renderer_gl.cpp 121 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)
  7. # include "renderer_gl.h"
  8. # include <bx/timer.h>
  9. # include <bx/uint32_t.h>
  10. namespace bgfx
  11. {
  12. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][256];
  13. static const GLenum s_primType[] =
  14. {
  15. GL_TRIANGLES,
  16. GL_LINES,
  17. GL_POINTS,
  18. };
  19. static const char* s_attribName[Attrib::Count] =
  20. {
  21. "a_position",
  22. "a_normal",
  23. "a_tangent",
  24. "a_color0",
  25. "a_color1",
  26. "a_indices",
  27. "a_weight",
  28. "a_texcoord0",
  29. "a_texcoord1",
  30. "a_texcoord2",
  31. "a_texcoord3",
  32. "a_texcoord4",
  33. "a_texcoord5",
  34. "a_texcoord6",
  35. "a_texcoord7",
  36. };
  37. static const char* s_instanceDataName[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT] =
  38. {
  39. "i_data0",
  40. "i_data1",
  41. "i_data2",
  42. "i_data3",
  43. "i_data4",
  44. };
  45. static const GLenum s_attribType[AttribType::Count] =
  46. {
  47. GL_UNSIGNED_BYTE,
  48. GL_SHORT,
  49. GL_HALF_FLOAT,
  50. GL_FLOAT,
  51. };
  52. struct Blend
  53. {
  54. GLenum m_src;
  55. GLenum m_dst;
  56. bool m_factor;
  57. };
  58. static const Blend s_blendFactor[] =
  59. {
  60. { 0, 0, false }, // ignored
  61. { GL_ZERO, GL_ZERO, false },
  62. { GL_ONE, GL_ONE, false },
  63. { GL_SRC_COLOR, GL_SRC_COLOR, false },
  64. { GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false },
  65. { GL_SRC_ALPHA, GL_SRC_ALPHA, false },
  66. { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false },
  67. { GL_DST_ALPHA, GL_DST_ALPHA, false },
  68. { GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false },
  69. { GL_DST_COLOR, GL_DST_COLOR, false },
  70. { GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false },
  71. { GL_SRC_ALPHA_SATURATE, GL_ONE, false },
  72. { GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true },
  73. { GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true },
  74. };
  75. static const GLenum s_blendEquation[] =
  76. {
  77. GL_FUNC_ADD,
  78. GL_FUNC_SUBTRACT,
  79. GL_FUNC_REVERSE_SUBTRACT,
  80. GL_MIN,
  81. GL_MAX,
  82. };
  83. static const GLenum s_depthFunc[] =
  84. {
  85. 0, // ignored
  86. GL_LESS,
  87. GL_LEQUAL,
  88. GL_EQUAL,
  89. GL_GEQUAL,
  90. GL_GREATER,
  91. GL_NOTEQUAL,
  92. GL_NEVER,
  93. GL_ALWAYS,
  94. };
  95. static const GLenum s_stencilFunc[] =
  96. {
  97. 0, // ignored
  98. GL_LESS,
  99. GL_LEQUAL,
  100. GL_EQUAL,
  101. GL_GEQUAL,
  102. GL_GREATER,
  103. GL_NOTEQUAL,
  104. GL_NEVER,
  105. GL_ALWAYS,
  106. };
  107. static const GLenum s_stencilOp[] =
  108. {
  109. GL_ZERO,
  110. GL_KEEP,
  111. GL_REPLACE,
  112. GL_INCR_WRAP,
  113. GL_INCR,
  114. GL_DECR_WRAP,
  115. GL_DECR,
  116. GL_INVERT,
  117. };
  118. static const GLenum s_stencilFace[] =
  119. {
  120. GL_FRONT_AND_BACK,
  121. GL_FRONT,
  122. GL_BACK,
  123. };
  124. struct RenderTargetColorFormat
  125. {
  126. GLenum m_internalFmt;
  127. GLenum m_type;
  128. uint8_t m_bpp;
  129. };
  130. // Specifies the internal format of the texture.
  131. // Must be one of the following symbolic constants:
  132. // GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA.
  133. static const RenderTargetColorFormat s_colorFormat[] =
  134. {
  135. { 0, 0, 0 }, // ignored
  136. { GL_RGBA8, GL_UNSIGNED_BYTE, 32 },
  137. { GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV, 32 },
  138. { GL_RGBA16, GL_UNSIGNED_SHORT, 64 },
  139. { GL_RGBA16F, GL_HALF_FLOAT, 64 },
  140. { GL_R16F, GL_HALF_FLOAT, 16 },
  141. { GL_R32F, GL_FLOAT, 32 },
  142. };
  143. struct RenderTargetDepthFormat
  144. {
  145. GLenum m_internalFmt;
  146. GLenum m_attachment;
  147. };
  148. static const RenderTargetDepthFormat s_depthFormat[] =
  149. {
  150. { 0, 0 }, // ignored
  151. { GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT }, // D16
  152. { GL_DEPTH_COMPONENT24, GL_DEPTH_ATTACHMENT }, // D24
  153. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT }, // D24S8
  154. { GL_DEPTH_COMPONENT32, GL_DEPTH_ATTACHMENT }, // D32
  155. { GL_DEPTH_COMPONENT32F, GL_DEPTH_ATTACHMENT }, // D16F
  156. { GL_DEPTH_COMPONENT32F, GL_DEPTH_ATTACHMENT }, // D24F
  157. { GL_DEPTH_COMPONENT32F, GL_DEPTH_ATTACHMENT }, // D32F
  158. { GL_STENCIL_INDEX8, GL_STENCIL_ATTACHMENT }, // D0S8
  159. };
  160. static const GLenum s_textureAddress[] =
  161. {
  162. GL_REPEAT,
  163. GL_MIRRORED_REPEAT,
  164. GL_CLAMP_TO_EDGE,
  165. };
  166. static const GLenum s_textureFilterMag[] =
  167. {
  168. GL_LINEAR,
  169. GL_NEAREST,
  170. GL_LINEAR,
  171. };
  172. static const GLenum s_textureFilterMin[][3] =
  173. {
  174. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  175. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  176. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  177. };
  178. struct TextureFormatInfo
  179. {
  180. GLenum m_internalFmt;
  181. GLenum m_fmt;
  182. GLenum m_type;
  183. bool m_supported;
  184. };
  185. static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  186. {
  187. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
  188. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
  189. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, false }, // BC3
  190. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, false }, // BC4
  191. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, false }, // BC5
  192. { GL_ETC1_RGB8_OES, GL_ETC1_RGB8_OES, GL_ZERO, false }, // ETC1
  193. { GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, false }, // ETC2
  194. { GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_ZERO, false }, // ETC2A
  195. { GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_ZERO, false }, // ETC2A1
  196. { GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12
  197. { GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14
  198. { GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12A
  199. { GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14A
  200. { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
  201. { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
  202. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
  203. { GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // L8
  204. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
  205. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
  206. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
  207. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, true }, // R5G6B5
  208. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, true }, // RGBA4
  209. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, true }, // RGB5A1
  210. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, true }, // RGB10A2
  211. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // UnknownDepth
  212. { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_SHORT, false }, // D16
  213. { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D24
  214. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false }, // D24S8
  215. { GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D32
  216. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D16F
  217. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D24F
  218. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
  219. { GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
  220. };
  221. struct Extension
  222. {
  223. enum Enum
  224. {
  225. ANGLE_instanced_arrays,
  226. ANGLE_translated_shader_source,
  227. APPLE_texture_format_BGRA8888,
  228. ARB_debug_output,
  229. ARB_depth_clamp,
  230. ARB_ES3_compatibility,
  231. ARB_framebuffer_sRGB,
  232. ARB_get_program_binary,
  233. ARB_half_float_pixel,
  234. ARB_half_float_vertex,
  235. ARB_instanced_arrays,
  236. ARB_multisample,
  237. ARB_sampler_objects,
  238. ARB_seamless_cube_map,
  239. ARB_texture_compression_rgtc,
  240. ARB_texture_float,
  241. ARB_texture_multisample,
  242. ARB_texture_swizzle,
  243. ARB_timer_query,
  244. ARB_vertex_array_object,
  245. ARB_vertex_type_2_10_10_10_rev,
  246. ATI_meminfo,
  247. CHROMIUM_depth_texture,
  248. CHROMIUM_framebuffer_multisample,
  249. CHROMIUM_texture_compression_dxt3,
  250. CHROMIUM_texture_compression_dxt5,
  251. EXT_bgra,
  252. EXT_blend_color,
  253. EXT_blend_minmax,
  254. EXT_blend_subtract,
  255. EXT_frag_depth,
  256. EXT_framebuffer_blit,
  257. EXT_framebuffer_sRGB,
  258. EXT_occlusion_query_boolean,
  259. EXT_texture_array,
  260. EXT_texture_compression_dxt1,
  261. EXT_texture_compression_latc,
  262. EXT_texture_compression_rgtc,
  263. EXT_texture_compression_s3tc,
  264. EXT_texture_filter_anisotropic,
  265. EXT_texture_format_BGRA8888,
  266. EXT_texture_sRGB,
  267. EXT_texture_storage,
  268. EXT_texture_swizzle,
  269. EXT_texture_type_2_10_10_10_REV,
  270. EXT_timer_query,
  271. EXT_unpack_subimage,
  272. GOOGLE_depth_texture,
  273. IMG_multisampled_render_to_texture,
  274. IMG_read_format,
  275. IMG_shader_binary,
  276. IMG_texture_compression_pvrtc,
  277. IMG_texture_compression_pvrtc2,
  278. IMG_texture_format_BGRA8888,
  279. NVX_gpu_memory_info,
  280. OES_compressed_ETC1_RGB8_texture,
  281. OES_depth24,
  282. OES_depth32,
  283. OES_depth_texture,
  284. OES_fragment_precision_high,
  285. OES_get_program_binary,
  286. OES_required_internalformat,
  287. OES_packed_depth_stencil,
  288. OES_read_format,
  289. OES_rgb8_rgba8,
  290. OES_standard_derivatives,
  291. OES_texture_3D,
  292. OES_texture_float,
  293. OES_texture_float_linear,
  294. OES_texture_npot,
  295. OES_texture_half_float,
  296. OES_texture_half_float_linear,
  297. OES_vertex_array_object,
  298. OES_vertex_half_float,
  299. OES_vertex_type_10_10_10_2,
  300. Count
  301. };
  302. const char* m_name;
  303. bool m_supported;
  304. bool m_initialize;
  305. };
  306. static Extension s_extension[Extension::Count] =
  307. {
  308. { "GL_ANGLE_instanced_arrays", false, true },
  309. { "GL_ANGLE_translated_shader_source", false, true },
  310. { "GL_APPLE_texture_format_BGRA8888", false, true },
  311. { "GL_ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  312. { "GL_ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  313. { "GL_ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  314. { "GL_ARB_framebuffer_sRGB", false, true },
  315. { "GL_ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  316. { "GL_ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  317. { "GL_ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  318. { "GL_ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  319. { "GL_ARB_multisample", false, true },
  320. { "GL_ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  321. { "GL_ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  322. { "GL_ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  323. { "GL_ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  324. { "GL_ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  325. { "GL_ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  326. { "GL_ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  327. { "GL_ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  328. { "GL_ARB_vertex_type_2_10_10_10_rev", false, true },
  329. { "GL_ATI_meminfo", false, true },
  330. { "GL_CHROMIUM_depth_texture", false, true },
  331. { "GL_CHROMIUM_framebuffer_multisample", false, true },
  332. { "GL_CHROMIUM_texture_compression_dxt3", false, true },
  333. { "GL_CHROMIUM_texture_compression_dxt5", false, true },
  334. { "GL_EXT_bgra", false, true },
  335. { "GL_EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  336. { "GL_EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  337. { "GL_EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  338. { "GL_EXT_frag_depth", false, true }, // GLES2 extension.
  339. { "GL_EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  340. { "GL_EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  341. { "GL_EXT_occlusion_query_boolean", false, true },
  342. { "GL_EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  343. { "GL_EXT_texture_compression_dxt1", false, true },
  344. { "GL_EXT_texture_compression_latc", false, true },
  345. { "GL_EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  346. { "GL_EXT_texture_compression_s3tc", false, true },
  347. { "GL_EXT_texture_filter_anisotropic", false, true },
  348. { "GL_EXT_texture_format_BGRA8888", false, true },
  349. { "GL_EXT_texture_sRGB", false, true },
  350. { "GL_EXT_texture_storage", false, true },
  351. { "GL_EXT_texture_swizzle", false, true },
  352. { "GL_EXT_texture_type_2_10_10_10_REV", false, true },
  353. { "GL_EXT_timer_query", false, true },
  354. { "GL_EXT_unpack_subimage", false, true },
  355. { "GL_GOOGLE_depth_texture", false, true },
  356. { "GL_IMG_multisampled_render_to_texture", false, true },
  357. { "GL_IMG_read_format", false, true },
  358. { "GL_IMG_shader_binary", false, true },
  359. { "GL_IMG_texture_compression_pvrtc", false, true },
  360. { "GL_IMG_texture_compression_pvrtc2", false, true },
  361. { "GL_IMG_texture_format_BGRA8888", false, true },
  362. { "GL_NVX_gpu_memory_info", false, true },
  363. { "GL_OES_compressed_ETC1_RGB8_texture", false, true },
  364. { "GL_OES_depth24", false, true },
  365. { "GL_OES_depth32", false, true },
  366. { "GL_OES_depth_texture", false, true },
  367. { "GL_OES_fragment_precision_high", false, true },
  368. { "GL_OES_get_program_binary", false, true },
  369. { "GL_OES_required_internalformat", false, true },
  370. { "GL_OES_packed_depth_stencil", false, true },
  371. { "GL_OES_read_format", false, true },
  372. { "GL_OES_rgb8_rgba8", false, true },
  373. { "GL_OES_standard_derivatives", false, true },
  374. { "GL_OES_texture_3D", false, true },
  375. { "GL_OES_texture_float", false, true },
  376. { "GL_OES_texture_float_linear", false, true },
  377. { "GL_OES_texture_npot", false, true },
  378. { "GL_OES_texture_half_float", false, true },
  379. { "GL_OES_texture_half_float_linear", false, true },
  380. { "GL_OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  381. { "GL_OES_vertex_half_float", false, true },
  382. { "GL_OES_vertex_type_10_10_10_2", false, true },
  383. };
  384. #if BGFX_CONFIG_RENDERER_OPENGLES3
  385. # define s_vertexAttribDivisor glVertexAttribDivisor
  386. # define s_drawArraysInstanced glDrawArraysInstanced
  387. # define s_drawElementsInstanced glDrawElementsInstanced
  388. #else
  389. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  390. {
  391. }
  392. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  393. {
  394. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  395. }
  396. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  397. {
  398. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  399. }
  400. static PFNGLVERTEXATTRIBDIVISORBGFXPROC s_vertexAttribDivisor = stubVertexAttribDivisor;
  401. static PFNGLDRAWARRAYSINSTANCEDBGFXPROC s_drawArraysInstanced = stubDrawArraysInstanced;
  402. static PFNGLDRAWELEMENTSINSTANCEDBGFXPROC s_drawElementsInstanced = stubDrawElementsInstanced;
  403. #endif // BGFX_CONFIG_RENDERER_OPENGLES3
  404. #if BGFX_CONFIG_DEBUG_GREMEDY
  405. static void GL_APIENTRY stubStringMarkerGREMEDY(GLsizei /*_len*/, const GLvoid* /*_string*/)
  406. {
  407. }
  408. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  409. {
  410. }
  411. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  412. #if BX_PLATFORM_IOS
  413. PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOES = NULL;
  414. PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOES = NULL;
  415. PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOES = NULL;
  416. PFNGLPROGRAMBINARYOESPROC glProgramBinaryOES = NULL;
  417. PFNGLGETPROGRAMBINARYOESPROC glGetProgramBinaryOES = NULL;
  418. PFNGLTEXIMAGE3DOESPROC glTexImage3DOES = NULL;
  419. PFNGLTEXSUBIMAGE3DOESPROC glTexSubImage3DOES = NULL;
  420. PFNGLCOMPRESSEDTEXIMAGE3DOESPROC glCompressedTexImage3DOES = NULL;
  421. PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC glCompressedTexSubImage3DOES = NULL;
  422. PFLGLDRAWARRAYSINSTANCEDANGLEPROC glDrawArraysInstanced = NULL;
  423. PFLGLDRAWELEMENTSINSTANCEDANGLEPROC glDrawElementsInstanced = NULL;
  424. #endif // BX_PLATFORM_IOS
  425. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  426. static const char* getGLString(GLenum _name)
  427. {
  428. const char* str = (const char*)glGetString(_name);
  429. glGetError(); // ignore error if glGetString returns NULL.
  430. if (NULL != str)
  431. {
  432. return str;
  433. }
  434. return "<unknown>";
  435. }
  436. static uint32_t getGLStringHash(GLenum _name)
  437. {
  438. const char* str = (const char*)glGetString(_name);
  439. glGetError(); // ignore error if glGetString returns NULL.
  440. if (NULL != str)
  441. {
  442. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  443. }
  444. return 0;
  445. }
  446. void dumpExtensions(const char* _extensions)
  447. {
  448. if (NULL != _extensions)
  449. {
  450. char name[1024];
  451. const char* pos = _extensions;
  452. const char* end = _extensions + strlen(_extensions);
  453. while (pos < end)
  454. {
  455. uint32_t len;
  456. const char* space = strchr(pos, ' ');
  457. if (NULL != space)
  458. {
  459. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  460. }
  461. else
  462. {
  463. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  464. }
  465. strncpy(name, pos, len);
  466. name[len] = '\0';
  467. BX_TRACE("\t%s", name);
  468. pos += len+1;
  469. }
  470. }
  471. }
  472. #if BGFX_CONFIG_RENDERER_OPENGL
  473. const char* toString(GLenum _enum)
  474. {
  475. switch (_enum)
  476. {
  477. case GL_DEBUG_SOURCE_API_ARB: return "API";
  478. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  479. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  480. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  481. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  482. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  483. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  484. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  485. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  486. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  487. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  488. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  489. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  490. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  491. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  492. default:
  493. break;
  494. }
  495. return "<unknown>";
  496. }
  497. static void APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  498. {
  499. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  500. , toString(_source)
  501. , toString(_type)
  502. , _id
  503. , toString(_severity)
  504. , _message
  505. );
  506. BX_UNUSED(_source, _type, _id, _severity, _message);
  507. }
  508. #endif // BGFX_CONFIG_RENDERER_OPENGL
  509. struct RendererContext
  510. {
  511. RendererContext()
  512. : m_rtMsaa(false)
  513. , m_capture(NULL)
  514. , m_captureSize(0)
  515. , m_maxAnisotropy(0.0f)
  516. , m_maxMsaa(0)
  517. , m_vao(0)
  518. , m_vaoSupport(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  519. , m_programBinarySupport(false)
  520. , m_textureSwizzleSupport(false)
  521. , m_depthTextureSupport(false)
  522. , m_useClearQuad(true)
  523. , m_flip(false)
  524. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  525. , m_backBufferFbo(0)
  526. , m_msaaBackBufferFbo(0)
  527. {
  528. m_rt.idx = invalidHandle;
  529. memset(&m_resolution, 0, sizeof(m_resolution) );
  530. }
  531. void updateResolution(const Resolution& _resolution)
  532. {
  533. if (m_resolution.m_width != _resolution.m_width
  534. || m_resolution.m_height != _resolution.m_height
  535. || m_resolution.m_flags != _resolution.m_flags)
  536. {
  537. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  538. m_textVideoMem.clear();
  539. m_resolution = _resolution;
  540. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  541. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  542. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  543. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  544. updateCapture();
  545. }
  546. }
  547. uint32_t setRenderTarget(RenderTargetHandle _rt, uint32_t _height, bool _msaa = true)
  548. {
  549. if (isValid(m_rt)
  550. && m_rt.idx != _rt.idx
  551. && m_rtMsaa)
  552. {
  553. RenderTarget& renderTarget = m_renderTargets[m_rt.idx];
  554. if (0 != renderTarget.m_fbo[1])
  555. {
  556. renderTarget.resolve();
  557. }
  558. }
  559. if (!isValid(_rt) )
  560. {
  561. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  562. }
  563. else
  564. {
  565. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  566. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, renderTarget.m_fbo[0]) );
  567. _height = renderTarget.m_height;
  568. }
  569. m_rt = _rt;
  570. m_rtMsaa = _msaa;
  571. return _height;
  572. }
  573. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  574. {
  575. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  576. if (1 < _msaa)
  577. {
  578. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  579. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  580. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  581. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  582. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  583. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  584. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  585. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  586. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  587. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  588. , "glCheckFramebufferStatus failed 0x%08x"
  589. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  590. );
  591. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  592. }
  593. #else
  594. BX_UNUSED(_width, _height, _msaa);
  595. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  596. }
  597. void destroyMsaaFbo()
  598. {
  599. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  600. if (0 != m_msaaBackBufferFbo)
  601. {
  602. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  603. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  604. m_msaaBackBufferFbo = 0;
  605. }
  606. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  607. }
  608. void blitMsaaFbo()
  609. {
  610. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  611. if (0 != m_msaaBackBufferFbo)
  612. {
  613. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  614. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  615. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  616. uint32_t width = m_resolution.m_width;
  617. uint32_t height = m_resolution.m_height;
  618. GL_CHECK(glBlitFramebuffer(0
  619. , 0
  620. , width
  621. , height
  622. , 0
  623. , 0
  624. , width
  625. , height
  626. , GL_COLOR_BUFFER_BIT
  627. , GL_LINEAR
  628. ) );
  629. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  630. }
  631. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  632. }
  633. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  634. {
  635. if (_width != 0
  636. || _height != 0)
  637. {
  638. if (!m_glctx.isValid() )
  639. {
  640. m_glctx.create(_width, _height);
  641. #if BX_PLATFORM_IOS
  642. // BK - Temp, need to figure out how to deal with FBO created by context.
  643. m_backBufferFbo = m_glctx.m_fbo;
  644. m_msaaBackBufferFbo = m_glctx.m_fbo;
  645. #endif // BX_PLATFORM_IOS
  646. }
  647. else
  648. {
  649. destroyMsaaFbo();
  650. m_glctx.resize(_width, _height, _vsync);
  651. createMsaaFbo(_width, _height, _msaa);
  652. }
  653. }
  654. m_flip = true;
  655. }
  656. void flip()
  657. {
  658. if (m_flip)
  659. {
  660. m_glctx.swap();
  661. }
  662. }
  663. void invalidateCache()
  664. {
  665. if (m_vaoSupport)
  666. {
  667. m_vaoStateCache.invalidate();
  668. }
  669. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  670. if (m_samplerObjectSupport)
  671. {
  672. m_samplerStateCache.invalidate();
  673. }
  674. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  675. }
  676. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  677. {
  678. #if BGFX_CONFIG_RENDERER_OPENGLES2
  679. BX_UNUSED(_stage, _numMips, _flags);
  680. #else
  681. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  682. {
  683. _flags = (_flags&(~BGFX_TEXTURE_RESERVED_MASK) ) | (_numMips<<BGFX_TEXTURE_RESERVED_SHIFT);
  684. GLuint sampler = m_samplerStateCache.find(_flags);
  685. if (UINT32_MAX == sampler)
  686. {
  687. sampler = m_samplerStateCache.add(_flags);
  688. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  689. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  690. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  691. uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  692. uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  693. uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  694. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  695. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  696. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  697. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  698. && 0.0f < m_maxAnisotropy)
  699. {
  700. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  701. }
  702. }
  703. GL_CHECK(glBindSampler(_stage, sampler) );
  704. }
  705. else
  706. {
  707. GL_CHECK(glBindSampler(_stage, 0) );
  708. }
  709. #endif // BGFX_CONFIG_RENDERER_OPENGLES2
  710. }
  711. void updateCapture()
  712. {
  713. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  714. {
  715. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  716. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  717. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  718. }
  719. else
  720. {
  721. captureFinish();
  722. }
  723. }
  724. void capture()
  725. {
  726. if (NULL != m_capture)
  727. {
  728. GL_CHECK(glReadPixels(0
  729. , 0
  730. , m_resolution.m_width
  731. , m_resolution.m_height
  732. , m_readPixelsFmt
  733. , GL_UNSIGNED_BYTE
  734. , m_capture
  735. ) );
  736. g_callback->captureFrame(m_capture, m_captureSize);
  737. }
  738. }
  739. void captureFinish()
  740. {
  741. if (NULL != m_capture)
  742. {
  743. g_callback->captureEnd();
  744. BX_FREE(g_allocator, m_capture);
  745. m_capture = NULL;
  746. m_captureSize = 0;
  747. }
  748. }
  749. void saveScreenShot(const char* _filePath)
  750. {
  751. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  752. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  753. uint32_t width = m_resolution.m_width;
  754. uint32_t height = m_resolution.m_height;
  755. GL_CHECK(glReadPixels(0
  756. , 0
  757. , width
  758. , height
  759. , m_readPixelsFmt
  760. , GL_UNSIGNED_BYTE
  761. , data
  762. ) );
  763. if (GL_RGBA == m_readPixelsFmt)
  764. {
  765. imageSwizzleBgra8(width, height, width*4, data, data);
  766. }
  767. g_callback->screenShot(_filePath
  768. , width
  769. , height
  770. , width*4
  771. , data
  772. , length
  773. , true
  774. );
  775. BX_FREE(g_allocator, data);
  776. }
  777. void init()
  778. {
  779. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  780. m_vendor = getGLString(GL_VENDOR);
  781. m_renderer = getGLString(GL_RENDERER);
  782. m_version = getGLString(GL_VERSION);
  783. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  784. #if BGFX_CONFIG_DEBUG_GREMEDY
  785. if (NULL == glStringMarkerGREMEDY
  786. || NULL == glFrameTerminatorGREMEDY)
  787. {
  788. glStringMarkerGREMEDY = stubStringMarkerGREMEDY;
  789. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  790. }
  791. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  792. #if BGFX_CONFIG_RENDERER_OPENGL
  793. m_queries.create();
  794. #endif // BGFX_CONFIG_RENDERER_OPENGL
  795. }
  796. void shutdown()
  797. {
  798. captureFinish();
  799. invalidateCache();
  800. #if BGFX_CONFIG_RENDERER_OPENGL
  801. m_queries.destroy();
  802. #endif // BGFX_CONFIG_RENDERER_OPENGL
  803. destroyMsaaFbo();
  804. m_glctx.destroy();
  805. m_flip = false;
  806. }
  807. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  808. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  809. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  810. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  811. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  812. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  813. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  814. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  815. UniformRegistry m_uniformReg;
  816. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  817. #if BGFX_CONFIG_RENDERER_OPENGL
  818. Queries m_queries;
  819. #endif // BGFX_CONFIG_RENDERER_OPENGL
  820. VaoStateCache m_vaoStateCache;
  821. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  822. SamplerStateCache m_samplerStateCache;
  823. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  824. TextVideoMem m_textVideoMem;
  825. RenderTargetHandle m_rt;
  826. bool m_rtMsaa;
  827. Resolution m_resolution;
  828. void* m_capture;
  829. uint32_t m_captureSize;
  830. float m_maxAnisotropy;
  831. int32_t m_maxMsaa;
  832. GLuint m_vao;
  833. bool m_vaoSupport;
  834. bool m_samplerObjectSupport;
  835. bool m_programBinarySupport;
  836. bool m_textureSwizzleSupport;
  837. bool m_depthTextureSupport;
  838. bool m_useClearQuad;
  839. bool m_flip;
  840. uint64_t m_hash;
  841. GLenum m_readPixelsFmt;
  842. GLuint m_backBufferFbo;
  843. GLuint m_msaaBackBufferFbo;
  844. GLuint m_msaaBackBufferRbos[2];
  845. GlContext m_glctx;
  846. const char* m_vendor;
  847. const char* m_renderer;
  848. const char* m_version;
  849. const char* m_glslVersion;
  850. };
  851. RendererContext* s_renderCtx;
  852. const char* glslTypeName(GLuint _type)
  853. {
  854. #define GLSL_TYPE(_ty) case _ty: return #_ty
  855. switch (_type)
  856. {
  857. GLSL_TYPE(GL_FLOAT);
  858. GLSL_TYPE(GL_FLOAT_VEC2);
  859. GLSL_TYPE(GL_FLOAT_VEC3);
  860. GLSL_TYPE(GL_FLOAT_VEC4);
  861. GLSL_TYPE(GL_FLOAT_MAT2);
  862. GLSL_TYPE(GL_FLOAT_MAT3);
  863. GLSL_TYPE(GL_FLOAT_MAT4);
  864. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  865. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  866. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  867. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  868. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  869. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  870. // GLSL_TYPE(GL_SAMPLER_1D);
  871. GLSL_TYPE(GL_SAMPLER_2D);
  872. GLSL_TYPE(GL_SAMPLER_3D);
  873. GLSL_TYPE(GL_SAMPLER_CUBE);
  874. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  875. // GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  876. }
  877. #undef GLSL_TYPE
  878. return "UNKNOWN GLSL TYPE!";
  879. }
  880. const char* glEnumName(GLenum _enum)
  881. {
  882. #define GLENUM(_ty) case _ty: return #_ty
  883. switch (_enum)
  884. {
  885. GLENUM(GL_TEXTURE);
  886. GLENUM(GL_RENDERBUFFER);
  887. }
  888. #undef GLENUM
  889. return "UNKNOWN GLENUM!";
  890. }
  891. UniformType::Enum convertGlType(GLenum _type)
  892. {
  893. switch (_type)
  894. {
  895. case GL_FLOAT:
  896. return UniformType::Uniform1fv;
  897. case GL_FLOAT_VEC2:
  898. return UniformType::Uniform2fv;
  899. case GL_FLOAT_VEC3:
  900. return UniformType::Uniform3fv;
  901. case GL_FLOAT_VEC4:
  902. return UniformType::Uniform4fv;
  903. case GL_FLOAT_MAT2:
  904. break;
  905. case GL_FLOAT_MAT3:
  906. return UniformType::Uniform3x3fv;
  907. case GL_FLOAT_MAT4:
  908. return UniformType::Uniform4x4fv;
  909. // case GL_FLOAT_MAT2x3:
  910. // case GL_FLOAT_MAT2x4:
  911. // case GL_FLOAT_MAT3x2:
  912. // case GL_FLOAT_MAT3x4:
  913. // case GL_FLOAT_MAT4x2:
  914. // case GL_FLOAT_MAT4x3:
  915. // break;
  916. // case GL_SAMPLER_1D:
  917. case GL_SAMPLER_2D:
  918. case GL_SAMPLER_3D:
  919. case GL_SAMPLER_CUBE:
  920. // case GL_SAMPLER_1D_SHADOW:
  921. // case GL_SAMPLER_2D_SHADOW:
  922. return UniformType::Uniform1iv;
  923. };
  924. return UniformType::End;
  925. }
  926. void Program::create(const Shader& _vsh, const Shader& _fsh)
  927. {
  928. m_id = glCreateProgram();
  929. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  930. bool cached = false;
  931. uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  932. id ^= s_renderCtx->m_hash;
  933. if (s_renderCtx->m_programBinarySupport)
  934. {
  935. uint32_t length = g_callback->cacheReadSize(id);
  936. cached = length > 0;
  937. if (cached)
  938. {
  939. void* data = BX_ALLOC(g_allocator, length);
  940. if (g_callback->cacheRead(id, data, length) )
  941. {
  942. bx::MemoryReader reader(data, length);
  943. GLenum format;
  944. bx::read(&reader, format);
  945. GL_CHECK(glProgramBinary(m_id, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  946. }
  947. BX_FREE(g_allocator, data);
  948. }
  949. #if BGFX_CONFIG_RENDERER_OPENGL
  950. GL_CHECK(glProgramParameteri(m_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  951. #endif // BGFX_CONFIG_RENDERER_OPENGL
  952. }
  953. if (!cached)
  954. {
  955. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  956. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  957. GL_CHECK(glLinkProgram(m_id) );
  958. GLint linked = 0;
  959. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  960. if (0 == linked)
  961. {
  962. char log[1024];
  963. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  964. BX_TRACE("%d: %s", linked, log);
  965. GL_CHECK(glDeleteProgram(m_id) );
  966. return;
  967. }
  968. if (s_renderCtx->m_programBinarySupport)
  969. {
  970. GLint programLength;
  971. GLenum format;
  972. GL_CHECK(glGetProgramiv(m_id, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  973. if (0 < programLength)
  974. {
  975. uint32_t length = programLength + 4;
  976. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  977. GL_CHECK(glGetProgramBinary(m_id, programLength, NULL, &format, &data[4]) );
  978. *(uint32_t*)data = format;
  979. g_callback->cacheWrite(id, data, length);
  980. BX_FREE(g_allocator, data);
  981. }
  982. }
  983. }
  984. init();
  985. if (!cached)
  986. {
  987. // Must be after init, otherwise init might fail to lookup shader
  988. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  989. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  990. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  991. }
  992. }
  993. void Program::destroy()
  994. {
  995. if (NULL != m_constantBuffer)
  996. {
  997. ConstantBuffer::destroy(m_constantBuffer);
  998. m_constantBuffer = NULL;
  999. }
  1000. m_numPredefined = 0;
  1001. if (0 != m_id)
  1002. {
  1003. GL_CHECK(glUseProgram(0) );
  1004. GL_CHECK(glDeleteProgram(m_id) );
  1005. m_id = 0;
  1006. }
  1007. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1008. }
  1009. void Program::init()
  1010. {
  1011. GLint activeAttribs;
  1012. GLint activeUniforms;
  1013. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  1014. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  1015. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  1016. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) );
  1017. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  1018. GLint max0, max1;
  1019. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  1020. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  1021. GLint maxLength = bx::uint32_max(max0, max1);
  1022. char* name = (char*)alloca(maxLength + 1);
  1023. BX_TRACE("Program %d", m_id);
  1024. BX_TRACE("Attributes (%d):", activeAttribs);
  1025. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  1026. {
  1027. GLint size;
  1028. GLenum type;
  1029. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  1030. BX_TRACE("\t%s %s is at location %d"
  1031. , glslTypeName(type)
  1032. , name
  1033. , glGetAttribLocation(m_id, name)
  1034. );
  1035. }
  1036. m_numPredefined = 0;
  1037. m_constantBuffer = ConstantBuffer::create(1024);
  1038. m_numSamplers = 0;
  1039. BX_TRACE("Uniforms (%d):", activeUniforms);
  1040. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  1041. {
  1042. GLint num;
  1043. GLenum gltype;
  1044. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  1045. GLint loc = glGetUniformLocation(m_id, name);
  1046. int offset = 0;
  1047. char* array = strchr(name, '[');
  1048. if (NULL != array)
  1049. {
  1050. BX_TRACE("--- %s", name);
  1051. *array = '\0';
  1052. array++;
  1053. char* end = strchr(array, ']');
  1054. *end = '\0';
  1055. offset = atoi(array);
  1056. }
  1057. if (GL_SAMPLER_2D == gltype)
  1058. {
  1059. BX_TRACE("Sampler %d at %d.", m_numSamplers, loc);
  1060. m_sampler[m_numSamplers] = loc;
  1061. m_numSamplers++;
  1062. }
  1063. const void* data = NULL;
  1064. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1065. if (PredefinedUniform::Count != predefined)
  1066. {
  1067. m_predefined[m_numPredefined].m_loc = loc;
  1068. m_predefined[m_numPredefined].m_type = predefined;
  1069. m_predefined[m_numPredefined].m_count = num;
  1070. m_numPredefined++;
  1071. }
  1072. else
  1073. {
  1074. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1075. if (NULL != info)
  1076. {
  1077. data = info->m_data;
  1078. UniformType::Enum type = convertGlType(gltype);
  1079. m_constantBuffer->writeUniformRef(type, 0, data, num);
  1080. m_constantBuffer->write(loc);
  1081. BX_TRACE("store %s %p", name, data);
  1082. }
  1083. }
  1084. BX_TRACE("\tuniform %s %s%s is at location %d, size %d (%p), offset %d"
  1085. , glslTypeName(gltype)
  1086. , name
  1087. , PredefinedUniform::Count != predefined ? "*" : ""
  1088. , loc
  1089. , num
  1090. , data
  1091. , offset
  1092. );
  1093. BX_UNUSED(offset);
  1094. }
  1095. m_constantBuffer->finish();
  1096. memset(m_attributes, 0xff, sizeof(m_attributes) );
  1097. uint32_t used = 0;
  1098. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1099. {
  1100. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  1101. if (-1 != loc)
  1102. {
  1103. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  1104. m_attributes[ii] = loc;
  1105. m_used[used++] = ii;
  1106. }
  1107. }
  1108. m_used[used] = Attrib::Count;
  1109. used = 0;
  1110. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  1111. {
  1112. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  1113. if (GLuint(-1) != loc )
  1114. {
  1115. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  1116. m_instanceData[used++] = loc;
  1117. }
  1118. }
  1119. m_instanceData[used] = 0xffff;
  1120. }
  1121. void Program::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  1122. {
  1123. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  1124. {
  1125. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  1126. GLint loc = m_attributes[attr];
  1127. uint8_t num;
  1128. AttribType::Enum type;
  1129. bool normalized;
  1130. bool asInt;
  1131. _vertexDecl.decode(attr, num, type, normalized, asInt);
  1132. if (-1 != loc)
  1133. {
  1134. if (0xff != _vertexDecl.m_attributes[attr])
  1135. {
  1136. GL_CHECK(glEnableVertexAttribArray(loc) );
  1137. GL_CHECK(s_vertexAttribDivisor(loc, 0) );
  1138. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  1139. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  1140. }
  1141. else
  1142. {
  1143. GL_CHECK(glDisableVertexAttribArray(loc) );
  1144. }
  1145. }
  1146. }
  1147. }
  1148. void Program::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  1149. {
  1150. uint32_t baseVertex = _baseVertex;
  1151. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  1152. {
  1153. GLint loc = m_instanceData[ii];
  1154. GL_CHECK(glEnableVertexAttribArray(loc) );
  1155. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  1156. GL_CHECK(s_vertexAttribDivisor(loc, 1) );
  1157. baseVertex += 16;
  1158. }
  1159. }
  1160. void IndexBuffer::destroy()
  1161. {
  1162. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  1163. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1164. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1165. }
  1166. void VertexBuffer::destroy()
  1167. {
  1168. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  1169. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1170. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1171. }
  1172. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  1173. {
  1174. #if !BGFX_CONFIG_RENDERER_OPENGL
  1175. _internalFormat = _format; // GLES wants internal format to match format...
  1176. #endif // !BGFX_CONFIG_RENDERER_OPENGL
  1177. if (_target == GL_TEXTURE_3D)
  1178. {
  1179. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  1180. }
  1181. else
  1182. {
  1183. BX_UNUSED(_depth);
  1184. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  1185. }
  1186. }
  1187. static void texSubImage(GLenum _target, GLint _level, GLint _xoffset, GLint _yoffset, GLint _zoffset, GLsizei _width, GLsizei _height, GLsizei _depth, GLenum _format, GLenum _type, const GLvoid* _data)
  1188. {
  1189. if (_target == GL_TEXTURE_3D)
  1190. {
  1191. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  1192. }
  1193. else
  1194. {
  1195. BX_UNUSED(_zoffset, _depth);
  1196. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  1197. }
  1198. }
  1199. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  1200. {
  1201. if (_target == GL_TEXTURE_3D)
  1202. {
  1203. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  1204. }
  1205. else
  1206. {
  1207. BX_UNUSED(_depth);
  1208. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  1209. }
  1210. }
  1211. static void compressedTexSubImage(GLenum _target, GLint _level, GLint _xoffset, GLint _yoffset, GLint _zoffset, GLsizei _width, GLsizei _height, GLsizei _depth, GLenum _format, GLsizei _imageSize, const GLvoid* _data)
  1212. {
  1213. if (_target == GL_TEXTURE_3D)
  1214. {
  1215. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  1216. }
  1217. else
  1218. {
  1219. BX_UNUSED(_zoffset, _depth);
  1220. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  1221. }
  1222. }
  1223. void Texture::init(GLenum _target, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  1224. {
  1225. m_target = _target;
  1226. m_numMips = _numMips;
  1227. m_flags = _flags;
  1228. m_currentFlags = UINT32_MAX;
  1229. m_requestedFormat = _format;
  1230. m_textureFormat = _format;
  1231. GL_CHECK(glGenTextures(1, &m_id) );
  1232. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1233. GL_CHECK(glBindTexture(_target, m_id) );
  1234. setSamplerState(_flags);
  1235. const TextureFormatInfo& tfi = s_textureFormat[_format];
  1236. m_fmt = tfi.m_fmt;
  1237. m_type = tfi.m_type;
  1238. const bool compressed = TextureFormat::Unknown > _format;
  1239. const bool decompress = !tfi.m_supported && compressed;
  1240. if (decompress)
  1241. {
  1242. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1243. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  1244. m_fmt = tfi.m_fmt;
  1245. m_type = tfi.m_type;
  1246. }
  1247. #if BGFX_CONFIG_RENDERER_OPENGL
  1248. if (GL_RGBA == m_fmt
  1249. && s_renderCtx->m_textureSwizzleSupport)
  1250. {
  1251. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  1252. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  1253. }
  1254. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1255. }
  1256. void Texture::create(const Memory* _mem, uint32_t _flags)
  1257. {
  1258. ImageContainer imageContainer;
  1259. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1260. {
  1261. uint8_t numMips = imageContainer.m_numMips;
  1262. GLenum target = GL_TEXTURE_2D;
  1263. if (imageContainer.m_cubeMap)
  1264. {
  1265. target = GL_TEXTURE_CUBE_MAP;
  1266. }
  1267. else if (imageContainer.m_depth > 1)
  1268. {
  1269. target = GL_TEXTURE_3D;
  1270. }
  1271. init(target
  1272. , imageContainer.m_format
  1273. , numMips
  1274. , _flags
  1275. );
  1276. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1277. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  1278. const bool swizzle = GL_RGBA == internalFmt && !s_renderCtx->m_textureSwizzleSupport;
  1279. const bool convert = m_textureFormat != m_requestedFormat;
  1280. const bool compressed = TextureFormat::Unknown > m_textureFormat;
  1281. const uint32_t min = convert && compressed ? 4 : 1;
  1282. uint8_t* temp = NULL;
  1283. if (convert || swizzle)
  1284. {
  1285. temp = (uint8_t*)BX_ALLOC(g_allocator, imageContainer.m_width*imageContainer.m_height*4);
  1286. }
  1287. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1288. {
  1289. uint32_t width = imageContainer.m_width;
  1290. uint32_t height = imageContainer.m_height;
  1291. uint32_t depth = imageContainer.m_depth;
  1292. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1293. {
  1294. width = bx::uint32_max(min, width);
  1295. height = bx::uint32_max(min, height);
  1296. depth = bx::uint32_max(1, depth);
  1297. ImageMip mip;
  1298. if (imageGetRawData(imageContainer, side, lod, _mem->data, _mem->size, mip) )
  1299. {
  1300. if (compressed)
  1301. {
  1302. compressedTexImage(target+side
  1303. , lod
  1304. , internalFmt
  1305. , width
  1306. , height
  1307. , depth
  1308. , 0
  1309. , mip.m_size
  1310. , mip.m_data
  1311. );
  1312. }
  1313. else
  1314. {
  1315. const uint8_t* data = mip.m_data;
  1316. if (convert)
  1317. {
  1318. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  1319. data = temp;
  1320. }
  1321. if (swizzle)
  1322. {
  1323. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  1324. data = temp;
  1325. }
  1326. texImage(target+side
  1327. , lod
  1328. , internalFmt
  1329. , width
  1330. , height
  1331. , depth
  1332. , 0
  1333. , m_fmt
  1334. , m_type
  1335. , data
  1336. );
  1337. }
  1338. }
  1339. else
  1340. {
  1341. if (compressed)
  1342. {
  1343. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  1344. * bx::uint32_max(1, (height + 3)>>2)
  1345. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  1346. ;
  1347. compressedTexImage(target+side
  1348. , lod
  1349. , internalFmt
  1350. , width
  1351. , height
  1352. , depth
  1353. , 0
  1354. , size
  1355. , NULL
  1356. );
  1357. }
  1358. else
  1359. {
  1360. texImage(target+side
  1361. , lod
  1362. , internalFmt
  1363. , width
  1364. , height
  1365. , depth
  1366. , 0
  1367. , m_fmt
  1368. , m_type
  1369. , NULL
  1370. );
  1371. }
  1372. }
  1373. width >>= 1;
  1374. height >>= 1;
  1375. depth >>= 1;
  1376. }
  1377. }
  1378. if (NULL != temp)
  1379. {
  1380. BX_FREE(g_allocator, temp);
  1381. }
  1382. }
  1383. GL_CHECK(glBindTexture(m_target, 0) );
  1384. }
  1385. void Texture::createColor(uint32_t _colorFormat, uint32_t _width, uint32_t _height, GLenum _min, GLenum _mag)
  1386. {
  1387. const RenderTargetColorFormat& rtcf = s_colorFormat[_colorFormat];
  1388. GLenum internalFormat = rtcf.m_internalFmt;
  1389. GLenum type = rtcf.m_type;
  1390. m_target = GL_TEXTURE_2D;
  1391. m_numMips = 1;
  1392. // m_flags = _flags;
  1393. m_currentFlags = UINT32_MAX;
  1394. GL_CHECK(glGenTextures(1, &m_id) );
  1395. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1396. GL_CHECK(glBindTexture(m_target, m_id) );
  1397. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1398. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
  1399. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1400. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, _min) );
  1401. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, _mag) );
  1402. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
  1403. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
  1404. GL_CHECK(glTexImage2D(m_target
  1405. , 0
  1406. , internalFormat
  1407. , _width
  1408. , _height
  1409. , 0
  1410. , GL_RGBA
  1411. , type
  1412. , NULL
  1413. ) );
  1414. GL_CHECK(glBindTexture(m_target, 0) );
  1415. }
  1416. void Texture::createDepth(uint32_t _width, uint32_t _height)
  1417. {
  1418. m_target = GL_TEXTURE_2D;
  1419. m_numMips = 1;
  1420. GL_CHECK(glGenTextures(1, &m_id) );
  1421. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1422. GL_CHECK(glBindTexture(m_target, m_id) );
  1423. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1424. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
  1425. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1426. // GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  1427. // GL_CHECK(glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE) );
  1428. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
  1429. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
  1430. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
  1431. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
  1432. GL_CHECK(glTexImage2D(m_target
  1433. , 0
  1434. , GL_DEPTH_COMPONENT
  1435. , _width
  1436. , _height
  1437. , 0
  1438. , GL_DEPTH_COMPONENT
  1439. , GL_FLOAT
  1440. , NULL
  1441. ) );
  1442. GL_CHECK(glBindTexture(m_target, 0) );
  1443. }
  1444. void Texture::destroy()
  1445. {
  1446. if (0 != m_id)
  1447. {
  1448. GL_CHECK(glBindTexture(m_target, 0) );
  1449. GL_CHECK(glDeleteTextures(1, &m_id) );
  1450. m_id = 0;
  1451. }
  1452. }
  1453. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1454. {
  1455. BX_UNUSED(_z, _depth);
  1456. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1457. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1458. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1459. GL_CHECK(glBindTexture(m_target, m_id) );
  1460. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  1461. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1462. const bool unpackRowLength = !!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported;
  1463. const bool swizzle = GL_RGBA == m_fmt && !s_renderCtx->m_textureSwizzleSupport;
  1464. const bool convert = m_textureFormat != m_requestedFormat;
  1465. const bool compressed = TextureFormat::Unknown > m_textureFormat;
  1466. const uint32_t width = _rect.m_width;
  1467. const uint32_t height = _rect.m_height;
  1468. uint8_t* temp = NULL;
  1469. if (convert
  1470. || swizzle
  1471. || !unpackRowLength)
  1472. {
  1473. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  1474. }
  1475. else if (unpackRowLength)
  1476. {
  1477. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  1478. }
  1479. if (compressed)
  1480. {
  1481. const uint8_t* data = _mem->data;
  1482. if (!unpackRowLength)
  1483. {
  1484. imageCopy(width, height, bpp, srcpitch, data, temp);
  1485. data = temp;
  1486. }
  1487. GL_CHECK(compressedTexSubImage(target+_side
  1488. , _mip
  1489. , _rect.m_x
  1490. , _rect.m_y
  1491. , _z
  1492. , _rect.m_width
  1493. , _rect.m_height
  1494. , _depth
  1495. , m_fmt
  1496. , _mem->size
  1497. , data
  1498. ) );
  1499. }
  1500. else
  1501. {
  1502. const uint8_t* data = _mem->data;
  1503. if (convert)
  1504. {
  1505. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  1506. data = temp;
  1507. srcpitch = rectpitch;
  1508. }
  1509. if (swizzle)
  1510. {
  1511. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  1512. data = temp;
  1513. }
  1514. else if (!unpackRowLength && !convert)
  1515. {
  1516. imageCopy(width, height, bpp, srcpitch, data, temp);
  1517. data = temp;
  1518. }
  1519. GL_CHECK(texSubImage(target+_side
  1520. , _mip
  1521. , _rect.m_x
  1522. , _rect.m_y
  1523. , _z
  1524. , _rect.m_width
  1525. , _rect.m_height
  1526. , _depth
  1527. , m_fmt
  1528. , m_type
  1529. , data
  1530. ) );
  1531. }
  1532. if (NULL != temp)
  1533. {
  1534. BX_FREE(g_allocator, temp);
  1535. }
  1536. }
  1537. void Texture::setSamplerState(uint32_t _flags)
  1538. {
  1539. const uint32_t flags = _flags&(~BGFX_TEXTURE_RESERVED_MASK);
  1540. if ( (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) && m_flags != m_currentFlags)
  1541. || m_currentFlags != flags)
  1542. {
  1543. const GLenum target = m_target;
  1544. const uint8_t numMips = m_numMips;
  1545. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  1546. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  1547. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1548. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  1549. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1550. if (target == GL_TEXTURE_3D)
  1551. {
  1552. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  1553. }
  1554. uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  1555. uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  1556. uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  1557. GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  1558. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  1559. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  1560. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  1561. && 0.0f < s_renderCtx->m_maxAnisotropy)
  1562. {
  1563. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderCtx->m_maxAnisotropy) );
  1564. }
  1565. m_currentFlags = flags;
  1566. }
  1567. }
  1568. void Texture::commit(uint32_t _stage, uint32_t _flags)
  1569. {
  1570. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  1571. GL_CHECK(glBindTexture(m_target, m_id) );
  1572. #if BGFX_CONFIG_RENDERER_OPENGLES2
  1573. // GLES2 doesn't have support for sampler object.
  1574. setSamplerState(_flags);
  1575. #elif BGFX_CONFIG_RENDERER_OPENGL < 31
  1576. // In case that GL 2.1 sampler object is supported via extension.
  1577. if (s_renderCtx->m_samplerObjectSupport)
  1578. {
  1579. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  1580. }
  1581. else
  1582. {
  1583. setSamplerState(_flags);
  1584. }
  1585. #else
  1586. // Everything else has sampler object.
  1587. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  1588. #endif // BGFX_CONFIG_RENDERER_*
  1589. }
  1590. void writeString(bx::WriterI* _writer, const char* _str)
  1591. {
  1592. bx::write(_writer, _str, (int32_t)strlen(_str) );
  1593. }
  1594. const char* findMatch(const char* _str, const char* _word)
  1595. {
  1596. size_t len = strlen(_word);
  1597. const char* ptr = strstr(_str, _word);
  1598. for (; NULL != ptr; ptr = strstr(ptr + len, _word) )
  1599. {
  1600. if (ptr != _str)
  1601. {
  1602. char ch = *(ptr - 1);
  1603. if (isalnum(ch) || '_' == ch)
  1604. {
  1605. continue;
  1606. }
  1607. }
  1608. char ch = ptr[len];
  1609. if (isalnum(ch) || '_' == ch)
  1610. {
  1611. continue;
  1612. }
  1613. return ptr;
  1614. }
  1615. return ptr;
  1616. }
  1617. void strins(char* _str, const char* _insert)
  1618. {
  1619. size_t len = strlen(_insert);
  1620. memmove(&_str[len], _str, strlen(_str) );
  1621. memcpy(_str, _insert, len);
  1622. }
  1623. void Shader::create(GLenum _type, Memory* _mem)
  1624. {
  1625. m_id = glCreateShader(_type);
  1626. m_type = _type;
  1627. bx::MemoryReader reader(_mem->data, _mem->size);
  1628. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  1629. uint32_t magic;
  1630. bx::read(&reader, magic);
  1631. uint32_t iohash;
  1632. bx::read(&reader, iohash);
  1633. const char* code = (const char*)reader.getDataPtr();
  1634. if (0 != m_id)
  1635. {
  1636. #if BGFX_CONFIG_RENDERER_OPENGLES2
  1637. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported &&
  1638. ( findMatch(code, "dFdx")
  1639. || findMatch(code, "dFdy")
  1640. || findMatch(code, "fwidth")
  1641. );
  1642. bool usesFragDepth = !!findMatch(code, "gl_FragDepth");
  1643. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported &&
  1644. ( findMatch(code, "texture3D")
  1645. || findMatch(code, "texture3DProj")
  1646. || findMatch(code, "texture3DLod")
  1647. || findMatch(code, "texture3DProjLod")
  1648. );
  1649. if (usesDerivatives
  1650. || usesFragDepth
  1651. || usesTexture3D)
  1652. {
  1653. int32_t codeLen = (int32_t)strlen(code);
  1654. int32_t tempLen = codeLen + 1024;
  1655. char* temp = (char*)alloca(tempLen);
  1656. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  1657. if (usesDerivatives)
  1658. {
  1659. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  1660. }
  1661. bool insertFragDepth = false;
  1662. if (usesFragDepth)
  1663. {
  1664. if (s_extension[Extension::EXT_frag_depth].m_supported)
  1665. {
  1666. writeString(&writer
  1667. , "#extension GL_EXT_frag_depth : enable\n"
  1668. "#define gl_FragDepth gl_FragDepthEXT\n"
  1669. );
  1670. char str[128];
  1671. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  1672. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  1673. );
  1674. writeString(&writer, str);
  1675. }
  1676. else
  1677. {
  1678. insertFragDepth = true;
  1679. }
  1680. }
  1681. if (usesTexture3D)
  1682. {
  1683. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  1684. }
  1685. bx::write(&writer, code, codeLen);
  1686. bx::write(&writer, '\0');
  1687. code = temp;
  1688. if (insertFragDepth)
  1689. {
  1690. char* entry = strstr(temp, "void main ()");
  1691. if (NULL != entry)
  1692. {
  1693. const char* brace = strstr(entry, "{");
  1694. if (NULL != brace)
  1695. {
  1696. const char* end = bx::strmb(brace, '{', '}');
  1697. if (NULL != end)
  1698. {
  1699. strins(temp, "float gl_FragDepth = 0.0;\n");
  1700. }
  1701. }
  1702. }
  1703. }
  1704. }
  1705. #elif BGFX_CONFIG_RENDERER_OPENGL >= 31
  1706. int32_t codeLen = (int32_t)strlen(code);
  1707. int32_t tempLen = codeLen + 1024;
  1708. char* temp = (char*)alloca(tempLen);
  1709. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  1710. writeString(&writer, "#version 140\n");
  1711. if (_type == GL_FRAGMENT_SHADER)
  1712. {
  1713. writeString(&writer, "#define varying in\n");
  1714. writeString(&writer, "#define texture2D texture\n");
  1715. writeString(&writer, "#define texture3D texture\n");
  1716. writeString(&writer, "#define textureCube texture\n");
  1717. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  1718. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  1719. }
  1720. else
  1721. {
  1722. writeString(&writer, "#define attribute in\n");
  1723. writeString(&writer, "#define varying out\n");
  1724. }
  1725. bx::write(&writer, code, codeLen);
  1726. bx::write(&writer, '\0');
  1727. code = temp;
  1728. #endif // BGFX_CONFIG_RENDERER_OPENGLES2
  1729. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  1730. GL_CHECK(glCompileShader(m_id) );
  1731. GLint compiled = 0;
  1732. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  1733. if (0 == compiled)
  1734. {
  1735. BX_TRACE("\n####\n%s\n####", code);
  1736. char log[1024];
  1737. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), NULL, log) );
  1738. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  1739. GL_CHECK(glDeleteShader(m_id) );
  1740. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  1741. }
  1742. }
  1743. }
  1744. void Shader::destroy()
  1745. {
  1746. if (0 != m_id)
  1747. {
  1748. GL_CHECK(glDeleteShader(m_id) );
  1749. m_id = 0;
  1750. }
  1751. }
  1752. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1753. {
  1754. BX_TRACE("Create render target %dx%d 0x%02x", _width, _height, _flags);
  1755. m_width = _width;
  1756. m_height = _height;
  1757. uint32_t msaa = (_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT;
  1758. m_msaa = bx::uint32_min(s_renderCtx->m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  1759. const uint32_t colorFormat = (_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1760. const uint32_t depthFormat = (_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1761. const GLenum minFilter = s_textureFilterMin[(_textureFlags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT][0];
  1762. const GLenum magFilter = s_textureFilterMag[(_textureFlags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1763. if (0 < colorFormat)
  1764. {
  1765. m_color.createColor(colorFormat, _width, _height, minFilter, magFilter);
  1766. }
  1767. #if 0 // GLES can't create texture with depth texture format...
  1768. if (s_renderCtx->m_depthTextureSupport
  1769. && 0 < depthFormat)
  1770. {
  1771. m_depth.createDepth(_width, _height);
  1772. }
  1773. #endif //
  1774. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1775. if (0 < colorFormat
  1776. && 0 != m_msaa)
  1777. {
  1778. GL_CHECK(glGenFramebuffers(2, m_fbo) );
  1779. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1780. GL_CHECK(glGenRenderbuffers(1, &m_colorRbo) );
  1781. BX_CHECK(0 != m_colorRbo, "Failed to generate color renderbuffer id.");
  1782. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_colorRbo) );
  1783. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, s_colorFormat[colorFormat].m_internalFmt, _width, _height) );
  1784. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1785. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1786. , GL_COLOR_ATTACHMENT0
  1787. , GL_RENDERBUFFER
  1788. , m_colorRbo
  1789. ) );
  1790. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  1791. }
  1792. else
  1793. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1794. {
  1795. GL_CHECK(glGenFramebuffers(1, m_fbo) );
  1796. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1797. }
  1798. if (0 < colorFormat)
  1799. {
  1800. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1801. , GL_COLOR_ATTACHMENT0
  1802. , m_color.m_target
  1803. , m_color.m_id
  1804. , 0
  1805. ) );
  1806. }
  1807. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1808. , "glCheckFramebufferStatus failed 0x%08x"
  1809. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1810. );
  1811. if (0 < depthFormat)
  1812. {
  1813. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1814. if (0 < colorFormat)
  1815. {
  1816. GL_CHECK(glGenRenderbuffers(1, &m_depthRbo) );
  1817. BX_CHECK(0 != m_depthRbo, "Failed to generate renderbuffer id.");
  1818. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthRbo) );
  1819. const GLenum depthComponent = s_depthFormat[depthFormat].m_internalFmt;
  1820. const GLenum attachment = s_depthFormat[depthFormat].m_attachment;
  1821. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1822. if (0 != m_msaa)
  1823. {
  1824. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, depthComponent, _width, _height) );
  1825. }
  1826. else
  1827. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1828. {
  1829. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, depthComponent, _width, _height) );
  1830. }
  1831. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1832. #if BGFX_CONFIG_RENDERER_OPENGLES2
  1833. if (GL_STENCIL_ATTACHMENT != attachment)
  1834. {
  1835. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1836. , GL_DEPTH_ATTACHMENT
  1837. , GL_RENDERBUFFER
  1838. , m_depthRbo
  1839. ) );
  1840. }
  1841. if (GL_DEPTH_STENCIL_ATTACHMENT == attachment
  1842. || GL_STENCIL_ATTACHMENT == attachment)
  1843. {
  1844. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1845. , GL_STENCIL_ATTACHMENT
  1846. , GL_RENDERBUFFER
  1847. , m_depthRbo
  1848. ) );
  1849. }
  1850. #else
  1851. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1852. , attachment
  1853. , GL_RENDERBUFFER
  1854. , m_depthRbo
  1855. ) );
  1856. #endif // BGFX_CONFIG_RENDERER_OPENGLES2
  1857. }
  1858. else
  1859. {
  1860. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1861. , GL_DEPTH_ATTACHMENT
  1862. , m_depth.m_target
  1863. , m_depth.m_id
  1864. , 0
  1865. ) );
  1866. }
  1867. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1868. , "glCheckFramebufferStatus failed 0x%08x"
  1869. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1870. );
  1871. }
  1872. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  1873. }
  1874. void RenderTarget::destroy()
  1875. {
  1876. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  1877. memset(m_fbo, 0, sizeof(m_fbo) );
  1878. if (0 != m_colorRbo)
  1879. {
  1880. GL_CHECK(glDeleteRenderbuffers(1, &m_colorRbo) );
  1881. m_colorRbo = 0;
  1882. }
  1883. if (0 != m_depthRbo)
  1884. {
  1885. GL_CHECK(glDeleteRenderbuffers(1, &m_depthRbo) );
  1886. m_depthRbo = 0;
  1887. }
  1888. m_color.destroy();
  1889. m_depth.destroy();
  1890. }
  1891. void RenderTarget::resolve()
  1892. {
  1893. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1894. BX_CHECK(0 != m_fbo[1], "Can resolve without two framebuffers.");
  1895. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  1896. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  1897. GL_CHECK(glBlitFramebuffer(0
  1898. , 0
  1899. , m_width
  1900. , m_height
  1901. , 0
  1902. , 0
  1903. , m_width
  1904. , m_height
  1905. , GL_COLOR_BUFFER_BIT
  1906. , GL_LINEAR
  1907. ) );
  1908. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  1909. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1910. }
  1911. void ConstantBuffer::commit()
  1912. {
  1913. reset();
  1914. do
  1915. {
  1916. uint32_t opcode = read();
  1917. if (UniformType::End == opcode)
  1918. {
  1919. break;
  1920. }
  1921. UniformType::Enum type;
  1922. uint16_t ignore;
  1923. uint16_t num;
  1924. uint16_t copy;
  1925. decodeOpcode(opcode, type, ignore, num, copy);
  1926. const char* data;
  1927. if (copy)
  1928. {
  1929. data = read(g_uniformTypeSize[type]*num);
  1930. }
  1931. else
  1932. {
  1933. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1934. }
  1935. uint32_t loc = read();
  1936. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1937. case UniformType::_uniform: \
  1938. { \
  1939. _type* value = (_type*)data; \
  1940. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  1941. } \
  1942. break;
  1943. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  1944. case UniformType::_uniform: \
  1945. { \
  1946. _type* value = (_type*)data; \
  1947. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  1948. } \
  1949. break;
  1950. switch (type)
  1951. {
  1952. // case ConstantType::Uniform1iv:
  1953. // {
  1954. // int* value = (int*)data;
  1955. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  1956. // GL_CHECK(glUniform1iv(loc, num, value) );
  1957. // }
  1958. // break;
  1959. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1960. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1961. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1962. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1963. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1964. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1965. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1966. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  1967. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  1968. case UniformType::End:
  1969. break;
  1970. default:
  1971. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1972. break;
  1973. }
  1974. #undef CASE_IMPLEMENT_UNIFORM
  1975. #undef CASE_IMPLEMENT_UNIFORM_T
  1976. } while (true);
  1977. }
  1978. void TextVideoMemBlitter::setup()
  1979. {
  1980. if (0 != s_renderCtx->m_vao)
  1981. {
  1982. GL_CHECK(glBindVertexArray(s_renderCtx->m_vao) );
  1983. }
  1984. uint32_t width = s_renderCtx->m_resolution.m_width;
  1985. uint32_t height = s_renderCtx->m_resolution.m_height;
  1986. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  1987. GL_CHECK(glViewport(0, 0, width, height) );
  1988. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1989. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1990. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1991. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1992. GL_CHECK(glDisable(GL_CULL_FACE) );
  1993. GL_CHECK(glDisable(GL_BLEND) );
  1994. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1995. Program& program = s_renderCtx->m_program[m_program.idx];
  1996. GL_CHECK(glUseProgram(program.m_id) );
  1997. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  1998. float proj[16];
  1999. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  2000. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  2001. , 1
  2002. , GL_FALSE
  2003. , proj
  2004. ) );
  2005. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  2006. GL_CHECK(glBindTexture(GL_TEXTURE_2D, s_renderCtx->m_textures[m_texture.idx].m_id) );
  2007. }
  2008. void TextVideoMemBlitter::render(uint32_t _numIndices)
  2009. {
  2010. uint32_t numVertices = _numIndices*4/6;
  2011. s_renderCtx->m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
  2012. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  2013. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2014. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2015. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  2016. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2017. Program& program = s_renderCtx->m_program[m_program.idx];
  2018. program.bindAttributes(m_decl, 0);
  2019. GL_CHECK(glDrawElements(GL_TRIANGLES
  2020. , _numIndices
  2021. , GL_UNSIGNED_SHORT
  2022. , (void*)0
  2023. ) );
  2024. }
  2025. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  2026. {
  2027. #if BGFX_CONFIG_CLEAR_QUAD
  2028. if (s_renderCtx->m_useClearQuad)
  2029. {
  2030. const GLuint defaultVao = s_renderCtx->m_vao;
  2031. if (0 != defaultVao)
  2032. {
  2033. GL_CHECK(glBindVertexArray(defaultVao) );
  2034. }
  2035. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2036. GL_CHECK(glDisable(GL_CULL_FACE) );
  2037. GL_CHECK(glDisable(GL_BLEND) );
  2038. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  2039. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  2040. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2041. {
  2042. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2043. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2044. GL_CHECK(glDepthMask(GL_TRUE) );
  2045. }
  2046. else
  2047. {
  2048. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2049. }
  2050. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2051. {
  2052. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2053. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  2054. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  2055. }
  2056. else
  2057. {
  2058. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2059. }
  2060. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2061. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  2062. {
  2063. struct Vertex
  2064. {
  2065. float m_x;
  2066. float m_y;
  2067. float m_z;
  2068. uint32_t m_abgr;
  2069. } * vertex = (Vertex*)m_vb->data;
  2070. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  2071. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  2072. const float depth = _clear.m_depth;
  2073. vertex->m_x = -1.0f;
  2074. vertex->m_y = -1.0f;
  2075. vertex->m_z = depth;
  2076. vertex->m_abgr = abgr;
  2077. vertex++;
  2078. vertex->m_x = 1.0f;
  2079. vertex->m_y = -1.0f;
  2080. vertex->m_z = depth;
  2081. vertex->m_abgr = abgr;
  2082. vertex++;
  2083. vertex->m_x = 1.0f;
  2084. vertex->m_y = 1.0f;
  2085. vertex->m_z = depth;
  2086. vertex->m_abgr = abgr;
  2087. vertex++;
  2088. vertex->m_x = -1.0f;
  2089. vertex->m_y = 1.0f;
  2090. vertex->m_z = depth;
  2091. vertex->m_abgr = abgr;
  2092. }
  2093. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  2094. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2095. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  2096. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2097. Program& program = s_renderCtx->m_program[m_program.idx];
  2098. GL_CHECK(glUseProgram(program.m_id) );
  2099. program.bindAttributes(vertexDecl, 0);
  2100. GL_CHECK(glDrawElements(GL_TRIANGLES
  2101. , 6
  2102. , GL_UNSIGNED_SHORT
  2103. , (void*)0
  2104. ) );
  2105. }
  2106. else
  2107. #endif // BGFX_CONFIG_CLEAR_QUAD
  2108. {
  2109. GLuint flags = 0;
  2110. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2111. {
  2112. flags |= GL_COLOR_BUFFER_BIT;
  2113. uint32_t rgba = _clear.m_rgba;
  2114. float rr = (rgba>>24)/255.0f;
  2115. float gg = ( (rgba>>16)&0xff)/255.0f;
  2116. float bb = ( (rgba>>8)&0xff)/255.0f;
  2117. float aa = (rgba&0xff)/255.0f;
  2118. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  2119. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2120. }
  2121. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2122. {
  2123. flags |= GL_DEPTH_BUFFER_BIT;
  2124. GL_CHECK(glClearDepth(_clear.m_depth) );
  2125. GL_CHECK(glDepthMask(GL_TRUE) );
  2126. }
  2127. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2128. {
  2129. flags |= GL_STENCIL_BUFFER_BIT;
  2130. GL_CHECK(glClearStencil(_clear.m_stencil) );
  2131. }
  2132. if (0 != flags)
  2133. {
  2134. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2135. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  2136. GL_CHECK(glClear(flags) );
  2137. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2138. }
  2139. }
  2140. }
  2141. void Context::rendererFlip()
  2142. {
  2143. if (NULL != s_renderCtx)
  2144. {
  2145. s_renderCtx->flip();
  2146. }
  2147. }
  2148. GLint glGet(GLenum _pname)
  2149. {
  2150. GLint result;
  2151. glGetIntegerv(_pname, &result);
  2152. GLenum err = glGetError();
  2153. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  2154. return 0 == err ? result : 0;
  2155. }
  2156. void Context::rendererInit()
  2157. {
  2158. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  2159. s_renderCtx->init();
  2160. GLint numCmpFormats;
  2161. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  2162. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  2163. GLint* cmpFormat = NULL;
  2164. if (0 < numCmpFormats)
  2165. {
  2166. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  2167. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  2168. #if BGFX_CONFIG_DEBUG
  2169. static const char* s_textureFormatName[TextureFormat::Unknown+1] =
  2170. {
  2171. "BC1",
  2172. "BC2",
  2173. "BC3",
  2174. "BC4",
  2175. "BC5",
  2176. "ETC1",
  2177. "ETC2",
  2178. "ETC2A",
  2179. "ETC2A1",
  2180. "PTC12",
  2181. "PTC14",
  2182. "PTC12A",
  2183. "PTC14A",
  2184. "PTC22",
  2185. "PTC24",
  2186. "",
  2187. // TextureFormat::Count
  2188. };
  2189. #endif // BGFX_CONFIG_DEBUG
  2190. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  2191. {
  2192. GLint internalFmt = cmpFormat[ii];
  2193. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  2194. for (uint32_t jj = 0; jj < fmt; ++jj)
  2195. {
  2196. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  2197. {
  2198. s_textureFormat[jj].m_supported = true;
  2199. fmt = jj;
  2200. }
  2201. }
  2202. BX_TRACE(" %3d: %8x %s", ii, internalFmt, s_textureFormatName[fmt]);
  2203. }
  2204. }
  2205. #if BGFX_CONFIG_DEBUG
  2206. # define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  2207. BX_TRACE("Defaults:");
  2208. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  2209. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  2210. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  2211. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  2212. #else
  2213. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  2214. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  2215. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  2216. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  2217. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  2218. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  2219. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  2220. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  2221. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  2222. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  2223. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  2224. BX_TRACE(" Vendor: %s", s_renderCtx->m_vendor);
  2225. BX_TRACE(" Renderer: %s", s_renderCtx->m_renderer);
  2226. BX_TRACE(" Version: %s", s_renderCtx->m_version);
  2227. BX_TRACE("GLSL version: %s", s_renderCtx->m_glslVersion);
  2228. #endif // BGFX_CONFIG_DEBUG
  2229. // Initial binary shader hash depends on driver version.
  2230. s_renderCtx->m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  2231. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  2232. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  2233. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  2234. ;
  2235. #if BGFX_CONFIG_RENDERER_USE_EXTENSIONS
  2236. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  2237. glGetError(); // ignore error if glGetString returns NULL.
  2238. if (NULL != extensions)
  2239. {
  2240. char name[1024];
  2241. const char* pos = extensions;
  2242. const char* end = extensions + strlen(extensions);
  2243. uint32_t index = 0;
  2244. while (pos < end)
  2245. {
  2246. uint32_t len;
  2247. const char* space = strchr(pos, ' ');
  2248. if (NULL != space)
  2249. {
  2250. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  2251. }
  2252. else
  2253. {
  2254. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  2255. }
  2256. strncpy(name, pos, len);
  2257. name[len] = '\0';
  2258. bool supported = false;
  2259. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2260. {
  2261. Extension& extension = s_extension[ii];
  2262. if (!extension.m_supported
  2263. && extension.m_initialize)
  2264. {
  2265. if (0 == strcmp(name, extension.m_name) )
  2266. {
  2267. extension.m_supported = true;
  2268. supported = true;
  2269. break;
  2270. }
  2271. }
  2272. }
  2273. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  2274. BX_UNUSED(supported);
  2275. pos += len+1;
  2276. ++index;
  2277. }
  2278. BX_TRACE("Supported extensions:");
  2279. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2280. {
  2281. if (s_extension[ii].m_supported)
  2282. {
  2283. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  2284. }
  2285. }
  2286. }
  2287. #endif // BGFX_CONFIG_RENDERER_OPENGL_USE_EXTENSIONS
  2288. bool bc123Supported = s_extension[Extension::EXT_texture_compression_s3tc].m_supported;
  2289. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported || s_extension[Extension::EXT_texture_compression_dxt1].m_supported;
  2290. if (!s_textureFormat[TextureFormat::BC1].m_supported
  2291. && (s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  2292. {
  2293. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  2294. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  2295. {
  2296. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  2297. {
  2298. s_textureFormat[TextureFormat::BC1].m_internalFmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  2299. s_textureFormat[TextureFormat::BC1].m_fmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  2300. s_textureFormat[TextureFormat::BC1].m_supported = true;
  2301. break;
  2302. }
  2303. }
  2304. }
  2305. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported;
  2306. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported;
  2307. bool bc45Supported = s_extension[Extension::EXT_texture_compression_latc].m_supported
  2308. || s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  2309. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported
  2310. ;
  2311. s_textureFormat[TextureFormat::BC4].m_supported |= bc45Supported;
  2312. s_textureFormat[TextureFormat::BC5].m_supported |= bc45Supported;
  2313. bool etc1Supported = s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported;
  2314. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  2315. bool etc2Supported = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2316. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  2317. ;
  2318. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  2319. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  2320. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  2321. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  2322. && s_textureFormat[TextureFormat::ETC2].m_supported)
  2323. {
  2324. // When ETC2 is supported override ETC1 texture format settings.
  2325. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  2326. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  2327. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  2328. }
  2329. bool ptc1Supported = s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported;
  2330. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  2331. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  2332. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  2333. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  2334. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  2335. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  2336. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  2337. uint64_t supportedCompressedFormats = 0
  2338. | (s_textureFormat[TextureFormat::BC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC1 : 0)
  2339. | (s_textureFormat[TextureFormat::BC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC2 : 0)
  2340. | (s_textureFormat[TextureFormat::BC3 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC3 : 0)
  2341. | (s_textureFormat[TextureFormat::BC4 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC4 : 0)
  2342. | (s_textureFormat[TextureFormat::BC5 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC5 : 0)
  2343. | (s_textureFormat[TextureFormat::ETC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC1 : 0)
  2344. | (s_textureFormat[TextureFormat::ETC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2 : 0)
  2345. | (s_textureFormat[TextureFormat::ETC2A ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A : 0)
  2346. | (s_textureFormat[TextureFormat::ETC2A1].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 : 0)
  2347. | (s_textureFormat[TextureFormat::PTC12 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12 : 0)
  2348. | (s_textureFormat[TextureFormat::PTC14 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14 : 0)
  2349. | (s_textureFormat[TextureFormat::PTC14A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14A : 0)
  2350. | (s_textureFormat[TextureFormat::PTC12A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12A : 0)
  2351. | (s_textureFormat[TextureFormat::PTC22 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC22 : 0)
  2352. | (s_textureFormat[TextureFormat::PTC24 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC24 : 0)
  2353. ;
  2354. g_caps.supported |= supportedCompressedFormats;
  2355. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_texture_3D].m_supported
  2356. ? BGFX_CAPS_TEXTURE_3D
  2357. : 0
  2358. ;
  2359. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_vertex_half_float].m_supported
  2360. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  2361. : 0
  2362. ;
  2363. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::EXT_frag_depth].m_supported
  2364. ? BGFX_CAPS_FRAGMENT_DEPTH
  2365. : 0
  2366. ;
  2367. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  2368. s_renderCtx->m_vaoSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2369. || s_extension[Extension::ARB_vertex_array_object].m_supported
  2370. || s_extension[Extension::OES_vertex_array_object].m_supported
  2371. ;
  2372. #if BX_PLATFORM_NACL
  2373. s_renderCtx->m_vaoSupport &= NULL != glGenVertexArrays
  2374. && NULL != glDeleteVertexArrays
  2375. && NULL != glBindVertexArray
  2376. ;
  2377. #endif // BX_PLATFORM_NACL
  2378. if (s_renderCtx->m_vaoSupport)
  2379. {
  2380. GL_CHECK(glGenVertexArrays(1, &s_renderCtx->m_vao) );
  2381. }
  2382. s_renderCtx->m_samplerObjectSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2383. || s_extension[Extension::ARB_sampler_objects].m_supported
  2384. ;
  2385. s_renderCtx->m_programBinarySupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2386. || s_extension[Extension::ARB_get_program_binary].m_supported
  2387. || s_extension[Extension::OES_get_program_binary].m_supported
  2388. || s_extension[Extension::IMG_shader_binary].m_supported
  2389. ;
  2390. s_renderCtx->m_textureSwizzleSupport = false
  2391. || s_extension[Extension::ARB_texture_swizzle].m_supported
  2392. || s_extension[Extension::EXT_texture_swizzle].m_supported
  2393. ;
  2394. s_renderCtx->m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  2395. || s_extension[Extension::CHROMIUM_depth_texture].m_supported
  2396. || s_extension[Extension::GOOGLE_depth_texture].m_supported
  2397. || s_extension[Extension::OES_depth_texture].m_supported
  2398. ;
  2399. g_caps.supported |= s_renderCtx->m_depthTextureSupport ? BGFX_CAPS_TEXTURE_DEPTH_MASK : 0;
  2400. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  2401. {
  2402. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &s_renderCtx->m_maxAnisotropy) );
  2403. }
  2404. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2405. if (s_extension[Extension::ARB_texture_multisample].m_supported)
  2406. {
  2407. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &s_renderCtx->m_maxMsaa) );
  2408. }
  2409. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2410. if (s_extension[Extension::IMG_read_format].m_supported
  2411. && s_extension[Extension::OES_read_format].m_supported)
  2412. {
  2413. s_renderCtx->m_readPixelsFmt = GL_BGRA_EXT;
  2414. }
  2415. else
  2416. {
  2417. s_renderCtx->m_readPixelsFmt = GL_RGBA;
  2418. }
  2419. if (s_extension[Extension::EXT_texture_format_BGRA8888].m_supported
  2420. || s_extension[Extension::EXT_bgra].m_supported
  2421. || s_extension[Extension::IMG_texture_format_BGRA8888].m_supported
  2422. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  2423. {
  2424. #if BGFX_CONFIG_RENDERER_OPENGL
  2425. s_renderCtx->m_readPixelsFmt = GL_BGRA_EXT;
  2426. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2427. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA_EXT;
  2428. // Mixing GLES and GL extensions here. OpenGL EXT_bgra wants
  2429. // format to be BGRA but internal format to stay RGBA, but
  2430. // EXT_texture_format_BGRA8888 wants both format and internal
  2431. // format to be BGRA.
  2432. //
  2433. // Reference:
  2434. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  2435. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  2436. if (!s_extension[Extension::EXT_bgra].m_supported)
  2437. {
  2438. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA_EXT;
  2439. }
  2440. }
  2441. if (s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  2442. {
  2443. s_textureFormat[TextureFormat::BC4].m_fmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2444. s_textureFormat[TextureFormat::BC4].m_internalFmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2445. s_textureFormat[TextureFormat::BC5].m_fmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2446. s_textureFormat[TextureFormat::BC5].m_internalFmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2447. }
  2448. #if BGFX_CONFIG_RENDERER_OPENGLES3
  2449. g_caps.supported |= BGFX_CAPS_INSTANCING;
  2450. #else
  2451. s_vertexAttribDivisor = stubVertexAttribDivisor;
  2452. s_drawArraysInstanced = stubDrawArraysInstanced;
  2453. s_drawElementsInstanced = stubDrawElementsInstanced;
  2454. # if !BX_PLATFORM_IOS
  2455. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  2456. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  2457. {
  2458. if (NULL != glVertexAttribDivisor
  2459. && NULL != glDrawArraysInstanced
  2460. && NULL != glDrawElementsInstanced)
  2461. {
  2462. s_vertexAttribDivisor = glVertexAttribDivisor;
  2463. s_drawArraysInstanced = glDrawArraysInstanced;
  2464. s_drawElementsInstanced = glDrawElementsInstanced;
  2465. g_caps.supported |= BGFX_CAPS_INSTANCING;
  2466. }
  2467. }
  2468. # endif // !BX_PLATFORM_IOS
  2469. #endif // !BGFX_CONFIG_RENDERER_OPENGLES3
  2470. #if BGFX_CONFIG_RENDERER_OPENGL
  2471. # if BGFX_CONFIG_RENDERER_OPENGL >= 31
  2472. s_textureFormat[TextureFormat::L8].m_internalFmt = GL_R8;
  2473. s_textureFormat[TextureFormat::L8].m_fmt = GL_RED;
  2474. # endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  2475. if (s_extension[Extension::ARB_debug_output].m_supported)
  2476. {
  2477. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  2478. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  2479. }
  2480. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  2481. {
  2482. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  2483. }
  2484. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  2485. {
  2486. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  2487. }
  2488. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2489. }
  2490. void Context::rendererShutdown()
  2491. {
  2492. if (s_renderCtx->m_vaoSupport)
  2493. {
  2494. GL_CHECK(glBindVertexArray(0) );
  2495. GL_CHECK(glDeleteVertexArrays(1, &s_renderCtx->m_vao) );
  2496. s_renderCtx->m_vao = 0;
  2497. }
  2498. s_renderCtx->shutdown();
  2499. BX_DELETE(g_allocator, s_renderCtx);
  2500. s_renderCtx = NULL;
  2501. }
  2502. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  2503. {
  2504. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  2505. }
  2506. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  2507. {
  2508. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2509. }
  2510. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  2511. {
  2512. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  2513. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  2514. dump(decl);
  2515. }
  2516. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  2517. {
  2518. }
  2519. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  2520. {
  2521. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  2522. }
  2523. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  2524. {
  2525. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2526. }
  2527. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  2528. {
  2529. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  2530. }
  2531. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2532. {
  2533. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2534. }
  2535. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  2536. {
  2537. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2538. }
  2539. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  2540. {
  2541. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  2542. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  2543. }
  2544. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2545. {
  2546. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2547. }
  2548. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  2549. {
  2550. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2551. }
  2552. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  2553. {
  2554. s_renderCtx->m_vertexShaders[_handle.idx].create(GL_VERTEX_SHADER, _mem);
  2555. }
  2556. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  2557. {
  2558. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  2559. }
  2560. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  2561. {
  2562. s_renderCtx->m_fragmentShaders[_handle.idx].create(GL_FRAGMENT_SHADER, _mem);
  2563. }
  2564. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  2565. {
  2566. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  2567. }
  2568. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  2569. {
  2570. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]);
  2571. }
  2572. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  2573. {
  2574. s_renderCtx->m_program[_handle.idx].destroy();
  2575. }
  2576. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  2577. {
  2578. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags);
  2579. }
  2580. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  2581. {
  2582. }
  2583. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2584. {
  2585. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  2586. }
  2587. void Context::rendererUpdateTextureEnd()
  2588. {
  2589. }
  2590. void Context::rendererDestroyTexture(TextureHandle _handle)
  2591. {
  2592. s_renderCtx->m_textures[_handle.idx].destroy();
  2593. }
  2594. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  2595. {
  2596. s_renderCtx->m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  2597. }
  2598. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  2599. {
  2600. s_renderCtx->m_renderTargets[_handle.idx].destroy();
  2601. }
  2602. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  2603. {
  2604. uint32_t size = g_uniformTypeSize[_type]*_num;
  2605. void* data = BX_ALLOC(g_allocator, size);
  2606. memset(data, 0, size);
  2607. s_renderCtx->m_uniforms[_handle.idx] = data;
  2608. s_renderCtx->m_uniformReg.add(_name, s_renderCtx->m_uniforms[_handle.idx]);
  2609. }
  2610. void Context::rendererDestroyUniform(UniformHandle _handle)
  2611. {
  2612. BX_FREE(g_allocator, s_renderCtx->m_uniforms[_handle.idx]);
  2613. }
  2614. void Context::rendererSaveScreenShot(const char* _filePath)
  2615. {
  2616. s_renderCtx->saveScreenShot(_filePath);
  2617. }
  2618. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  2619. {
  2620. bx::strlcpy(&s_viewName[_id][0], _name, sizeof(s_viewName[0][0]) );
  2621. }
  2622. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  2623. {
  2624. memcpy(s_renderCtx->m_uniforms[_loc], _data, _size);
  2625. }
  2626. void Context::rendererSetMarker(const char* _marker, uint32_t /*_size*/)
  2627. {
  2628. GREMEDY_SETMARKER(_marker);
  2629. }
  2630. void Context::rendererSubmit()
  2631. {
  2632. const GLuint defaultVao = s_renderCtx->m_vao;
  2633. if (0 != defaultVao)
  2634. {
  2635. GL_CHECK(glBindVertexArray(defaultVao) );
  2636. }
  2637. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2638. s_renderCtx->updateResolution(m_render->m_resolution);
  2639. int64_t elapsed = -bx::getHPCounter();
  2640. int64_t captureElapsed = 0;
  2641. #if BGFX_CONFIG_RENDERER_OPENGL
  2642. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2643. {
  2644. s_renderCtx->m_queries.begin(0, GL_TIME_ELAPSED);
  2645. }
  2646. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2647. if (0 < m_render->m_iboffset)
  2648. {
  2649. TransientIndexBuffer* ib = m_render->m_transientIb;
  2650. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  2651. }
  2652. if (0 < m_render->m_vboffset)
  2653. {
  2654. TransientVertexBuffer* vb = m_render->m_transientVb;
  2655. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  2656. }
  2657. m_render->sort();
  2658. RenderState currentState;
  2659. currentState.reset();
  2660. currentState.m_flags = BGFX_STATE_NONE;
  2661. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2662. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2663. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2664. {
  2665. mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  2666. }
  2667. uint16_t programIdx = invalidHandle;
  2668. SortKey key;
  2669. uint8_t view = 0xff;
  2670. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  2671. int32_t height = m_render->m_resolution.m_height;
  2672. float alphaRef = 0.0f;
  2673. uint32_t blendFactor = 0;
  2674. GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
  2675. uint32_t primNumVerts = 3;
  2676. uint32_t baseVertex = 0;
  2677. GLuint currentVao = 0;
  2678. bool viewHasScissor = false;
  2679. Rect viewScissorRect;
  2680. viewScissorRect.clear();
  2681. uint32_t statsNumPrimsSubmitted = 0;
  2682. uint32_t statsNumIndices = 0;
  2683. uint32_t statsNumInstances = 0;
  2684. uint32_t statsNumPrimsRendered = 0;
  2685. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  2686. {
  2687. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2688. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  2689. {
  2690. key.decode(m_render->m_sortKeys[item]);
  2691. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  2692. const uint64_t newFlags = state.m_flags;
  2693. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  2694. currentState.m_flags = newFlags;
  2695. const uint64_t newStencil = state.m_stencil;
  2696. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  2697. currentState.m_stencil = newStencil;
  2698. if (key.m_view != view)
  2699. {
  2700. currentState.clear();
  2701. currentState.m_scissor = !state.m_scissor;
  2702. changedFlags = BGFX_STATE_MASK;
  2703. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2704. currentState.m_flags = newFlags;
  2705. currentState.m_stencil = newStencil;
  2706. GREMEDY_SETMARKER(s_viewName[key.m_view]);
  2707. view = key.m_view;
  2708. programIdx = invalidHandle;
  2709. if (m_render->m_rt[view].idx != rt.idx)
  2710. {
  2711. rt = m_render->m_rt[view];
  2712. height = s_renderCtx->setRenderTarget(rt, m_render->m_resolution.m_height);
  2713. }
  2714. const Rect& rect = m_render->m_rect[view];
  2715. const Rect& scissorRect = m_render->m_scissor[view];
  2716. viewHasScissor = !scissorRect.isZero();
  2717. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2718. GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
  2719. Clear& clear = m_render->m_clear[view];
  2720. if (BGFX_CLEAR_NONE != clear.m_flags)
  2721. {
  2722. m_clearQuad.clear(rect, clear, height);
  2723. }
  2724. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2725. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2726. GL_CHECK(glDepthFunc(GL_LESS) );
  2727. GL_CHECK(glEnable(GL_CULL_FACE) );
  2728. GL_CHECK(glDisable(GL_BLEND) );
  2729. }
  2730. uint16_t scissor = state.m_scissor;
  2731. if (currentState.m_scissor != scissor)
  2732. {
  2733. currentState.m_scissor = scissor;
  2734. if (UINT16_MAX == scissor)
  2735. {
  2736. if (viewHasScissor)
  2737. {
  2738. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2739. GL_CHECK(glScissor(viewScissorRect.m_x, height-viewScissorRect.m_height-viewScissorRect.m_y, viewScissorRect.m_width, viewScissorRect.m_height) );
  2740. }
  2741. else
  2742. {
  2743. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2744. }
  2745. }
  2746. else
  2747. {
  2748. Rect scissorRect;
  2749. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  2750. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2751. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  2752. }
  2753. }
  2754. if (0 != changedStencil)
  2755. {
  2756. if (0 != newStencil)
  2757. {
  2758. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2759. uint32_t bstencil = unpackStencil(1, newStencil);
  2760. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  2761. // uint32_t bchanged = unpackStencil(1, changedStencil);
  2762. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  2763. // {
  2764. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2765. // GL_CHECK(glStencilMask(wmask) );
  2766. // }
  2767. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  2768. {
  2769. uint32_t stencil = unpackStencil(ii, newStencil);
  2770. uint32_t changed = unpackStencil(ii, changedStencil);
  2771. GLenum face = s_stencilFace[frontAndBack+ii];
  2772. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  2773. {
  2774. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2775. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2776. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  2777. GL_CHECK(glStencilFuncSeparate(face, s_stencilFunc[func], ref, mask));
  2778. }
  2779. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  2780. {
  2781. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  2782. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  2783. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  2784. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  2785. }
  2786. }
  2787. }
  2788. else
  2789. {
  2790. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2791. }
  2792. }
  2793. if ( (0
  2794. | BGFX_STATE_CULL_MASK
  2795. | BGFX_STATE_DEPTH_WRITE
  2796. | BGFX_STATE_DEPTH_TEST_MASK
  2797. | BGFX_STATE_ALPHA_MASK
  2798. | BGFX_STATE_RGB_WRITE
  2799. | BGFX_STATE_BLEND_MASK
  2800. | BGFX_STATE_BLEND_EQUATION_MASK
  2801. | BGFX_STATE_ALPHA_REF_MASK
  2802. | BGFX_STATE_PT_MASK
  2803. | BGFX_STATE_POINT_SIZE_MASK
  2804. | BGFX_STATE_MSAA
  2805. ) & changedFlags)
  2806. {
  2807. if (BGFX_STATE_CULL_MASK & changedFlags)
  2808. {
  2809. if (BGFX_STATE_CULL_CW & newFlags)
  2810. {
  2811. GL_CHECK(glEnable(GL_CULL_FACE) );
  2812. GL_CHECK(glCullFace(GL_BACK) );
  2813. }
  2814. else if (BGFX_STATE_CULL_CCW & newFlags)
  2815. {
  2816. GL_CHECK(glEnable(GL_CULL_FACE) );
  2817. GL_CHECK(glCullFace(GL_FRONT) );
  2818. }
  2819. else
  2820. {
  2821. GL_CHECK(glDisable(GL_CULL_FACE) );
  2822. }
  2823. }
  2824. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  2825. {
  2826. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  2827. }
  2828. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  2829. {
  2830. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2831. if (0 != func)
  2832. {
  2833. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2834. GL_CHECK(glDepthFunc(s_depthFunc[func]) );
  2835. }
  2836. else
  2837. {
  2838. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2839. }
  2840. }
  2841. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2842. {
  2843. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2844. alphaRef = ref/255.0f;
  2845. }
  2846. #if BGFX_CONFIG_RENDERER_OPENGL
  2847. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  2848. {
  2849. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  2850. GL_CHECK(glPointSize(pointSize) );
  2851. }
  2852. if (BGFX_STATE_MSAA & changedFlags)
  2853. {
  2854. if (BGFX_STATE_MSAA & newFlags)
  2855. {
  2856. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  2857. }
  2858. else
  2859. {
  2860. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  2861. }
  2862. }
  2863. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2864. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2865. {
  2866. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  2867. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  2868. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  2869. }
  2870. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
  2871. {
  2872. if (BGFX_STATE_BLEND_MASK & newFlags)
  2873. {
  2874. uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  2875. uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  2876. uint32_t src = blend&0xf;
  2877. uint32_t dst = (blend>>4)&0xf;
  2878. GL_CHECK(glEnable(GL_BLEND) );
  2879. GL_CHECK(glBlendFunc(s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  2880. GL_CHECK(glBlendEquation(s_blendEquation[equation]) );
  2881. if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
  2882. && blendFactor != state.m_rgba)
  2883. {
  2884. blendFactor = state.m_rgba;
  2885. GLclampf rr = (blendFactor>>24)/255.0f;
  2886. GLclampf gg = ( (blendFactor>>16)&0xff)/255.0f;
  2887. GLclampf bb = ( (blendFactor>>8)&0xff)/255.0f;
  2888. GLclampf aa = (blendFactor&0xff)/255.0f;
  2889. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  2890. }
  2891. }
  2892. else
  2893. {
  2894. GL_CHECK(glDisable(GL_BLEND) );
  2895. }
  2896. }
  2897. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  2898. primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : s_primType[primIndex];
  2899. primNumVerts = 3-primIndex;
  2900. }
  2901. bool programChanged = false;
  2902. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  2903. bool bindAttribs = false;
  2904. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  2905. if (key.m_program != programIdx)
  2906. {
  2907. programIdx = key.m_program;
  2908. GLuint id = invalidHandle == programIdx ? 0 : s_renderCtx->m_program[programIdx].m_id;
  2909. GL_CHECK(glUseProgram(id) );
  2910. programChanged =
  2911. constantsChanged =
  2912. bindAttribs = true;
  2913. }
  2914. if (invalidHandle != programIdx)
  2915. {
  2916. Program& program = s_renderCtx->m_program[programIdx];
  2917. if (constantsChanged)
  2918. {
  2919. program.commit();
  2920. }
  2921. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2922. {
  2923. PredefinedUniform& predefined = program.m_predefined[ii];
  2924. switch (predefined.m_type)
  2925. {
  2926. case PredefinedUniform::ViewRect:
  2927. {
  2928. float rect[4];
  2929. rect[0] = m_render->m_rect[view].m_x;
  2930. rect[1] = m_render->m_rect[view].m_y;
  2931. rect[2] = m_render->m_rect[view].m_width;
  2932. rect[3] = m_render->m_rect[view].m_height;
  2933. GL_CHECK(glUniform4fv(predefined.m_loc
  2934. , 1
  2935. , &rect[0]
  2936. ) );
  2937. }
  2938. break;
  2939. case PredefinedUniform::ViewTexel:
  2940. {
  2941. float rect[4];
  2942. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2943. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2944. GL_CHECK(glUniform4fv(predefined.m_loc
  2945. , 1
  2946. , &rect[0]
  2947. ) );
  2948. }
  2949. break;
  2950. case PredefinedUniform::View:
  2951. {
  2952. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2953. , 1
  2954. , GL_FALSE
  2955. , m_render->m_view[view].val
  2956. ) );
  2957. }
  2958. break;
  2959. case PredefinedUniform::ViewProj:
  2960. {
  2961. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2962. , 1
  2963. , GL_FALSE
  2964. , viewProj[view].val
  2965. ) );
  2966. }
  2967. break;
  2968. case PredefinedUniform::Model:
  2969. {
  2970. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2971. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2972. , bx::uint32_min(predefined.m_count, state.m_num)
  2973. , GL_FALSE
  2974. , model.val
  2975. ) );
  2976. }
  2977. break;
  2978. case PredefinedUniform::ModelView:
  2979. {
  2980. Matrix4 modelView;
  2981. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2982. mtxMul(modelView.val, model.val, m_render->m_view[view].val);
  2983. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2984. , 1
  2985. , GL_FALSE
  2986. , modelView.val
  2987. ) );
  2988. }
  2989. break;
  2990. case PredefinedUniform::ModelViewProj:
  2991. {
  2992. Matrix4 modelViewProj;
  2993. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2994. mtxMul(modelViewProj.val, model.val, viewProj[view].val);
  2995. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2996. , 1
  2997. , GL_FALSE
  2998. , modelViewProj.val
  2999. ) );
  3000. }
  3001. break;
  3002. case PredefinedUniform::ModelViewProjX:
  3003. {
  3004. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3005. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  3006. {
  3007. 0.5f, 0.0f, 0.0f, 0.0f,
  3008. 0.0f, 0.5f, 0.0f, 0.0f,
  3009. 0.0f, 0.0f, 0.5f, 0.0f,
  3010. 0.5f, 0.5f, 0.5f, 1.0f,
  3011. };
  3012. uint8_t other = m_render->m_other[view];
  3013. Matrix4 viewProjBias;
  3014. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  3015. Matrix4 modelViewProj;
  3016. mtxMul(modelViewProj.val, model.val, viewProjBias.val);
  3017. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3018. , 1
  3019. , GL_FALSE
  3020. , modelViewProj.val
  3021. ) );
  3022. }
  3023. break;
  3024. case PredefinedUniform::ViewProjX:
  3025. {
  3026. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  3027. {
  3028. 0.5f, 0.0f, 0.0f, 0.0f,
  3029. 0.0f, 0.5f, 0.0f, 0.0f,
  3030. 0.0f, 0.0f, 0.5f, 0.0f,
  3031. 0.5f, 0.5f, 0.5f, 1.0f,
  3032. };
  3033. uint8_t other = m_render->m_other[view];
  3034. Matrix4 viewProjBias;
  3035. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  3036. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3037. , 1
  3038. , GL_FALSE
  3039. , viewProjBias.val
  3040. ) );
  3041. }
  3042. break;
  3043. case PredefinedUniform::AlphaRef:
  3044. {
  3045. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  3046. }
  3047. break;
  3048. case PredefinedUniform::Count:
  3049. break;
  3050. }
  3051. }
  3052. // if (BGFX_STATE_TEX_MASK & changedFlags)
  3053. {
  3054. uint64_t flag = BGFX_STATE_TEX0;
  3055. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  3056. {
  3057. const Sampler& sampler = state.m_sampler[stage];
  3058. Sampler& current = currentState.m_sampler[stage];
  3059. if (current.m_idx != sampler.m_idx
  3060. || current.m_flags != sampler.m_flags
  3061. || programChanged)
  3062. {
  3063. if (invalidHandle != sampler.m_idx)
  3064. {
  3065. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  3066. {
  3067. case BGFX_SAMPLER_TEXTURE:
  3068. {
  3069. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  3070. texture.commit(stage, sampler.m_flags);
  3071. }
  3072. break;
  3073. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  3074. {
  3075. RenderTarget& rt = s_renderCtx->m_renderTargets[sampler.m_idx];
  3076. rt.m_color.commit(stage, sampler.m_flags);
  3077. }
  3078. break;
  3079. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  3080. {
  3081. RenderTarget& rt = s_renderCtx->m_renderTargets[sampler.m_idx];
  3082. rt.m_depth.commit(stage, sampler.m_flags);
  3083. }
  3084. break;
  3085. }
  3086. }
  3087. }
  3088. current = sampler;
  3089. flag <<= 1;
  3090. }
  3091. }
  3092. if (0 != defaultVao
  3093. && 0 == state.m_startVertex
  3094. && 0 == state.m_instanceDataOffset)
  3095. {
  3096. if (programChanged
  3097. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3098. || currentState.m_indexBuffer.idx != state.m_indexBuffer.idx
  3099. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3100. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3101. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3102. {
  3103. bx::HashMurmur2A murmur;
  3104. murmur.begin();
  3105. murmur.add(state.m_vertexBuffer.idx);
  3106. murmur.add(state.m_indexBuffer.idx);
  3107. murmur.add(state.m_instanceDataBuffer.idx);
  3108. murmur.add(state.m_instanceDataOffset);
  3109. murmur.add(state.m_instanceDataStride);
  3110. murmur.add(programIdx);
  3111. uint32_t hash = murmur.end();
  3112. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3113. currentState.m_indexBuffer = state.m_indexBuffer;
  3114. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3115. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3116. baseVertex = state.m_startVertex;
  3117. GLuint id = s_renderCtx->m_vaoStateCache.find(hash);
  3118. if (UINT32_MAX != id)
  3119. {
  3120. currentVao = id;
  3121. GL_CHECK(glBindVertexArray(id) );
  3122. }
  3123. else
  3124. {
  3125. id = s_renderCtx->m_vaoStateCache.add(hash);
  3126. currentVao = id;
  3127. GL_CHECK(glBindVertexArray(id) );
  3128. Program& program = s_renderCtx->m_program[programIdx];
  3129. program.add(hash);
  3130. if (isValid(state.m_vertexBuffer) )
  3131. {
  3132. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3133. vb.add(hash);
  3134. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3135. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3136. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3137. if (isValid(state.m_instanceDataBuffer) )
  3138. {
  3139. VertexBuffer& instanceVb = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  3140. instanceVb.add(hash);
  3141. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  3142. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3143. }
  3144. }
  3145. else
  3146. {
  3147. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3148. }
  3149. if (isValid(state.m_indexBuffer) )
  3150. {
  3151. IndexBuffer& ib = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx];
  3152. ib.add(hash);
  3153. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3154. }
  3155. else
  3156. {
  3157. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3158. }
  3159. }
  3160. }
  3161. }
  3162. else
  3163. {
  3164. if (0 != defaultVao
  3165. && 0 != currentVao)
  3166. {
  3167. GL_CHECK(glBindVertexArray(defaultVao) );
  3168. currentState.m_vertexBuffer.idx = invalidHandle;
  3169. currentState.m_indexBuffer.idx = invalidHandle;
  3170. bindAttribs = true;
  3171. currentVao = 0;
  3172. }
  3173. if (programChanged
  3174. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3175. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3176. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3177. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3178. {
  3179. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3180. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  3181. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3182. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3183. uint16_t handle = state.m_vertexBuffer.idx;
  3184. if (invalidHandle != handle)
  3185. {
  3186. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  3187. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3188. bindAttribs = true;
  3189. }
  3190. else
  3191. {
  3192. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3193. }
  3194. }
  3195. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  3196. {
  3197. currentState.m_indexBuffer = state.m_indexBuffer;
  3198. uint16_t handle = state.m_indexBuffer.idx;
  3199. if (invalidHandle != handle)
  3200. {
  3201. IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  3202. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3203. }
  3204. else
  3205. {
  3206. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3207. }
  3208. }
  3209. if (isValid(currentState.m_vertexBuffer) )
  3210. {
  3211. if (baseVertex != state.m_startVertex
  3212. || bindAttribs)
  3213. {
  3214. baseVertex = state.m_startVertex;
  3215. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3216. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3217. const Program& program = s_renderCtx->m_program[programIdx];
  3218. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3219. if (isValid(state.m_instanceDataBuffer) )
  3220. {
  3221. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx].m_id) );
  3222. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3223. }
  3224. }
  3225. }
  3226. }
  3227. if (isValid(currentState.m_vertexBuffer) )
  3228. {
  3229. uint32_t numVertices = state.m_numVertices;
  3230. if (UINT32_MAX == numVertices)
  3231. {
  3232. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3233. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3234. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  3235. numVertices = vb.m_size/vertexDecl.m_stride;
  3236. }
  3237. uint32_t numIndices = 0;
  3238. uint32_t numPrimsSubmitted = 0;
  3239. uint32_t numInstances = 0;
  3240. uint32_t numPrimsRendered = 0;
  3241. if (isValid(state.m_indexBuffer) )
  3242. {
  3243. if (UINT32_MAX == state.m_numIndices)
  3244. {
  3245. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  3246. numPrimsSubmitted = numIndices/primNumVerts;
  3247. numInstances = state.m_numInstances;
  3248. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3249. GL_CHECK(s_drawElementsInstanced(primType
  3250. , numIndices
  3251. , GL_UNSIGNED_SHORT
  3252. , (void*)0
  3253. , state.m_numInstances
  3254. ) );
  3255. }
  3256. else if (primNumVerts <= state.m_numIndices)
  3257. {
  3258. numIndices = state.m_numIndices;
  3259. numPrimsSubmitted = numIndices/primNumVerts;
  3260. numInstances = state.m_numInstances;
  3261. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3262. GL_CHECK(s_drawElementsInstanced(primType
  3263. , numIndices
  3264. , GL_UNSIGNED_SHORT
  3265. , (void*)(uintptr_t)(state.m_startIndex*2)
  3266. , state.m_numInstances
  3267. ) );
  3268. }
  3269. }
  3270. else
  3271. {
  3272. numPrimsSubmitted = numVertices/primNumVerts;
  3273. numInstances = state.m_numInstances;
  3274. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3275. GL_CHECK(s_drawArraysInstanced(primType
  3276. , 0
  3277. , numVertices
  3278. , state.m_numInstances
  3279. ) );
  3280. }
  3281. statsNumPrimsSubmitted += numPrimsSubmitted;
  3282. statsNumIndices += numIndices;
  3283. statsNumInstances += numInstances;
  3284. statsNumPrimsRendered += numPrimsRendered;
  3285. }
  3286. }
  3287. }
  3288. s_renderCtx->blitMsaaFbo();
  3289. if (0 < m_render->m_num)
  3290. {
  3291. captureElapsed = -bx::getHPCounter();
  3292. s_renderCtx->capture();
  3293. captureElapsed += bx::getHPCounter();
  3294. }
  3295. }
  3296. int64_t now = bx::getHPCounter();
  3297. elapsed += now;
  3298. static int64_t last = now;
  3299. int64_t frameTime = now - last;
  3300. last = now;
  3301. static int64_t min = frameTime;
  3302. static int64_t max = frameTime;
  3303. min = min > frameTime ? frameTime : min;
  3304. max = max < frameTime ? frameTime : max;
  3305. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3306. {
  3307. double elapsedGpuMs = 0.0;
  3308. #if BGFX_CONFIG_RENDERER_OPENGL
  3309. s_renderCtx->m_queries.end(GL_TIME_ELAPSED);
  3310. uint64_t elapsedGl = s_renderCtx->m_queries.getResult(0);
  3311. elapsedGpuMs = double(elapsedGl)/1e6;
  3312. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3313. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  3314. static int64_t next = now;
  3315. if (now >= next)
  3316. {
  3317. next = now + bx::getHPFrequency();
  3318. double freq = double(bx::getHPFrequency() );
  3319. double toMs = 1000.0/freq;
  3320. tvm.clear();
  3321. uint16_t pos = 0;
  3322. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
  3323. tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderCtx->m_vendor);
  3324. tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderCtx->m_renderer);
  3325. tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderCtx->m_version);
  3326. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", s_renderCtx->m_glslVersion);
  3327. pos = 10;
  3328. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS%s"
  3329. , double(frameTime)*toMs
  3330. , double(min)*toMs
  3331. , double(max)*toMs
  3332. , freq/frameTime
  3333. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? " (vsync)" : ""
  3334. );
  3335. double elapsedCpuMs = double(elapsed)*toMs;
  3336. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  3337. , m_render->m_num
  3338. , elapsedCpuMs
  3339. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  3340. , elapsedGpuMs
  3341. );
  3342. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  3343. , statsNumPrimsRendered
  3344. , statsNumInstances
  3345. , statsNumPrimsSubmitted
  3346. );
  3347. double captureMs = double(captureElapsed)*toMs;
  3348. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3349. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3350. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  3351. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  3352. #if BGFX_CONFIG_RENDERER_OPENGL
  3353. if (s_extension[Extension::ATI_meminfo].m_supported)
  3354. {
  3355. GLint vboFree[4];
  3356. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  3357. GLint texFree[4];
  3358. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  3359. GLint rbfFree[4];
  3360. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  3361. pos++;
  3362. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  3363. tvm.printf(10, pos++, 0x8e, " VBO: %7d, %7d, %7d, %7d", vboFree[0], vboFree[1], vboFree[2], vboFree[3]);
  3364. tvm.printf(10, pos++, 0x8e, " Texture: %7d, %7d, %7d, %7d", texFree[0], texFree[1], texFree[2], texFree[3]);
  3365. tvm.printf(10, pos++, 0x8e, " Render Buffer: %7d, %7d, %7d, %7d", rbfFree[0], rbfFree[1], rbfFree[2], rbfFree[3]);
  3366. }
  3367. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  3368. {
  3369. GLint dedicated;
  3370. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  3371. GLint totalAvail;
  3372. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  3373. GLint currAvail;
  3374. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  3375. GLint evictedCount;
  3376. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  3377. GLint evictedMemory;
  3378. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  3379. pos++;
  3380. tvm.printf(10, pos++, 0x8c, "----------|");
  3381. tvm.printf(10, pos++, 0x8e, " Dedicated: %7d", dedicated);
  3382. tvm.printf(10, pos++, 0x8e, " Available: %7d (%7d)", currAvail, totalAvail);
  3383. tvm.printf(10, pos++, 0x8e, " Eviction: %7d / %7d", evictedCount, evictedMemory);
  3384. }
  3385. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3386. uint8_t attr[2] = { 0x89, 0x8a };
  3387. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  3388. pos++;
  3389. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(m_render->m_waitSubmit)*toMs);
  3390. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(m_render->m_waitRender)*toMs);
  3391. min = frameTime;
  3392. max = frameTime;
  3393. }
  3394. m_textVideoMemBlitter.blit(tvm);
  3395. }
  3396. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  3397. {
  3398. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  3399. }
  3400. GREMEDY_FRAMETERMINATOR();
  3401. }
  3402. }
  3403. #endif // (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)