GlState.cpp 5.6 KB

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