- }
- }
- GLint GLRenderAPI::getGLDrawMode() const
- {
- GLint primType;
- // Use adjacency if there is a geometry program and it requested adjacency info
- bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired());
- switch (mCurrentDrawOperation)
- {
- case DOT_POINT_LIST:
- primType = GL_POINTS;
- break;
- case DOT_LINE_LIST:
- primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES;
- break;
- case DOT_LINE_STRIP:
- primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP;
- break;
- default:
- case DOT_TRIANGLE_LIST:
- primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES;
- break;
- case DOT_TRIANGLE_STRIP:
- primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP;
- break;
- case DOT_TRIANGLE_FAN:
- primType = GL_TRIANGLE_FAN;
- break;
- }
- return primType;
- }
- UINT32 GLRenderAPI::getGLTextureUnit(GpuProgramType gptype, UINT32 unit)
- {
- if (gptype != GPT_VERTEX_PROGRAM && gptype != GPT_FRAGMENT_PROGRAM && gptype != GPT_GEOMETRY_PROGRAM)
- {
- BS_EXCEPT(InvalidParametersException, "OpenGL cannot assign textures to this gpu program type: " + toString(gptype));
- }
- UINT32 numSupportedUnits = mCurrentCapabilities->getNumTextureUnits(gptype);
- if (unit < 0 || unit >= numSupportedUnits)
- {
- BS_EXCEPT(InvalidParametersException, "Invalid texture unit index for the provided stage. Unit index: " + toString(unit) + ". Stage: " +
- toString(gptype) + ". Supported range is 0 .. " + toString(numSupportedUnits - 1));
- }
- switch (gptype)
- {
- case GPT_FRAGMENT_PROGRAM:
- return mFragmentTexOffset + unit;
- case GPT_VERTEX_PROGRAM:
- return mVertexTexOffset + unit;
- case GPT_GEOMETRY_PROGRAM:
- return mGeometryTexOffset + unit;
- default:
- BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
- }
- }
- UINT32 GLRenderAPI::getGLUniformBlockBinding(GpuProgramType gptype, UINT32 binding)
- {
- UINT32 maxNumBindings = mCurrentCapabilities->getNumGpuParamBlockBuffers(gptype);
- if (binding < 0 || binding >= maxNumBindings)
- {
- BS_EXCEPT(InvalidParametersException, "Invalid buffer binding for the provided stage. Buffer binding: " + toString(binding) + ". Stage: " +
- toString(gptype) + ". Supported range is 0 .. " + toString(maxNumBindings - 1));
- }
- switch (gptype)
- {
- case GPT_FRAGMENT_PROGRAM:
- return mFragmentUBOffset + binding;
- case GPT_VERTEX_PROGRAM:
- return mVertexUBOffset + binding;
- case GPT_GEOMETRY_PROGRAM:
- return mGeometryUBOffset + binding;
- case GPT_HULL_PROGRAM:
- return mHullUBOffset + binding;
- case GPT_DOMAIN_PROGRAM:
- return mDomainUBOffset + binding;
- case GPT_COMPUTE_PROGRAM:
- return mComputeUBOffset + binding;
- default:
- BS_EXCEPT(InternalErrorException, "Invalid program type: " + toString(gptype));
- }
- }
- void GLRenderAPI::setActiveProgram(GpuProgramType gptype, const SPtr<GLSLGpuProgramCore>& program)
- {
- switch (gptype)
- {
- case GPT_VERTEX_PROGRAM:
- mCurrentVertexProgram = program;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mCurrentFragmentProgram = program;
- break;
- case GPT_GEOMETRY_PROGRAM:
- mCurrentGeometryProgram = program;
- break;
- case GPT_DOMAIN_PROGRAM:
- mCurrentDomainProgram = program;
- break;
- case GPT_HULL_PROGRAM:
- mCurrentHullProgram = program;
- break;
- }
- }
- SPtr<GLSLGpuProgramCore> GLRenderAPI::getActiveProgram(GpuProgramType gptype) const
- {
- switch (gptype)
- {
- case GPT_VERTEX_PROGRAM:
- return mCurrentVertexProgram;
- break;
- case GPT_FRAGMENT_PROGRAM:
- return mCurrentFragmentProgram;
- break;
- case GPT_GEOMETRY_PROGRAM:
- return mCurrentGeometryProgram;
- break;
- case GPT_DOMAIN_PROGRAM:
- return mCurrentDomainProgram;
- break;
- case GPT_HULL_PROGRAM:
- return mCurrentHullProgram;
- break;
- default:
- BS_EXCEPT(InvalidParametersException, "Insupported gpu program type: " + toString(gptype));
- }
- }
- void GLRenderAPI::initFromCaps(RenderAPICapabilities* caps)
- {
- if(caps->getRenderAPIName() != getName())
- {
- BS_EXCEPT(InvalidParametersException,
- "Trying to initialize GLRenderAPI from RenderSystemCapabilities that do not support OpenGL");
- }
- #if BS_DEBUG_MODE
- if (mGLSupport->checkExtension("GL_ARB_debug_output"))
- {
- glDebugMessageCallback(&openGlErrorCallback, 0);
- glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- }
- #endif
- HardwareBufferManager::startUp();
- HardwareBufferCoreManager::startUp<GLHardwareBufferCoreManager>();
- // GPU Program Manager setup
- if(caps->isShaderProfileSupported("glsl"))
- {
- mGLSLProgramFactory = bs_new<GLSLProgramFactory>();
- GpuProgramCoreManager::instance().addFactory(mGLSLProgramFactory);
- }
- // Check for framebuffer object extension
- if(caps->hasCapability(RSC_FBO))
- {
- if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE))
- {
- // Create FBO manager
- GLRTTManager::startUp<GLRTTManager>();
- }
- }
- else
- {
- BS_EXCEPT(RenderingAPIException, "GPU doesn't support frame buffer objects. OpenGL versions lower than 3.0 are not supported.");
- }
- mFragmentTexOffset = 0;
- mVertexTexOffset = caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
- mGeometryTexOffset = mVertexTexOffset + caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
- UINT16 numCombinedTexUnits = caps->getNumCombinedTextureUnits();
- UINT32 totalNumTexUnits = caps->getNumTextureUnits(GPT_VERTEX_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_FRAGMENT_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_GEOMETRY_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_HULL_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_DOMAIN_PROGRAM);
- totalNumTexUnits += caps->getNumTextureUnits(GPT_COMPUTE_PROGRAM);
- if(totalNumTexUnits > numCombinedTexUnits)
- BS_EXCEPT(InternalErrorException, "Number of combined texture units less than the number of individual units!?");
- mNumTextureTypes = numCombinedTexUnits;
- mTextureTypes = bs_newN<GLenum>(mNumTextureTypes);
- for(UINT16 i = 0; i < numCombinedTexUnits; i++)
- mTextureTypes[i] = GL_TEXTURE_2D;
- mVertexUBOffset = 0;
- UINT32 totalNumUniformBlocks = caps->getNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM);
- mFragmentUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM);
- mGeometryUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM);
- mHullUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_HULL_PROGRAM);
- mDomainUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM);
- mComputeUBOffset = totalNumUniformBlocks;
- totalNumUniformBlocks += caps->getNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM);
- UINT16 numCombinedUniformBlocks = caps->getNumCombinedGpuParamBlockBuffers();
- if(totalNumUniformBlocks > numCombinedUniformBlocks)
- BS_EXCEPT(InternalErrorException, "Number of combined uniform block buffers less than the number of individual per-stage buffers!?");
- TextureManager::startUp<GLTextureManager>(std::ref(*mGLSupport));
- TextureCoreManager::startUp<GLTextureCoreManager>(std::ref(*mGLSupport));
- }
- void GLRenderAPI::switchContext(const SPtr<GLContext>& context)
- {
- // Unbind GPU programs and rebind to new context later, because
- // scene manager treat render system as ONE 'context' ONLY, and it
- // cached the GPU programs using state.
- unbindGpuProgram(GPT_VERTEX_PROGRAM);
- unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
- unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
- unbindGpuProgram(GPT_HULL_PROGRAM);
- unbindGpuProgram(GPT_DOMAIN_PROGRAM);
- // It's ready for switching
- if (mCurrentContext)
- mCurrentContext->endCurrent();
- mCurrentContext = context;
- mCurrentContext->setCurrent();
- // Must reset depth/colour write mask to according with user desired, otherwise,
- // clearFrameBuffer would be wrong because the value we are recorded may be
- // difference with the really state stored in GL context.
- glDepthMask(mDepthWrite);
- glColorMask(mColorWrite[0], mColorWrite[1], mColorWrite[2], mColorWrite[3]);
- glStencilMask(mStencilWriteMask);
- }
- RenderAPICapabilities* GLRenderAPI::createRenderSystemCapabilities() const
- {
- RenderAPICapabilities* rsc = bs_new<RenderAPICapabilities>();
- rsc->setDriverVersion(mDriverVersion);
- const char* deviceName = (const char*)glGetString(GL_RENDERER);
- const char* vendorName = (const char*)glGetString(GL_VENDOR);
- rsc->setDeviceName(deviceName);
- rsc->setRenderAPIName(getName());
- // determine vendor
- if (strstr(vendorName, "NVIDIA"))
- rsc->setVendor(GPU_NVIDIA);
- else if (strstr(vendorName, "ATI"))
- rsc->setVendor(GPU_AMD);
- else if (strstr(vendorName, "AMD"))
- rsc->setVendor(GPU_AMD);
- else if (strstr(vendorName, "Intel"))
- rsc->setVendor(GPU_INTEL);
- else
- rsc->setVendor(GPU_UNKNOWN);
- // Check for hardware mipmapping support.
- if(GLEW_VERSION_1_4)
- {
- rsc->setCapability(RSC_AUTOMIPMAP);
- }
- // Check for Anisotropy support
- if (getGLSupport()->checkExtension("GL_EXT_texture_filter_anisotropic"))
- {
- rsc->setCapability(RSC_ANISOTROPY);
- }
- // Check for cube mapping
- if(GLEW_VERSION_1_3 ||
- getGLSupport()->checkExtension("GL_ARB_texture_cube_map") ||
- getGLSupport()->checkExtension("GL_EXT_texture_cube_map"))
- {
- rsc->setCapability(RSC_CUBEMAPPING);
- }
- // Point sprites
- if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_point_sprite"))
- {
- rsc->setCapability(RSC_POINT_SPRITES);
- }
- // Check for hardware stencil support and set bit depth
- GLint stencil;
- glGetIntegerv(GL_STENCIL_BITS, &stencil);
- if(stencil)
- {
- rsc->setStencilBufferBitDepth(stencil);
- }
- if (GLEW_VERSION_2_0 ||
- (getGLSupport()->checkExtension("GL_ARB_shading_language_100") &&
- getGLSupport()->checkExtension("GL_ARB_shader_objects") &&
- getGLSupport()->checkExtension("GL_ARB_fragment_shader") &&
- getGLSupport()->checkExtension("GL_ARB_vertex_shader")))
- {
- rsc->addShaderProfile("glsl");
- }
- // Check if geometry shaders are supported
- if (GLEW_VERSION_2_0 &&
- getGLSupport()->checkExtension("GL_EXT_geometry_shader4"))
- {
- rsc->setCapability(RSC_GEOMETRY_PROGRAM);
- rsc->setGeometryProgramConstantBoolCount(0);
- rsc->setGeometryProgramConstantIntCount(0);
- GLint floatConstantCount = 0;
- glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount);
- rsc->setGeometryProgramConstantFloatCount(floatConstantCount);
- GLint maxOutputVertices;
- glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices);
- rsc->setGeometryProgramNumOutputVertices(maxOutputVertices);
- }
- //Check if render to vertex buffer (transform feedback in OpenGL)
- if (GLEW_VERSION_2_0 && getGLSupport()->checkExtension("GL_EXT_transform_feedback"))
- {
- rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER);
- }
- // Check for texture compression
- if (GLEW_VERSION_1_3 || getGLSupport()->checkExtension("GL_ARB_texture_compression"))
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION);
- // Check for dxt compression
- if (getGLSupport()->checkExtension("GL_EXT_texture_compression_s3tc"))
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT);
- }
- // Check for vtc compression
- if (getGLSupport()->checkExtension("GL_NV_texture_compression_vtc"))
- {
- rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC);
- }
- }
- // As are user clipping planes
- rsc->setCapability(RSC_USER_CLIP_PLANES);
- // 2-sided stencil?
- if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_EXT_stencil_two_side"))
- {
- rsc->setCapability(RSC_TWO_SIDED_STENCIL);
- }
- // stencil wrapping?
- if (GLEW_VERSION_1_4 || getGLSupport()->checkExtension("GL_EXT_stencil_wrap"))
- {
- rsc->setCapability(RSC_STENCIL_WRAP);
- }
- // Check for hardware occlusion support
- if (GLEW_VERSION_1_5 || getGLSupport()->checkExtension("GL_ARB_occlusion_query"))
- {
- rsc->setCapability(RSC_HWOCCLUSION);
- }
- // UBYTE4 always supported
- rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4);
- // Infinite far plane always supported
- rsc->setCapability(RSC_INFINITE_FAR_PLANE);
- // Check for non-power-of-2 texture support
- if (getGLSupport()->checkExtension("GL_ARB_texture_non_power_of_two"))
- {
- rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES);
- }
- // Check for Float textures
- if (getGLSupport()->checkExtension("GL_ATI_texture_float") || getGLSupport()->checkExtension("GL_ARB_texture_float"))
- {
- rsc->setCapability(RSC_TEXTURE_FLOAT);
- }
- // 3D textures should always be supported
- rsc->setCapability(RSC_TEXTURE_3D);
- // Check for framebuffer object extension
- if (getGLSupport()->checkExtension("GL_ARB_framebuffer_object"))
- {
- // Probe number of draw buffers
- // Only makes sense with FBO support, so probe here
- if (GLEW_VERSION_2_0 || getGLSupport()->checkExtension("GL_ARB_draw_buffers") || getGLSupport()->checkExtension("GL_ATI_draw_buffers"))
- {
- GLint buffers;
- glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers);
- rsc->setNumMultiRenderTargets(std::min<int>(buffers, (GLint)BS_MAX_MULTIPLE_RENDER_TARGETS));
- rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS);
- rsc->setCapability(RSC_FBO);
- }
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
- }
- rsc->setCapability(RSC_HWRENDER_TO_TEXTURE);
- rsc->setCapability(RSC_PBUFFER);
- // Point size
- float ps;
- glGetFloatv(GL_POINT_SIZE_MAX, &ps);
- rsc->setMaxPointSize(ps);
- // Max number of fragment shader textures
- GLint units;
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &units);
- rsc->setNumTextureUnits(GPT_FRAGMENT_PROGRAM, static_cast<UINT16>(units));
- // Max number of vertex shader textures
- GLint vUnits;
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vUnits);
- rsc->setNumTextureUnits(GPT_VERTEX_PROGRAM, static_cast<UINT16>(vUnits));
- if (vUnits > 0)
- {
- rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH);
- }
- GLint numUniformBlocks;
- glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumGpuParamBlockBuffers(GPT_VERTEX_PROGRAM, numUniformBlocks);
- glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumGpuParamBlockBuffers(GPT_FRAGMENT_PROGRAM, numUniformBlocks);
- if (mGLSupport->checkExtension("GL_ARB_geometry_shader4"))
- {
- GLint geomUnits;
- glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &geomUnits);
- rsc->setNumTextureUnits(GPT_GEOMETRY_PROGRAM, static_cast<UINT16>(geomUnits));
- glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumGpuParamBlockBuffers(GPT_GEOMETRY_PROGRAM, numUniformBlocks);
- }
- if (mGLSupport->checkExtension("GL_ARB_tessellation_shader"))
- {
- rsc->setCapability(RSC_TESSELLATION_PROGRAM);
- glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumGpuParamBlockBuffers(GPT_HULL_PROGRAM, numUniformBlocks);
- glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumGpuParamBlockBuffers(GPT_DOMAIN_PROGRAM, numUniformBlocks);
- }
- if (mGLSupport->checkExtension("GL_ARB_compute_shader"))
- {
- rsc->setCapability(RSC_COMPUTE_PROGRAM);
- GLint computeUnits;
- glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &computeUnits);
- rsc->setNumTextureUnits(GPT_COMPUTE_PROGRAM, static_cast<UINT16>(computeUnits));
- glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &numUniformBlocks);
- rsc->setNumGpuParamBlockBuffers(GPT_COMPUTE_PROGRAM, numUniformBlocks);
- }
- GLint combinedTexUnits;
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &combinedTexUnits);
- rsc->setNumCombinedTextureUnits(static_cast<UINT16>(combinedTexUnits));
- GLint combinedUniformBlockUnits;
- glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &combinedUniformBlockUnits);
- rsc->setNumCombinedGpuParamBlockBuffers(static_cast<UINT16>(combinedUniformBlockUnits));
- // Mipmap LOD biasing
- if (mGLSupport->checkExtension("GL_EXT_texture_lod_bias"))
- rsc->setCapability(RSC_MIPMAP_LOD_BIAS);
- // Alpha to coverage?
- if (mGLSupport->checkExtension("GL_ARB_multisample"))
- {
- // Alpha to coverage always 'supported' when MSAA is available
- // although card may ignore it if it doesn't specifically support A2C
- rsc->setCapability(RSC_ALPHA_TO_COVERAGE);
- }
- // Advanced blending operations
- if(GLEW_VERSION_2_0)
- {
- rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS);
- }
- return rsc;
- }
- bool GLRenderAPI::checkForErrors() const
- {
- GLenum glErr = glGetError();
- bool errorsFound = false;
- String msg;
- while (glErr != GL_NO_ERROR)
- {
- const char* glerrStr = (const char*)gluErrorString(glErr);
- if (glerrStr)
- {
- msg += String(glerrStr);
- }
- glErr = glGetError();
- errorsFound = true;
- }
- if (errorsFound)
- LOGWRN("OpenGL error: " + msg);
- return errorsFound;
- }
- void GLRenderAPI::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m)
- {
- UINT32 x = 0;
- for (UINT32 i = 0; i < 4; i++)
- {
- for (UINT32 j = 0; j < 4; j++)
- {
- gl_matrix[x] = m[j][i];
- x++;
- }
- }
- }
- void GLRenderAPI::applyViewport()
- {
- if (mActiveRenderTarget == nullptr)
- return;
- const RenderTargetProperties& rtProps = mActiveRenderTarget->getProperties();
- // Calculate the "lower-left" corner of the viewport
- mViewportLeft = (UINT32)(rtProps.getWidth() * mViewportNorm.x);
- mViewportTop = (UINT32)(rtProps.getHeight() * mViewportNorm.y);
- mViewportWidth = (UINT32)(rtProps.getWidth() * mViewportNorm.width);
- mViewportHeight = (UINT32)(rtProps.getHeight() * mViewportNorm.height);
- if (rtProps.requiresTextureFlipping())
- {
- // Convert "upper-left" corner to "lower-left"
- mViewportTop = rtProps.getHeight() - (mViewportTop + mViewportHeight) - 1;
- }
- glViewport(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
- // Configure the viewport clipping
- glScissor(mViewportLeft, mViewportTop, mViewportWidth, mViewportHeight);
- }
- /************************************************************************/
- /* UTILITY */
- /************************************************************************/
- float GLRenderAPI::getMinimumDepthInputValue()
- {
- return -1.0f;
- }
- float GLRenderAPI::getMaximumDepthInputValue()
- {
- return 1.0f;
- }
- float GLRenderAPI::getHorizontalTexelOffset()
- {
- return 0.0f;
- }
- float GLRenderAPI::getVerticalTexelOffset()
- {
- return 0.0f;
- }
- VertexElementType GLRenderAPI::getColorVertexElementType() const
- {
- return VET_COLOR_ABGR;
- }
- void GLRenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
- {
- dest = matrix;
- }
- void __stdcall openGlErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam)
- {
- if (type != GL_DEBUG_TYPE_PERFORMANCE && type != GL_DEBUG_TYPE_OTHER)
- {
- BS_EXCEPT(RenderingAPIException, "OpenGL error: " + String(message));
- }
- }
- }
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