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- // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Gr/gl/GlState.h>
- #include <AnKi/Gr/gl/BufferImpl.h>
- #include <AnKi/Gr/GrManager.h>
- #include <AnKi/Util/Logger.h>
- #include <AnKi/Core/Trace.h>
- #include <AnKi/Core/ConfigSet.h>
- #include <algorithm>
- #include <cstring>
- namespace anki
- {
- #if ANKI_GL == ANKI_GL_DESKTOP
- struct GlDbg
- {
- GLenum token;
- const char* str;
- };
- static const GlDbg gldbgsource[] = {{GL_DEBUG_SOURCE_API, "GL_DEBUG_SOURCE_API"},
- {GL_DEBUG_SOURCE_WINDOW_SYSTEM, "GL_DEBUG_SOURCE_WINDOW_SYSTEM"},
- {GL_DEBUG_SOURCE_SHADER_COMPILER, "GL_DEBUG_SOURCE_SHADER_COMPILER"},
- {GL_DEBUG_SOURCE_THIRD_PARTY, "GL_DEBUG_SOURCE_THIRD_PARTY"},
- {GL_DEBUG_SOURCE_APPLICATION, "GL_DEBUG_SOURCE_APPLICATION"},
- {GL_DEBUG_SOURCE_OTHER, "GL_DEBUG_SOURCE_OTHER"}};
- static const GlDbg gldbgtype[] = {{GL_DEBUG_TYPE_ERROR, "GL_DEBUG_TYPE_ERROR"},
- {GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, "GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR"},
- {GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, "GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR"},
- {GL_DEBUG_TYPE_PORTABILITY, "GL_DEBUG_TYPE_PORTABILITY"},
- {GL_DEBUG_TYPE_PERFORMANCE, "GL_DEBUG_TYPE_PERFORMANCE"},
- {GL_DEBUG_TYPE_OTHER, "GL_DEBUG_TYPE_OTHER"}};
- static const GlDbg gldbgseverity[] = {{GL_DEBUG_SEVERITY_LOW, "GL_DEBUG_SEVERITY_LOW"},
- {GL_DEBUG_SEVERITY_MEDIUM, "GL_DEBUG_SEVERITY_MEDIUM"},
- {GL_DEBUG_SEVERITY_HIGH, "GL_DEBUG_SEVERITY_HIGH"}};
- # if ANKI_OS == ANKI_OS_WINDOWS && ANKI_COMPILER != ANKI_COMPILER_MSVC
- __stdcall
- # endif
- void
- oglMessagesCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message,
- const GLvoid* userParam)
- {
- using namespace anki;
- const GlDbg* sourced = &gldbgsource[0];
- while(source != sourced->token)
- {
- ++sourced;
- }
- const GlDbg* typed = &gldbgtype[0];
- while(type != typed->token)
- {
- ++typed;
- }
- switch(severity)
- {
- case GL_DEBUG_SEVERITY_LOW:
- ANKI_GL_LOGI("GL: %s, %s: %s", sourced->str, typed->str, message);
- break;
- case GL_DEBUG_SEVERITY_MEDIUM:
- ANKI_GL_LOGW("GL: %s, %s: %s", sourced->str, typed->str, message);
- break;
- case GL_DEBUG_SEVERITY_HIGH:
- ANKI_GL_LOGE("GL: %s, %s: %s", sourced->str, typed->str, message);
- break;
- }
- }
- #endif
- void GlState::initMainThread(const ConfigSet& config)
- {
- m_registerMessages = config.getNumber("gr_debugContext");
- }
- void GlState::initRenderThread()
- {
- // GL version
- GLint major, minor;
- glGetIntegerv(GL_MAJOR_VERSION, &major);
- glGetIntegerv(GL_MINOR_VERSION, &minor);
- m_version = major * 100 + minor * 10;
- // Vendor
- CString glstr = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
- if(glstr.find("ARM") != CString::NPOS)
- {
- m_gpu = GpuVendor::ARM;
- }
- else if(glstr.find("NVIDIA") != CString::NPOS)
- {
- m_gpu = GpuVendor::NVIDIA;
- }
- else if(glstr.find("AMD") != CString::NPOS || glstr.find("ATI") != CString::NPOS)
- {
- m_gpu = GpuVendor::AMD;
- }
- else if(glstr.find("Intel") != CString::NPOS)
- {
- m_gpu = GpuVendor::INTEL;
- }
- ANKI_GL_LOGI("GPU vendor is %s", &GPU_VENDOR_STR[m_gpu][0]);
- // Enable debug messages
- #if ANKI_GL == ANKI_GL_DESKTOP
- if(m_registerMessages)
- {
- glDebugMessageCallback(oglMessagesCallback, nullptr);
- for(U s = 0; s < sizeof(gldbgsource) / sizeof(GlDbg); s++)
- {
- for(U t = 0; t < sizeof(gldbgtype) / sizeof(GlDbg); t++)
- {
- for(U sv = 0; sv < sizeof(gldbgseverity) / sizeof(GlDbg); sv++)
- {
- glDebugMessageControl(gldbgsource[s].token, gldbgtype[t].token, gldbgseverity[sv].token, 0, nullptr,
- GL_TRUE);
- }
- }
- }
- }
- #endif
- // Set some GL state
- glEnable(GL_PROGRAM_POINT_SIZE);
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- glEnable(GL_CULL_FACE);
- glEnable(GL_SCISSOR_TEST);
- glScissor(0, 0, MAX_I16, MAX_I16);
- glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
- // Create default VAO
- glGenVertexArrays(1, &m_defaultVao);
- glBindVertexArray(m_defaultVao);
- // Enable all attributes
- for(U i = 0; i < MAX_VERTEX_ATTRIBUTES; ++i)
- {
- glEnableVertexAttribArray(i);
- }
- I64 val;
- glGetInteger64v(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &val);
- m_uboAlignment = max<U32>(ANKI_SAFE_ALIGNMENT, val); // Some GPU have really low requirements
- glGetInteger64v(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &val);
- m_ssboAlignment = max<U32>(ANKI_SAFE_ALIGNMENT, val); // Some GPU have really low requirements
- glGetInteger64v(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &val);
- m_tboAlignment = max<U32>(ANKI_SAFE_ALIGNMENT, val); // Some GPU have really low requirements
- glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &val);
- m_uniBlockMaxSize = val;
- glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &val);
- m_storageBlockMaxSize = val;
- m_tboMaxRange = MAX_U32;
- // Texture buffer textures
- glGenTextures(MAX_DESCRIPTOR_SETS * MAX_TEXTURE_BUFFER_BINDINGS, &m_texBuffTextures[0][0]);
- for(U i = 0; i < MAX_DESCRIPTOR_SETS; ++i)
- {
- for(U j = 0; j < MAX_TEXTURE_BUFFER_BINDINGS; ++j)
- {
- U unit = MAX_TEXTURE_BINDINGS * MAX_DESCRIPTOR_SETS + MAX_TEXTURE_BUFFER_BINDINGS * i + j;
- glActiveTexture(GL_TEXTURE0 + unit);
- glBindTexture(GL_TEXTURE_BUFFER, m_texBuffTextures[i][j]);
- }
- }
- // Get extensions
- GLint extCount = 0;
- glGetIntegerv(GL_NUM_EXTENSIONS, &extCount);
- while(extCount--)
- {
- const char* ext = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, extCount));
- if(CString(ext) == "GL_ARB_shader_ballot")
- {
- ANKI_GL_LOGI("Found GL_ARB_shader_ballot");
- m_extensions |= GlExtensions::ARB_SHADER_BALLOT;
- }
- }
- }
- void GlState::destroy()
- {
- glDeleteVertexArrays(1, &m_defaultVao);
- m_crntProg.reset(nullptr);
- }
- } // end namespace anki
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