GlState.cpp 5.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202
  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Gr/gl/GlState.h>
  6. #include <AnKi/Gr/gl/BufferImpl.h>
  7. #include <AnKi/Gr/GrManager.h>
  8. #include <AnKi/Util/Logger.h>
  9. #include <AnKi/Core/Trace.h>
  10. #include <AnKi/Core/ConfigSet.h>
  11. #include <algorithm>
  12. #include <cstring>
  13. namespace anki
  14. {
  15. #if ANKI_GL == ANKI_GL_DESKTOP
  16. struct GlDbg
  17. {
  18. GLenum token;
  19. const char* str;
  20. };
  21. static const GlDbg gldbgsource[] = {{GL_DEBUG_SOURCE_API, "GL_DEBUG_SOURCE_API"},
  22. {GL_DEBUG_SOURCE_WINDOW_SYSTEM, "GL_DEBUG_SOURCE_WINDOW_SYSTEM"},
  23. {GL_DEBUG_SOURCE_SHADER_COMPILER, "GL_DEBUG_SOURCE_SHADER_COMPILER"},
  24. {GL_DEBUG_SOURCE_THIRD_PARTY, "GL_DEBUG_SOURCE_THIRD_PARTY"},
  25. {GL_DEBUG_SOURCE_APPLICATION, "GL_DEBUG_SOURCE_APPLICATION"},
  26. {GL_DEBUG_SOURCE_OTHER, "GL_DEBUG_SOURCE_OTHER"}};
  27. static const GlDbg gldbgtype[] = {{GL_DEBUG_TYPE_ERROR, "GL_DEBUG_TYPE_ERROR"},
  28. {GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, "GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR"},
  29. {GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, "GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR"},
  30. {GL_DEBUG_TYPE_PORTABILITY, "GL_DEBUG_TYPE_PORTABILITY"},
  31. {GL_DEBUG_TYPE_PERFORMANCE, "GL_DEBUG_TYPE_PERFORMANCE"},
  32. {GL_DEBUG_TYPE_OTHER, "GL_DEBUG_TYPE_OTHER"}};
  33. static const GlDbg gldbgseverity[] = {{GL_DEBUG_SEVERITY_LOW, "GL_DEBUG_SEVERITY_LOW"},
  34. {GL_DEBUG_SEVERITY_MEDIUM, "GL_DEBUG_SEVERITY_MEDIUM"},
  35. {GL_DEBUG_SEVERITY_HIGH, "GL_DEBUG_SEVERITY_HIGH"}};
  36. # if ANKI_OS == ANKI_OS_WINDOWS && ANKI_COMPILER != ANKI_COMPILER_MSVC
  37. __stdcall
  38. # endif
  39. void
  40. oglMessagesCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message,
  41. const GLvoid* userParam)
  42. {
  43. using namespace anki;
  44. const GlDbg* sourced = &gldbgsource[0];
  45. while(source != sourced->token)
  46. {
  47. ++sourced;
  48. }
  49. const GlDbg* typed = &gldbgtype[0];
  50. while(type != typed->token)
  51. {
  52. ++typed;
  53. }
  54. switch(severity)
  55. {
  56. case GL_DEBUG_SEVERITY_LOW:
  57. ANKI_GL_LOGI("GL: %s, %s: %s", sourced->str, typed->str, message);
  58. break;
  59. case GL_DEBUG_SEVERITY_MEDIUM:
  60. ANKI_GL_LOGW("GL: %s, %s: %s", sourced->str, typed->str, message);
  61. break;
  62. case GL_DEBUG_SEVERITY_HIGH:
  63. ANKI_GL_LOGE("GL: %s, %s: %s", sourced->str, typed->str, message);
  64. break;
  65. }
  66. }
  67. #endif
  68. void GlState::initMainThread(const ConfigSet& config)
  69. {
  70. m_registerMessages = config.getNumber("gr_debugContext");
  71. }
  72. void GlState::initRenderThread()
  73. {
  74. // GL version
  75. GLint major, minor;
  76. glGetIntegerv(GL_MAJOR_VERSION, &major);
  77. glGetIntegerv(GL_MINOR_VERSION, &minor);
  78. m_version = major * 100 + minor * 10;
  79. // Vendor
  80. CString glstr = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
  81. if(glstr.find("ARM") != CString::NPOS)
  82. {
  83. m_gpu = GpuVendor::ARM;
  84. }
  85. else if(glstr.find("NVIDIA") != CString::NPOS)
  86. {
  87. m_gpu = GpuVendor::NVIDIA;
  88. }
  89. else if(glstr.find("AMD") != CString::NPOS || glstr.find("ATI") != CString::NPOS)
  90. {
  91. m_gpu = GpuVendor::AMD;
  92. }
  93. else if(glstr.find("Intel") != CString::NPOS)
  94. {
  95. m_gpu = GpuVendor::INTEL;
  96. }
  97. ANKI_GL_LOGI("GPU vendor is %s", &GPU_VENDOR_STR[m_gpu][0]);
  98. // Enable debug messages
  99. #if ANKI_GL == ANKI_GL_DESKTOP
  100. if(m_registerMessages)
  101. {
  102. glDebugMessageCallback(oglMessagesCallback, nullptr);
  103. for(U s = 0; s < sizeof(gldbgsource) / sizeof(GlDbg); s++)
  104. {
  105. for(U t = 0; t < sizeof(gldbgtype) / sizeof(GlDbg); t++)
  106. {
  107. for(U sv = 0; sv < sizeof(gldbgseverity) / sizeof(GlDbg); sv++)
  108. {
  109. glDebugMessageControl(gldbgsource[s].token, gldbgtype[t].token, gldbgseverity[sv].token, 0, nullptr,
  110. GL_TRUE);
  111. }
  112. }
  113. }
  114. }
  115. #endif
  116. // Set some GL state
  117. glEnable(GL_PROGRAM_POINT_SIZE);
  118. glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
  119. glEnable(GL_CULL_FACE);
  120. glEnable(GL_SCISSOR_TEST);
  121. glScissor(0, 0, MAX_I16, MAX_I16);
  122. glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
  123. // Create default VAO
  124. glGenVertexArrays(1, &m_defaultVao);
  125. glBindVertexArray(m_defaultVao);
  126. // Enable all attributes
  127. for(U i = 0; i < MAX_VERTEX_ATTRIBUTES; ++i)
  128. {
  129. glEnableVertexAttribArray(i);
  130. }
  131. I64 val;
  132. glGetInteger64v(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &val);
  133. m_uboAlignment = max<U32>(ANKI_SAFE_ALIGNMENT, val); // Some GPU have really low requirements
  134. glGetInteger64v(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &val);
  135. m_ssboAlignment = max<U32>(ANKI_SAFE_ALIGNMENT, val); // Some GPU have really low requirements
  136. glGetInteger64v(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &val);
  137. m_tboAlignment = max<U32>(ANKI_SAFE_ALIGNMENT, val); // Some GPU have really low requirements
  138. glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &val);
  139. m_uniBlockMaxSize = val;
  140. glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &val);
  141. m_storageBlockMaxSize = val;
  142. m_tboMaxRange = MAX_U32;
  143. // Texture buffer textures
  144. glGenTextures(MAX_DESCRIPTOR_SETS * MAX_TEXTURE_BUFFER_BINDINGS, &m_texBuffTextures[0][0]);
  145. for(U i = 0; i < MAX_DESCRIPTOR_SETS; ++i)
  146. {
  147. for(U j = 0; j < MAX_TEXTURE_BUFFER_BINDINGS; ++j)
  148. {
  149. U unit = MAX_TEXTURE_BINDINGS * MAX_DESCRIPTOR_SETS + MAX_TEXTURE_BUFFER_BINDINGS * i + j;
  150. glActiveTexture(GL_TEXTURE0 + unit);
  151. glBindTexture(GL_TEXTURE_BUFFER, m_texBuffTextures[i][j]);
  152. }
  153. }
  154. // Get extensions
  155. GLint extCount = 0;
  156. glGetIntegerv(GL_NUM_EXTENSIONS, &extCount);
  157. while(extCount--)
  158. {
  159. const char* ext = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, extCount));
  160. if(CString(ext) == "GL_ARB_shader_ballot")
  161. {
  162. ANKI_GL_LOGI("Found GL_ARB_shader_ballot");
  163. m_extensions |= GlExtensions::ARB_SHADER_BALLOT;
  164. }
  165. }
  166. }
  167. void GlState::destroy()
  168. {
  169. glDeleteVertexArrays(1, &m_defaultVao);
  170. m_crntProg.reset(nullptr);
  171. }
  172. } // end namespace anki