renderer_gl.cpp 157 KB

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  1. /*
  2. * Copyright 2011-2015 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_OPENGLES || 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][BGFX_CONFIG_MAX_VIEW_NAME];
  13. struct PrimInfo
  14. {
  15. GLenum m_type;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { GL_TRIANGLES, 3, 3, 0 },
  23. { GL_TRIANGLE_STRIP, 3, 1, 2 },
  24. { GL_LINES, 2, 2, 0 },
  25. { GL_LINE_STRIP, 2, 1, 1 },
  26. { GL_POINTS, 1, 1, 0 },
  27. };
  28. static const char* s_primName[] =
  29. {
  30. "TriList",
  31. "TriStrip",
  32. "Line",
  33. "LineStrip",
  34. "Point",
  35. };
  36. static const char* s_attribName[] =
  37. {
  38. "a_position",
  39. "a_normal",
  40. "a_tangent",
  41. "a_bitangent",
  42. "a_color0",
  43. "a_color1",
  44. "a_indices",
  45. "a_weight",
  46. "a_texcoord0",
  47. "a_texcoord1",
  48. "a_texcoord2",
  49. "a_texcoord3",
  50. "a_texcoord4",
  51. "a_texcoord5",
  52. "a_texcoord6",
  53. "a_texcoord7",
  54. };
  55. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attribName) );
  56. static const char* s_instanceDataName[] =
  57. {
  58. "i_data0",
  59. "i_data1",
  60. "i_data2",
  61. "i_data3",
  62. "i_data4",
  63. };
  64. BX_STATIC_ASSERT(BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT == BX_COUNTOF(s_instanceDataName) );
  65. static const GLenum s_access[] =
  66. {
  67. GL_READ_ONLY,
  68. GL_WRITE_ONLY,
  69. GL_READ_WRITE,
  70. };
  71. BX_STATIC_ASSERT(Access::Count == BX_COUNTOF(s_access) );
  72. static const GLenum s_attribType[] =
  73. {
  74. GL_UNSIGNED_BYTE,
  75. GL_SHORT,
  76. GL_HALF_FLOAT,
  77. GL_FLOAT,
  78. };
  79. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  80. struct Blend
  81. {
  82. GLenum m_src;
  83. GLenum m_dst;
  84. bool m_factor;
  85. };
  86. static const Blend s_blendFactor[] =
  87. {
  88. { 0, 0, false }, // ignored
  89. { GL_ZERO, GL_ZERO, false }, // ZERO
  90. { GL_ONE, GL_ONE, false }, // ONE
  91. { GL_SRC_COLOR, GL_SRC_COLOR, false }, // SRC_COLOR
  92. { GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false }, // INV_SRC_COLOR
  93. { GL_SRC_ALPHA, GL_SRC_ALPHA, false }, // SRC_ALPHA
  94. { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false }, // INV_SRC_ALPHA
  95. { GL_DST_ALPHA, GL_DST_ALPHA, false }, // DST_ALPHA
  96. { GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false }, // INV_DST_ALPHA
  97. { GL_DST_COLOR, GL_DST_COLOR, false }, // DST_COLOR
  98. { GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false }, // INV_DST_COLOR
  99. { GL_SRC_ALPHA_SATURATE, GL_ONE, false }, // SRC_ALPHA_SAT
  100. { GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true }, // FACTOR
  101. { GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true }, // INV_FACTOR
  102. };
  103. static const GLenum s_blendEquation[] =
  104. {
  105. GL_FUNC_ADD,
  106. GL_FUNC_SUBTRACT,
  107. GL_FUNC_REVERSE_SUBTRACT,
  108. GL_MIN,
  109. GL_MAX,
  110. };
  111. static const GLenum s_cmpFunc[] =
  112. {
  113. 0, // ignored
  114. GL_LESS,
  115. GL_LEQUAL,
  116. GL_EQUAL,
  117. GL_GEQUAL,
  118. GL_GREATER,
  119. GL_NOTEQUAL,
  120. GL_NEVER,
  121. GL_ALWAYS,
  122. };
  123. static const GLenum s_stencilOp[] =
  124. {
  125. GL_ZERO,
  126. GL_KEEP,
  127. GL_REPLACE,
  128. GL_INCR_WRAP,
  129. GL_INCR,
  130. GL_DECR_WRAP,
  131. GL_DECR,
  132. GL_INVERT,
  133. };
  134. static const GLenum s_stencilFace[] =
  135. {
  136. GL_FRONT_AND_BACK,
  137. GL_FRONT,
  138. GL_BACK,
  139. };
  140. static const GLenum s_textureAddress[] =
  141. {
  142. GL_REPEAT,
  143. GL_MIRRORED_REPEAT,
  144. GL_CLAMP_TO_EDGE,
  145. };
  146. static const GLenum s_textureFilterMag[] =
  147. {
  148. GL_LINEAR,
  149. GL_NEAREST,
  150. GL_LINEAR,
  151. };
  152. static const GLenum s_textureFilterMin[][3] =
  153. {
  154. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  155. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  156. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  157. };
  158. struct TextureFormatInfo
  159. {
  160. GLenum m_internalFmt;
  161. GLenum m_fmt;
  162. GLenum m_type;
  163. bool m_supported;
  164. };
  165. static TextureFormatInfo s_textureFormat[] =
  166. {
  167. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
  168. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
  169. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, false }, // BC3
  170. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, false }, // BC4
  171. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, false }, // BC5
  172. { GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_ZERO, false }, // BC6H
  173. { GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_ZERO, false }, // BC7
  174. { GL_ETC1_RGB8_OES, GL_ETC1_RGB8_OES, GL_ZERO, false }, // ETC1
  175. { GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, false }, // ETC2
  176. { GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_ZERO, false }, // ETC2A
  177. { GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_ZERO, false }, // ETC2A1
  178. { GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12
  179. { GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14
  180. { GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12A
  181. { GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14A
  182. { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
  183. { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
  184. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
  185. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // R1
  186. { GL_R8, GL_RED, GL_UNSIGNED_BYTE, true }, // R8
  187. { GL_R16, GL_RED, GL_UNSIGNED_SHORT, true }, // R16
  188. { GL_R16F, GL_RED, GL_HALF_FLOAT, true }, // R16F
  189. { GL_R32UI, GL_RED, GL_UNSIGNED_INT, true }, // R32
  190. { GL_R32F, GL_RED, GL_FLOAT, true }, // R32F
  191. { GL_RG8, GL_RG, GL_UNSIGNED_BYTE, true }, // RG8
  192. { GL_RG16, GL_RG, GL_UNSIGNED_SHORT, true }, // RG16
  193. { GL_RG16F, GL_RG, GL_FLOAT, true }, // RG16F
  194. { GL_RG32UI, GL_RG, GL_UNSIGNED_INT, true }, // RG32
  195. { GL_RG32F, GL_RG, GL_FLOAT, true }, // RG32F
  196. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
  197. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
  198. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
  199. { GL_RGBA32UI, GL_RGBA, GL_UNSIGNED_INT, true }, // RGBA32
  200. { GL_RGBA32F, GL_RGBA, GL_FLOAT, true }, // RGBA32F
  201. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, true }, // R5G6B5
  202. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, true }, // RGBA4
  203. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, true }, // RGB5A1
  204. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, true }, // RGB10A2
  205. { GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, true }, // R11G11B10F
  206. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // UnknownDepth
  207. { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, false }, // D16
  208. { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D24
  209. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false }, // D24S8
  210. { GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D32
  211. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D16F
  212. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D24F
  213. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
  214. { GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
  215. };
  216. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  217. static GLenum s_imageFormat[] =
  218. {
  219. GL_ZERO, // BC1
  220. GL_ZERO, // BC2
  221. GL_ZERO, // BC3
  222. GL_ZERO, // BC4
  223. GL_ZERO, // BC5
  224. GL_ZERO, // BC6H
  225. GL_ZERO, // BC7
  226. GL_ZERO, // ETC1
  227. GL_ZERO, // ETC2
  228. GL_ZERO, // ETC2A
  229. GL_ZERO, // ETC2A1
  230. GL_ZERO, // PTC12
  231. GL_ZERO, // PTC14
  232. GL_ZERO, // PTC12A
  233. GL_ZERO, // PTC14A
  234. GL_ZERO, // PTC22
  235. GL_ZERO, // PTC24
  236. GL_ZERO, // Unknown
  237. GL_ZERO, // R1
  238. GL_R8, // R8
  239. GL_R16, // R16
  240. GL_R16F, // R16F
  241. GL_R32UI, // R32
  242. GL_R32F, // R32F
  243. GL_RG8, // RG8
  244. GL_RG16, // RG16
  245. GL_RG16F, // RG16F
  246. GL_RG32UI, // RG32
  247. GL_RG32F, // RG32F
  248. GL_RGBA8, // BGRA8
  249. GL_RGBA16, // RGBA16
  250. GL_RGBA16F, // RGBA16F
  251. GL_RGBA32UI, // RGBA32
  252. GL_RGBA32F, // RGBA32F
  253. GL_RGB565, // R5G6B5
  254. GL_RGBA4, // RGBA4
  255. GL_RGB5_A1, // RGB5A1
  256. GL_RGB10_A2, // RGB10A2
  257. GL_R11F_G11F_B10F, // R11G11B10F
  258. GL_ZERO, // UnknownDepth
  259. GL_ZERO, // D16
  260. GL_ZERO, // D24
  261. GL_ZERO, // D24S8
  262. GL_ZERO, // D32
  263. GL_ZERO, // D16F
  264. GL_ZERO, // D24F
  265. GL_ZERO, // D32F
  266. GL_ZERO, // D0S8
  267. };
  268. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_imageFormat) );
  269. struct Extension
  270. {
  271. enum Enum
  272. {
  273. AMD_conservative_depth,
  274. ANGLE_depth_texture,
  275. ANGLE_framebuffer_blit,
  276. ANGLE_framebuffer_multisample,
  277. ANGLE_instanced_arrays,
  278. ANGLE_texture_compression_dxt1,
  279. ANGLE_texture_compression_dxt3,
  280. ANGLE_texture_compression_dxt5,
  281. ANGLE_translated_shader_source,
  282. APPLE_texture_format_BGRA8888,
  283. APPLE_texture_max_level,
  284. ARB_compute_shader,
  285. ARB_conservative_depth,
  286. ARB_debug_label,
  287. ARB_debug_output,
  288. ARB_depth_buffer_float,
  289. ARB_depth_clamp,
  290. ARB_draw_buffers_blend,
  291. ARB_draw_instanced,
  292. ARB_ES3_compatibility,
  293. ARB_framebuffer_object,
  294. ARB_framebuffer_sRGB,
  295. ARB_get_program_binary,
  296. ARB_half_float_pixel,
  297. ARB_half_float_vertex,
  298. ARB_instanced_arrays,
  299. ARB_invalidate_subdata,
  300. ARB_map_buffer_range,
  301. ARB_multisample,
  302. ARB_occlusion_query,
  303. ARB_occlusion_query2,
  304. ARB_program_interface_query,
  305. ARB_sampler_objects,
  306. ARB_seamless_cube_map,
  307. ARB_shader_bit_encoding,
  308. ARB_shader_image_load_store,
  309. ARB_shader_storage_buffer_object,
  310. ARB_shader_texture_lod,
  311. ARB_texture_compression_bptc,
  312. ARB_texture_compression_rgtc,
  313. ARB_texture_float,
  314. ARB_texture_multisample,
  315. ARB_texture_rg,
  316. ARB_texture_rgb10_a2ui,
  317. ARB_texture_stencil8,
  318. ARB_texture_storage,
  319. ARB_texture_swizzle,
  320. ARB_timer_query,
  321. ARB_uniform_buffer_object,
  322. ARB_vertex_array_object,
  323. ARB_vertex_type_2_10_10_10_rev,
  324. ATI_meminfo,
  325. CHROMIUM_color_buffer_float_rgb,
  326. CHROMIUM_color_buffer_float_rgba,
  327. CHROMIUM_depth_texture,
  328. CHROMIUM_framebuffer_multisample,
  329. CHROMIUM_texture_compression_dxt3,
  330. CHROMIUM_texture_compression_dxt5,
  331. EXT_bgra,
  332. EXT_blend_color,
  333. EXT_blend_minmax,
  334. EXT_blend_subtract,
  335. EXT_compressed_ETC1_RGB8_sub_texture,
  336. EXT_debug_label,
  337. EXT_debug_marker,
  338. EXT_discard_framebuffer,
  339. EXT_draw_buffers,
  340. EXT_frag_depth,
  341. EXT_framebuffer_blit,
  342. EXT_framebuffer_object,
  343. EXT_framebuffer_sRGB,
  344. EXT_occlusion_query_boolean,
  345. EXT_packed_float,
  346. EXT_read_format_bgra,
  347. EXT_shader_image_load_store,
  348. EXT_shader_texture_lod,
  349. EXT_shadow_samplers,
  350. EXT_texture_array,
  351. EXT_texture_compression_dxt1,
  352. EXT_texture_compression_latc,
  353. EXT_texture_compression_rgtc,
  354. EXT_texture_compression_s3tc,
  355. EXT_texture_filter_anisotropic,
  356. EXT_texture_format_BGRA8888,
  357. EXT_texture_rg,
  358. EXT_texture_sRGB,
  359. EXT_texture_storage,
  360. EXT_texture_swizzle,
  361. EXT_texture_type_2_10_10_10_REV,
  362. EXT_timer_query,
  363. EXT_unpack_subimage,
  364. GOOGLE_depth_texture,
  365. GREMEDY_string_marker,
  366. GREMEDY_frame_terminator,
  367. IMG_multisampled_render_to_texture,
  368. IMG_read_format,
  369. IMG_shader_binary,
  370. IMG_texture_compression_pvrtc,
  371. IMG_texture_compression_pvrtc2,
  372. IMG_texture_format_BGRA8888,
  373. INTEL_fragment_shader_ordering,
  374. KHR_debug,
  375. MOZ_WEBGL_compressed_texture_s3tc,
  376. MOZ_WEBGL_depth_texture,
  377. NV_draw_buffers,
  378. NVX_gpu_memory_info,
  379. OES_compressed_ETC1_RGB8_texture,
  380. OES_depth24,
  381. OES_depth32,
  382. OES_depth_texture,
  383. OES_fragment_precision_high,
  384. OES_get_program_binary,
  385. OES_required_internalformat,
  386. OES_packed_depth_stencil,
  387. OES_read_format,
  388. OES_rgb8_rgba8,
  389. OES_standard_derivatives,
  390. OES_texture_3D,
  391. OES_texture_float,
  392. OES_texture_float_linear,
  393. OES_texture_npot,
  394. OES_texture_half_float,
  395. OES_texture_half_float_linear,
  396. OES_vertex_array_object,
  397. OES_vertex_half_float,
  398. OES_vertex_type_10_10_10_2,
  399. WEBGL_compressed_texture_etc1,
  400. WEBGL_compressed_texture_s3tc,
  401. WEBGL_compressed_texture_pvrtc,
  402. WEBGL_depth_texture,
  403. WEBKIT_EXT_texture_filter_anisotropic,
  404. WEBKIT_WEBGL_compressed_texture_s3tc,
  405. WEBKIT_WEBGL_depth_texture,
  406. Count
  407. };
  408. const char* m_name;
  409. bool m_supported;
  410. bool m_initialize;
  411. };
  412. static Extension s_extension[Extension::Count] =
  413. {
  414. { "AMD_conservative_depth", false, true },
  415. { "ANGLE_depth_texture", false, true },
  416. { "ANGLE_framebuffer_blit", false, true },
  417. { "ANGLE_framebuffer_multisample", false, false },
  418. { "ANGLE_instanced_arrays", false, true },
  419. { "ANGLE_texture_compression_dxt1", false, true },
  420. { "ANGLE_texture_compression_dxt3", false, true },
  421. { "ANGLE_texture_compression_dxt5", false, true },
  422. { "ANGLE_translated_shader_source", false, true },
  423. { "APPLE_texture_format_BGRA8888", false, true },
  424. { "APPLE_texture_max_level", false, true },
  425. { "ARB_compute_shader", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  426. { "ARB_conservative_depth", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  427. { "ARB_debug_label", false, true },
  428. { "ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  429. { "ARB_depth_buffer_float", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  430. { "ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  431. { "ARB_draw_buffers_blend", BGFX_CONFIG_RENDERER_OPENGL >= 40, true },
  432. { "ARB_draw_instanced", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  433. { "ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  434. { "ARB_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  435. { "ARB_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  436. { "ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  437. { "ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  438. { "ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  439. { "ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  440. { "ARB_invalidate_subdata", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  441. { "ARB_map_buffer_range", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  442. { "ARB_multisample", false, true },
  443. { "ARB_occlusion_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  444. { "ARB_occlusion_query2", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  445. { "ARB_program_interface_query", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  446. { "ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  447. { "ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  448. { "ARB_shader_bit_encoding", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  449. { "ARB_shader_image_load_store", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  450. { "ARB_shader_storage_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  451. { "ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  452. { "ARB_texture_compression_bptc", BGFX_CONFIG_RENDERER_OPENGL >= 44, true },
  453. { "ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  454. { "ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  455. { "ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  456. { "ARB_texture_rg", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  457. { "ARB_texture_rgb10_a2ui", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  458. { "ARB_texture_stencil8", false, true },
  459. { "ARB_texture_storage", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  460. { "ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  461. { "ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  462. { "ARB_uniform_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  463. { "ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  464. { "ARB_vertex_type_2_10_10_10_rev", false, true },
  465. { "ATI_meminfo", false, true },
  466. { "CHROMIUM_color_buffer_float_rgb", false, true },
  467. { "CHROMIUM_color_buffer_float_rgba", false, true },
  468. { "CHROMIUM_depth_texture", false, true },
  469. { "CHROMIUM_framebuffer_multisample", false, true },
  470. { "CHROMIUM_texture_compression_dxt3", false, true },
  471. { "CHROMIUM_texture_compression_dxt5", false, true },
  472. { "EXT_bgra", false, true },
  473. { "EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  474. { "EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  475. { "EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  476. { "EXT_compressed_ETC1_RGB8_sub_texture", false, true }, // GLES2 extension.
  477. { "EXT_debug_label", false, true },
  478. { "EXT_debug_marker", false, true },
  479. { "EXT_discard_framebuffer", false, true }, // GLES2 extension.
  480. { "EXT_draw_buffers", false, true }, // GLES2 extension.
  481. { "EXT_frag_depth", false, true }, // GLES2 extension.
  482. { "EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  483. { "EXT_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  484. { "EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  485. { "EXT_occlusion_query_boolean", false, true },
  486. { "EXT_packed_float", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  487. { "EXT_read_format_bgra", false, true },
  488. { "EXT_shader_image_load_store", false, true },
  489. { "EXT_shader_texture_lod", false, true }, // GLES2 extension.
  490. { "EXT_shadow_samplers", false, true },
  491. { "EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  492. { "EXT_texture_compression_dxt1", false, true },
  493. { "EXT_texture_compression_latc", false, true },
  494. { "EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  495. { "EXT_texture_compression_s3tc", false, true },
  496. { "EXT_texture_filter_anisotropic", false, true },
  497. { "EXT_texture_format_BGRA8888", false, true },
  498. { "EXT_texture_rg", false, true }, // GLES2 extension.
  499. { "EXT_texture_sRGB", false, true },
  500. { "EXT_texture_storage", false, true },
  501. { "EXT_texture_swizzle", false, true },
  502. { "EXT_texture_type_2_10_10_10_REV", false, true },
  503. { "EXT_timer_query", false, true },
  504. { "EXT_unpack_subimage", false, true },
  505. { "GOOGLE_depth_texture", false, true },
  506. { "GREMEDY_string_marker", false, true },
  507. { "GREMEDY_frame_terminator", false, true },
  508. { "IMG_multisampled_render_to_texture", false, true },
  509. { "IMG_read_format", false, true },
  510. { "IMG_shader_binary", false, true },
  511. { "IMG_texture_compression_pvrtc", false, true },
  512. { "IMG_texture_compression_pvrtc2", false, true },
  513. { "IMG_texture_format_BGRA8888", false, true },
  514. { "INTEL_fragment_shader_ordering", false, true },
  515. { "KHR_debug", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  516. { "MOZ_WEBGL_compressed_texture_s3tc", false, true },
  517. { "MOZ_WEBGL_depth_texture", false, true },
  518. { "NV_draw_buffers", false, true }, // GLES2 extension.
  519. { "NVX_gpu_memory_info", false, true },
  520. { "OES_compressed_ETC1_RGB8_texture", false, true },
  521. { "OES_depth24", false, true },
  522. { "OES_depth32", false, true },
  523. { "OES_depth_texture", false, true },
  524. { "OES_fragment_precision_high", false, true },
  525. { "OES_get_program_binary", false, true },
  526. { "OES_required_internalformat", false, true },
  527. { "OES_packed_depth_stencil", false, true },
  528. { "OES_read_format", false, true },
  529. { "OES_rgb8_rgba8", false, true },
  530. { "OES_standard_derivatives", false, true },
  531. { "OES_texture_3D", false, true },
  532. { "OES_texture_float", false, true },
  533. { "OES_texture_float_linear", false, true },
  534. { "OES_texture_npot", false, true },
  535. { "OES_texture_half_float", false, true },
  536. { "OES_texture_half_float_linear", false, true },
  537. { "OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  538. { "OES_vertex_half_float", false, true },
  539. { "OES_vertex_type_10_10_10_2", false, true },
  540. { "WEBGL_compressed_texture_etc1", false, true },
  541. { "WEBGL_compressed_texture_s3tc", false, true },
  542. { "WEBGL_compressed_texture_pvrtc", false, true },
  543. { "WEBGL_depth_texture", false, true },
  544. { "WEBKIT_EXT_texture_filter_anisotropic", false, true },
  545. { "WEBKIT_WEBGL_compressed_texture_s3tc", false, true },
  546. { "WEBKIT_WEBGL_depth_texture", false, true },
  547. };
  548. static const char* s_ARB_shader_texture_lod[] =
  549. {
  550. "texture2DLod",
  551. "texture2DProjLod",
  552. "texture3DLod",
  553. "texture3DProjLod",
  554. "textureCubeLod",
  555. "shadow2DLod",
  556. "shadow2DProjLod",
  557. NULL
  558. // "texture1DLod",
  559. // "texture1DProjLod",
  560. // "shadow1DLod",
  561. // "shadow1DProjLod",
  562. };
  563. static const char* s_EXT_shader_texture_lod[] =
  564. {
  565. "texture2DLod",
  566. "texture2DProjLod",
  567. "textureCubeLod",
  568. NULL
  569. // "texture2DGrad",
  570. // "texture2DProjGrad",
  571. // "textureCubeGrad",
  572. };
  573. static const char* s_EXT_shadow_samplers[] =
  574. {
  575. "shadow2D",
  576. "shadow2DProj",
  577. NULL
  578. };
  579. static const char* s_OES_standard_derivatives[] =
  580. {
  581. "dFdx",
  582. "dFdy",
  583. "fwidth",
  584. NULL
  585. };
  586. static const char* s_OES_texture_3D[] =
  587. {
  588. "texture3D",
  589. "texture3DProj",
  590. "texture3DLod",
  591. "texture3DProjLod",
  592. NULL
  593. };
  594. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  595. {
  596. }
  597. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  598. {
  599. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  600. }
  601. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  602. {
  603. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  604. }
  605. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  606. {
  607. }
  608. static void GL_APIENTRY stubInsertEventMarker(GLsizei /*_length*/, const char* /*_marker*/)
  609. {
  610. }
  611. static void GL_APIENTRY stubInsertEventMarkerGREMEDY(GLsizei _length, const char* _marker)
  612. {
  613. // If <marker> is a null-terminated string then <length> should not
  614. // include the terminator.
  615. //
  616. // If <length> is 0 then <marker> is assumed to be null-terminated.
  617. uint32_t size = (0 == _length ? (uint32_t)strlen(_marker) : _length) + 1;
  618. size *= sizeof(wchar_t);
  619. wchar_t* name = (wchar_t*)alloca(size);
  620. mbstowcs(name, _marker, size-2);
  621. GL_CHECK(glStringMarkerGREMEDY(_length, _marker) );
  622. }
  623. static void GL_APIENTRY stubObjectLabel(GLenum /*_identifier*/, GLuint /*_name*/, GLsizei /*_length*/, const char* /*_label*/)
  624. {
  625. }
  626. static void GL_APIENTRY stubInvalidateFramebuffer(GLenum /*_target*/, GLsizei /*_numAttachments*/, const GLenum* /*_attachments*/)
  627. {
  628. }
  629. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  630. static const char* getGLString(GLenum _name)
  631. {
  632. const char* str = (const char*)glGetString(_name);
  633. glGetError(); // ignore error if glGetString returns NULL.
  634. if (NULL != str)
  635. {
  636. return str;
  637. }
  638. return "<unknown>";
  639. }
  640. static uint32_t getGLStringHash(GLenum _name)
  641. {
  642. const char* str = (const char*)glGetString(_name);
  643. glGetError(); // ignore error if glGetString returns NULL.
  644. if (NULL != str)
  645. {
  646. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  647. }
  648. return 0;
  649. }
  650. void dumpExtensions(const char* _extensions)
  651. {
  652. if (NULL != _extensions)
  653. {
  654. char name[1024];
  655. const char* pos = _extensions;
  656. const char* end = _extensions + strlen(_extensions);
  657. while (pos < end)
  658. {
  659. uint32_t len;
  660. const char* space = strchr(pos, ' ');
  661. if (NULL != space)
  662. {
  663. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  664. }
  665. else
  666. {
  667. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  668. }
  669. strncpy(name, pos, len);
  670. name[len] = '\0';
  671. BX_TRACE("\t%s", name);
  672. pos += len+1;
  673. }
  674. }
  675. }
  676. const char* toString(GLenum _enum)
  677. {
  678. #if defined(GL_DEBUG_SOURCE_API_ARB)
  679. switch (_enum)
  680. {
  681. case GL_DEBUG_SOURCE_API_ARB: return "API";
  682. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  683. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  684. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  685. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  686. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  687. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  688. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  689. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  690. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  691. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  692. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  693. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  694. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  695. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  696. default:
  697. break;
  698. }
  699. #else
  700. BX_UNUSED(_enum);
  701. #endif // defined(GL_DEBUG_SOURCE_API_ARB)
  702. return "<unknown>";
  703. }
  704. void GL_APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  705. {
  706. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  707. , toString(_source)
  708. , toString(_type)
  709. , _id
  710. , toString(_severity)
  711. , _message
  712. );
  713. BX_UNUSED(_source, _type, _id, _severity, _message);
  714. }
  715. GLint glGet(GLenum _pname)
  716. {
  717. GLint result = 0;
  718. glGetIntegerv(_pname, &result);
  719. GLenum err = glGetError();
  720. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  721. return 0 == err ? result : 0;
  722. }
  723. void setTextureFormat(TextureFormat::Enum _format, GLenum _internalFmt, GLenum _fmt, GLenum _type = GL_ZERO)
  724. {
  725. TextureFormatInfo& tfi = s_textureFormat[_format];
  726. tfi.m_internalFmt = _internalFmt;
  727. tfi.m_fmt = _fmt;
  728. tfi.m_type = _type;
  729. }
  730. bool isTextureFormatValid(TextureFormat::Enum _format)
  731. {
  732. const TextureFormatInfo& tfi = s_textureFormat[_format];
  733. if (GL_ZERO == tfi.m_internalFmt)
  734. {
  735. return false;
  736. }
  737. GLuint id;
  738. GL_CHECK(glGenTextures(1, &id) );
  739. GL_CHECK(glBindTexture(GL_TEXTURE_2D, id) );
  740. GLsizei size = (16*16*getBitsPerPixel(_format) )/8;
  741. void* data = alloca(size);
  742. if (isCompressed(_format) )
  743. {
  744. glCompressedTexImage2D(GL_TEXTURE_2D, 0, tfi.m_internalFmt, 16, 16, 0, size, data);
  745. }
  746. else
  747. {
  748. glTexImage2D(GL_TEXTURE_2D, 0, tfi.m_internalFmt, 16, 16, 0, tfi.m_fmt, tfi.m_type, data);
  749. }
  750. GLenum err = glGetError();
  751. BX_WARN(0 == err, "TextureFormat::%s is not supported (%x: %s).", getName(_format), err, glEnumName(err) );
  752. GL_CHECK(glDeleteTextures(1, &id) );
  753. return 0 == err;
  754. }
  755. struct RendererContextGL : public RendererContextI
  756. {
  757. RendererContextGL()
  758. : m_numWindows(1)
  759. , m_rtMsaa(false)
  760. , m_fbDiscard(BGFX_CLEAR_NONE)
  761. , m_capture(NULL)
  762. , m_captureSize(0)
  763. , m_maxAnisotropy(0.0f)
  764. , m_maxMsaa(0)
  765. , m_vao(0)
  766. , m_vaoSupport(false)
  767. , m_samplerObjectSupport(false)
  768. , m_shadowSamplersSupport(false)
  769. , m_programBinarySupport(false)
  770. , m_textureSwizzleSupport(false)
  771. , m_depthTextureSupport(false)
  772. , m_flip(false)
  773. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  774. , m_backBufferFbo(0)
  775. , m_msaaBackBufferFbo(0)
  776. , m_ovrFbo(0)
  777. {
  778. memset(m_msaaBackBufferRbos, 0, sizeof(m_msaaBackBufferRbos) );
  779. }
  780. ~RendererContextGL()
  781. {
  782. }
  783. void init()
  784. {
  785. m_renderdocdll = loadRenderDoc();
  786. m_fbh.idx = invalidHandle;
  787. memset(m_uniforms, 0, sizeof(m_uniforms) );
  788. memset(&m_resolution, 0, sizeof(m_resolution) );
  789. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  790. // Must be after context is initialized?!
  791. m_ovr.init();
  792. m_vendor = getGLString(GL_VENDOR);
  793. m_renderer = getGLString(GL_RENDERER);
  794. m_version = getGLString(GL_VERSION);
  795. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  796. GLint numCmpFormats = 0;
  797. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  798. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  799. GLint* cmpFormat = NULL;
  800. if (0 < numCmpFormats)
  801. {
  802. numCmpFormats = numCmpFormats > 256 ? 256 : numCmpFormats;
  803. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  804. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  805. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  806. {
  807. GLint internalFmt = cmpFormat[ii];
  808. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  809. for (uint32_t jj = 0; jj < fmt; ++jj)
  810. {
  811. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  812. {
  813. s_textureFormat[jj].m_supported = true;
  814. fmt = jj;
  815. }
  816. }
  817. BX_TRACE(" %3d: %8x %s", ii, internalFmt, getName( (TextureFormat::Enum)fmt) );
  818. }
  819. }
  820. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  821. {
  822. #define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  823. BX_TRACE("Defaults:");
  824. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES
  825. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  826. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  827. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  828. #else
  829. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  830. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  831. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  832. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES
  833. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  834. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  835. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  836. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  837. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  838. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  839. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  840. #undef GL_GET
  841. BX_TRACE(" Vendor: %s", m_vendor);
  842. BX_TRACE(" Renderer: %s", m_renderer);
  843. BX_TRACE(" Version: %s", m_version);
  844. BX_TRACE("GLSL version: %s", m_glslVersion);
  845. }
  846. // Initial binary shader hash depends on driver version.
  847. m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  848. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  849. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  850. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  851. ;
  852. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  853. {
  854. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  855. glGetError(); // ignore error if glGetString returns NULL.
  856. if (NULL != extensions)
  857. {
  858. char name[1024];
  859. const char* pos = extensions;
  860. const char* end = extensions + strlen(extensions);
  861. uint32_t index = 0;
  862. while (pos < end)
  863. {
  864. uint32_t len;
  865. const char* space = strchr(pos, ' ');
  866. if (NULL != space)
  867. {
  868. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  869. }
  870. else
  871. {
  872. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  873. }
  874. strncpy(name, pos, len);
  875. name[len] = '\0';
  876. bool supported = false;
  877. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  878. {
  879. Extension& extension = s_extension[ii];
  880. if (!extension.m_supported
  881. && extension.m_initialize)
  882. {
  883. const char* ext = name;
  884. if (0 == strncmp(ext, "GL_", 3) ) // skip GL_
  885. {
  886. ext += 3;
  887. }
  888. if (0 == strcmp(ext, extension.m_name) )
  889. {
  890. extension.m_supported = true;
  891. supported = true;
  892. break;
  893. }
  894. }
  895. }
  896. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  897. BX_UNUSED(supported);
  898. pos += len+1;
  899. ++index;
  900. }
  901. BX_TRACE("Supported extensions:");
  902. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  903. {
  904. if (s_extension[ii].m_supported)
  905. {
  906. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  907. }
  908. }
  909. }
  910. }
  911. bool bc123Supported = 0
  912. || s_extension[Extension::EXT_texture_compression_s3tc ].m_supported
  913. || s_extension[Extension::MOZ_WEBGL_compressed_texture_s3tc ].m_supported
  914. || s_extension[Extension::WEBGL_compressed_texture_s3tc ].m_supported
  915. || s_extension[Extension::WEBKIT_WEBGL_compressed_texture_s3tc].m_supported
  916. ;
  917. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported
  918. || s_extension[Extension::ANGLE_texture_compression_dxt1].m_supported
  919. || s_extension[Extension::EXT_texture_compression_dxt1 ].m_supported
  920. ;
  921. if (!s_textureFormat[TextureFormat::BC1].m_supported
  922. && ( s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  923. {
  924. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  925. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  926. {
  927. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  928. {
  929. setTextureFormat(TextureFormat::BC1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
  930. s_textureFormat[TextureFormat::BC1].m_supported = true;
  931. break;
  932. }
  933. }
  934. }
  935. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported
  936. || s_extension[Extension::ANGLE_texture_compression_dxt3 ].m_supported
  937. || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported
  938. ;
  939. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported
  940. || s_extension[Extension::ANGLE_texture_compression_dxt5 ].m_supported
  941. || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported
  942. ;
  943. if (s_extension[Extension::EXT_texture_compression_latc].m_supported)
  944. {
  945. setTextureFormat(TextureFormat::BC4, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT);
  946. setTextureFormat(TextureFormat::BC5, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT);
  947. }
  948. if (s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  949. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  950. {
  951. setTextureFormat(TextureFormat::BC4, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1);
  952. setTextureFormat(TextureFormat::BC5, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2);
  953. }
  954. bool etc1Supported = 0
  955. || s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported
  956. || s_extension[Extension::WEBGL_compressed_texture_etc1 ].m_supported
  957. ;
  958. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  959. bool etc2Supported = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  960. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  961. ;
  962. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  963. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  964. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  965. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  966. && s_textureFormat[TextureFormat::ETC2].m_supported)
  967. {
  968. // When ETC2 is supported override ETC1 texture format settings.
  969. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  970. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  971. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  972. }
  973. bool ptc1Supported = 0
  974. || s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported
  975. || s_extension[Extension::WEBGL_compressed_texture_pvrtc].m_supported
  976. ;
  977. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  978. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  979. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  980. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  981. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  982. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  983. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  984. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES) )
  985. {
  986. setTextureFormat(TextureFormat::D32, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
  987. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  988. {
  989. setTextureFormat(TextureFormat::R16, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT);
  990. setTextureFormat(TextureFormat::RGBA16, GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT);
  991. }
  992. else
  993. {
  994. setTextureFormat(TextureFormat::RGBA16F, GL_RGBA, GL_RGBA, GL_HALF_FLOAT);
  995. if (BX_ENABLED(BX_PLATFORM_IOS) )
  996. {
  997. setTextureFormat(TextureFormat::D16, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);
  998. setTextureFormat(TextureFormat::D24S8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
  999. }
  1000. }
  1001. }
  1002. if (s_extension[Extension::EXT_texture_format_BGRA8888 ].m_supported
  1003. || s_extension[Extension::EXT_bgra ].m_supported
  1004. || s_extension[Extension::IMG_texture_format_BGRA8888 ].m_supported
  1005. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  1006. {
  1007. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1008. {
  1009. m_readPixelsFmt = GL_BGRA;
  1010. }
  1011. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA;
  1012. // Mixing GLES and GL extensions here. OpenGL EXT_bgra and
  1013. // APPLE_texture_format_BGRA8888 wants
  1014. // format to be BGRA but internal format to stay RGBA, but
  1015. // EXT_texture_format_BGRA8888 wants both format and internal
  1016. // format to be BGRA.
  1017. //
  1018. // Reference:
  1019. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  1020. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  1021. // https://www.khronos.org/registry/gles/extensions/APPLE/APPLE_texture_format_BGRA8888.txt
  1022. if (!s_extension[Extension::EXT_bgra ].m_supported
  1023. && !s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  1024. {
  1025. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA;
  1026. }
  1027. if (!isTextureFormatValid(TextureFormat::BGRA8) )
  1028. {
  1029. // Revert back to RGBA if texture can't be created.
  1030. setTextureFormat(TextureFormat::BGRA8, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
  1031. }
  1032. }
  1033. if (!isTextureFormatValid(TextureFormat::R8) )
  1034. {
  1035. // GL core has to use GL_R8 Issue#208, GLES2 has to use GL_LUMINANCE issue#226
  1036. s_textureFormat[TextureFormat::R8].m_internalFmt = GL_LUMINANCE;
  1037. s_textureFormat[TextureFormat::R8].m_fmt = GL_LUMINANCE;
  1038. }
  1039. if (!BX_ENABLED(BX_PLATFORM_EMSCRIPTEN) )
  1040. {
  1041. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1042. {
  1043. if (TextureFormat::Unknown != ii
  1044. && TextureFormat::UnknownDepth != ii)
  1045. {
  1046. s_textureFormat[ii].m_supported = isTextureFormatValid( (TextureFormat::Enum)ii);
  1047. }
  1048. }
  1049. }
  1050. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1051. {
  1052. g_caps.formats[ii] = s_textureFormat[ii].m_supported ? 1 : 0;
  1053. }
  1054. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::OES_texture_3D].m_supported
  1055. ? BGFX_CAPS_TEXTURE_3D
  1056. : 0
  1057. ;
  1058. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::EXT_shadow_samplers].m_supported
  1059. ? BGFX_CAPS_TEXTURE_COMPARE_ALL
  1060. : 0
  1061. ;
  1062. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::OES_vertex_half_float].m_supported
  1063. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  1064. : 0
  1065. ;
  1066. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::EXT_frag_depth].m_supported
  1067. ? BGFX_CAPS_FRAGMENT_DEPTH
  1068. : 0
  1069. ;
  1070. g_caps.supported |= s_extension[Extension::ARB_draw_buffers_blend].m_supported
  1071. ? BGFX_CAPS_BLEND_INDEPENDENT
  1072. : 0
  1073. ;
  1074. g_caps.supported |= s_extension[Extension::INTEL_fragment_shader_ordering].m_supported
  1075. ? BGFX_CAPS_FRAGMENT_ORDERING
  1076. : 0
  1077. ;
  1078. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  1079. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  1080. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1081. || s_extension[Extension::EXT_draw_buffers].m_supported)
  1082. {
  1083. g_caps.maxFBAttachments = bx::uint32_min(glGet(GL_MAX_COLOR_ATTACHMENTS), BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1084. }
  1085. m_vaoSupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1086. || s_extension[Extension::ARB_vertex_array_object].m_supported
  1087. || s_extension[Extension::OES_vertex_array_object].m_supported
  1088. ;
  1089. if (BX_ENABLED(BX_PLATFORM_NACL) )
  1090. {
  1091. m_vaoSupport &= NULL != glGenVertexArrays
  1092. && NULL != glDeleteVertexArrays
  1093. && NULL != glBindVertexArray
  1094. ;
  1095. }
  1096. if (m_vaoSupport)
  1097. {
  1098. GL_CHECK(glGenVertexArrays(1, &m_vao) );
  1099. }
  1100. m_samplerObjectSupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1101. || s_extension[Extension::ARB_sampler_objects].m_supported
  1102. ;
  1103. m_shadowSamplersSupport = !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1104. || s_extension[Extension::EXT_shadow_samplers].m_supported
  1105. ;
  1106. m_programBinarySupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1107. || s_extension[Extension::ARB_get_program_binary].m_supported
  1108. || s_extension[Extension::OES_get_program_binary].m_supported
  1109. || s_extension[Extension::IMG_shader_binary ].m_supported
  1110. ;
  1111. m_textureSwizzleSupport = false
  1112. || s_extension[Extension::ARB_texture_swizzle].m_supported
  1113. || s_extension[Extension::EXT_texture_swizzle].m_supported
  1114. ;
  1115. m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1116. || s_extension[Extension::ANGLE_depth_texture ].m_supported
  1117. || s_extension[Extension::CHROMIUM_depth_texture ].m_supported
  1118. || s_extension[Extension::GOOGLE_depth_texture ].m_supported
  1119. || s_extension[Extension::OES_depth_texture ].m_supported
  1120. || s_extension[Extension::MOZ_WEBGL_depth_texture ].m_supported
  1121. || s_extension[Extension::WEBGL_depth_texture ].m_supported
  1122. || s_extension[Extension::WEBKIT_WEBGL_depth_texture].m_supported
  1123. ;
  1124. g_caps.supported |= m_depthTextureSupport
  1125. ? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  1126. : 0
  1127. ;
  1128. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  1129. || s_extension[Extension::ARB_compute_shader].m_supported
  1130. ? BGFX_CAPS_COMPUTE
  1131. : 0
  1132. ;
  1133. g_caps.supported |= GlContext::isSwapChainSupported()
  1134. ? BGFX_CAPS_SWAP_CHAIN
  1135. : 0
  1136. ;
  1137. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  1138. {
  1139. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_maxAnisotropy) );
  1140. }
  1141. if (s_extension[Extension::ARB_texture_multisample].m_supported
  1142. || s_extension[Extension::ANGLE_framebuffer_multisample].m_supported)
  1143. {
  1144. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &m_maxMsaa) );
  1145. }
  1146. if (s_extension[Extension::OES_read_format].m_supported
  1147. && (s_extension[Extension::IMG_read_format].m_supported || s_extension[Extension::EXT_read_format_bgra].m_supported) )
  1148. {
  1149. m_readPixelsFmt = GL_BGRA;
  1150. }
  1151. else
  1152. {
  1153. m_readPixelsFmt = GL_RGBA;
  1154. }
  1155. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1156. {
  1157. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1158. }
  1159. else
  1160. {
  1161. if (!BX_ENABLED(BX_PLATFORM_IOS) )
  1162. {
  1163. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  1164. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  1165. {
  1166. if (NULL != glVertexAttribDivisor
  1167. && NULL != glDrawArraysInstanced
  1168. && NULL != glDrawElementsInstanced)
  1169. {
  1170. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1171. }
  1172. }
  1173. }
  1174. if (0 == (g_caps.supported & BGFX_CAPS_INSTANCING) )
  1175. {
  1176. glVertexAttribDivisor = stubVertexAttribDivisor;
  1177. glDrawArraysInstanced = stubDrawArraysInstanced;
  1178. glDrawElementsInstanced = stubDrawElementsInstanced;
  1179. }
  1180. }
  1181. #if BGFX_CONFIG_RENDERER_OPENGL
  1182. if (s_extension[Extension::ARB_debug_output].m_supported
  1183. || s_extension[Extension::KHR_debug].m_supported)
  1184. {
  1185. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  1186. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  1187. }
  1188. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  1189. {
  1190. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  1191. }
  1192. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  1193. {
  1194. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  1195. }
  1196. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1197. if (NULL == glFrameTerminatorGREMEDY
  1198. || !s_extension[Extension::GREMEDY_frame_terminator].m_supported)
  1199. {
  1200. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  1201. }
  1202. if (NULL == glInsertEventMarker
  1203. || !s_extension[Extension::EXT_debug_marker].m_supported)
  1204. {
  1205. glInsertEventMarker = (NULL != glStringMarkerGREMEDY && s_extension[Extension::GREMEDY_string_marker].m_supported)
  1206. ? stubInsertEventMarkerGREMEDY
  1207. : stubInsertEventMarker
  1208. ;
  1209. }
  1210. if (NULL == glObjectLabel)
  1211. {
  1212. glObjectLabel = stubObjectLabel;
  1213. }
  1214. if (NULL == glInvalidateFramebuffer)
  1215. {
  1216. glInvalidateFramebuffer = stubInvalidateFramebuffer;
  1217. }
  1218. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1219. {
  1220. m_queries.create();
  1221. }
  1222. // Init reserved part of view name.
  1223. for (uint8_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1224. {
  1225. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1, "%3d ", ii);
  1226. }
  1227. ovrPostReset();
  1228. }
  1229. void shutdown()
  1230. {
  1231. ovrPreReset();
  1232. m_ovr.shutdown();
  1233. if (m_vaoSupport)
  1234. {
  1235. GL_CHECK(glBindVertexArray(0) );
  1236. GL_CHECK(glDeleteVertexArrays(1, &m_vao) );
  1237. m_vao = 0;
  1238. }
  1239. captureFinish();
  1240. invalidateCache();
  1241. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1242. {
  1243. m_queries.destroy();
  1244. }
  1245. destroyMsaaFbo();
  1246. m_glctx.destroy();
  1247. m_flip = false;
  1248. unloadRenderDoc(m_renderdocdll);
  1249. }
  1250. RendererType::Enum getRendererType() const BX_OVERRIDE
  1251. {
  1252. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1253. {
  1254. return RendererType::OpenGL;
  1255. }
  1256. return RendererType::OpenGLES;
  1257. }
  1258. const char* getRendererName() const BX_OVERRIDE
  1259. {
  1260. return BGFX_RENDERER_OPENGL_NAME;
  1261. }
  1262. void flip()
  1263. {
  1264. if (m_flip)
  1265. {
  1266. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  1267. {
  1268. m_glctx.swap(m_frameBuffers[m_windows[ii].idx].m_swapChain);
  1269. }
  1270. if (!m_ovr.swap() )
  1271. {
  1272. m_glctx.swap();
  1273. }
  1274. }
  1275. }
  1276. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint8_t /*_flags*/) BX_OVERRIDE
  1277. {
  1278. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1279. }
  1280. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1281. {
  1282. m_indexBuffers[_handle.idx].destroy();
  1283. }
  1284. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1285. {
  1286. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1287. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1288. dump(decl);
  1289. }
  1290. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1291. {
  1292. }
  1293. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint8_t /*_flags*/) BX_OVERRIDE
  1294. {
  1295. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1296. }
  1297. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1298. {
  1299. m_vertexBuffers[_handle.idx].destroy();
  1300. }
  1301. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint8_t /*_flags*/) BX_OVERRIDE
  1302. {
  1303. m_indexBuffers[_handle.idx].create(_size, NULL);
  1304. }
  1305. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1306. {
  1307. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1308. }
  1309. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1310. {
  1311. m_indexBuffers[_handle.idx].destroy();
  1312. }
  1313. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint8_t /*_flags*/) BX_OVERRIDE
  1314. {
  1315. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1316. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1317. }
  1318. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1319. {
  1320. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1321. }
  1322. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1323. {
  1324. m_vertexBuffers[_handle.idx].destroy();
  1325. }
  1326. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1327. {
  1328. m_shaders[_handle.idx].create(_mem);
  1329. }
  1330. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1331. {
  1332. m_shaders[_handle.idx].destroy();
  1333. }
  1334. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1335. {
  1336. ShaderGL dummyFragmentShader;
  1337. m_program[_handle.idx].create(m_shaders[_vsh.idx], isValid(_fsh) ? m_shaders[_fsh.idx] : dummyFragmentShader);
  1338. }
  1339. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1340. {
  1341. m_program[_handle.idx].destroy();
  1342. }
  1343. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1344. {
  1345. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1346. }
  1347. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1348. {
  1349. }
  1350. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1351. {
  1352. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1353. }
  1354. void updateTextureEnd() BX_OVERRIDE
  1355. {
  1356. }
  1357. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1358. {
  1359. m_textures[_handle.idx].destroy();
  1360. }
  1361. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1362. {
  1363. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1364. }
  1365. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1366. {
  1367. uint16_t denseIdx = m_numWindows++;
  1368. m_windows[denseIdx] = _handle;
  1369. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1370. }
  1371. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1372. {
  1373. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1374. if (UINT16_MAX != denseIdx)
  1375. {
  1376. --m_numWindows;
  1377. if (m_numWindows > 1)
  1378. {
  1379. FrameBufferHandle handle = m_windows[m_numWindows];
  1380. m_windows[denseIdx] = handle;
  1381. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1382. }
  1383. }
  1384. }
  1385. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1386. {
  1387. if (NULL != m_uniforms[_handle.idx])
  1388. {
  1389. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1390. }
  1391. uint32_t size = g_uniformTypeSize[_type]*_num;
  1392. void* data = BX_ALLOC(g_allocator, size);
  1393. memset(data, 0, size);
  1394. m_uniforms[_handle.idx] = data;
  1395. m_uniformReg.add(_handle, _name, m_uniforms[_handle.idx]);
  1396. }
  1397. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1398. {
  1399. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1400. m_uniforms[_handle.idx] = NULL;
  1401. }
  1402. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1403. {
  1404. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  1405. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1406. uint32_t width = m_resolution.m_width;
  1407. uint32_t height = m_resolution.m_height;
  1408. GL_CHECK(glReadPixels(0
  1409. , 0
  1410. , width
  1411. , height
  1412. , m_readPixelsFmt
  1413. , GL_UNSIGNED_BYTE
  1414. , data
  1415. ) );
  1416. if (GL_RGBA == m_readPixelsFmt)
  1417. {
  1418. imageSwizzleBgra8(width, height, width*4, data, data);
  1419. }
  1420. g_callback->screenShot(_filePath
  1421. , width
  1422. , height
  1423. , width*4
  1424. , data
  1425. , length
  1426. , true
  1427. );
  1428. BX_FREE(g_allocator, data);
  1429. }
  1430. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1431. {
  1432. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1433. , _name
  1434. , BX_COUNTOF(s_viewName[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1435. );
  1436. }
  1437. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1438. {
  1439. memcpy(m_uniforms[_loc], _data, _size);
  1440. }
  1441. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1442. {
  1443. GL_CHECK(glInsertEventMarker(_size, _marker) );
  1444. }
  1445. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1446. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1447. {
  1448. if (0 != m_vao)
  1449. {
  1450. GL_CHECK(glBindVertexArray(m_vao) );
  1451. }
  1452. uint32_t width = m_resolution.m_width;
  1453. uint32_t height = m_resolution.m_height;
  1454. if (m_ovr.isEnabled() )
  1455. {
  1456. m_ovr.getSize(width, height);
  1457. }
  1458. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1459. GL_CHECK(glViewport(0, 0, width, height) );
  1460. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1461. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1462. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1463. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1464. GL_CHECK(glDisable(GL_CULL_FACE) );
  1465. GL_CHECK(glDisable(GL_BLEND) );
  1466. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1467. ProgramGL& program = m_program[_blitter.m_program.idx];
  1468. GL_CHECK(glUseProgram(program.m_id) );
  1469. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  1470. float proj[16];
  1471. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1472. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  1473. , 1
  1474. , GL_FALSE
  1475. , proj
  1476. ) );
  1477. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  1478. GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_textures[_blitter.m_texture.idx].m_id) );
  1479. }
  1480. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1481. {
  1482. uint32_t numVertices = _numIndices*4/6;
  1483. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1484. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data);
  1485. VertexBufferGL& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1486. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  1487. IndexBufferGL& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1488. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  1489. ProgramGL& program = m_program[_blitter.m_program.idx];
  1490. program.bindAttributes(_blitter.m_decl, 0);
  1491. GL_CHECK(glDrawElements(GL_TRIANGLES
  1492. , _numIndices
  1493. , GL_UNSIGNED_SHORT
  1494. , (void*)0
  1495. ) );
  1496. }
  1497. void updateResolution(const Resolution& _resolution)
  1498. {
  1499. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1500. uint32_t flags = _resolution.m_flags & ~BGFX_RESET_HMD_RECENTER;
  1501. if (m_resolution.m_width != _resolution.m_width
  1502. || m_resolution.m_height != _resolution.m_height
  1503. || m_resolution.m_flags != flags)
  1504. {
  1505. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1506. m_textVideoMem.clear();
  1507. m_resolution = _resolution;
  1508. m_resolution.m_flags = flags;
  1509. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  1510. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  1511. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  1512. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  1513. updateCapture();
  1514. ovrPreReset();
  1515. ovrPostReset();
  1516. }
  1517. if (recenter)
  1518. {
  1519. m_ovr.recenter();
  1520. }
  1521. }
  1522. void setShaderUniform4f(uint8_t /*_flags*/, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1523. {
  1524. GL_CHECK(glUniform4fv(_regIndex
  1525. , _numRegs
  1526. , (const GLfloat*)_val
  1527. ) );
  1528. }
  1529. void setShaderUniform4x4f(uint8_t /*_flags*/, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
  1530. {
  1531. GL_CHECK(glUniformMatrix4fv(_regIndex
  1532. , _numRegs
  1533. , GL_FALSE
  1534. , (const GLfloat*)_val
  1535. ) );
  1536. }
  1537. uint32_t setFrameBuffer(FrameBufferHandle _fbh, uint32_t _height, uint8_t _discard = BGFX_CLEAR_NONE, bool _msaa = true)
  1538. {
  1539. if (isValid(m_fbh)
  1540. && m_fbh.idx != _fbh.idx
  1541. && (BGFX_CLEAR_NONE != m_fbDiscard || m_rtMsaa) )
  1542. {
  1543. FrameBufferGL& frameBuffer = m_frameBuffers[m_fbh.idx];
  1544. if (m_rtMsaa)
  1545. {
  1546. frameBuffer.resolve();
  1547. }
  1548. if (BGFX_CLEAR_NONE != m_fbDiscard)
  1549. {
  1550. frameBuffer.discard(m_fbDiscard);
  1551. }
  1552. m_fbDiscard = BGFX_CLEAR_NONE;
  1553. }
  1554. m_glctx.makeCurrent(NULL);
  1555. if (!isValid(_fbh) )
  1556. {
  1557. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1558. }
  1559. else
  1560. {
  1561. FrameBufferGL& frameBuffer = m_frameBuffers[_fbh.idx];
  1562. _height = frameBuffer.m_height;
  1563. if (UINT16_MAX != frameBuffer.m_denseIdx)
  1564. {
  1565. m_glctx.makeCurrent(frameBuffer.m_swapChain);
  1566. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) );
  1567. }
  1568. else
  1569. {
  1570. m_glctx.makeCurrent(NULL);
  1571. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.m_fbo[0]) );
  1572. }
  1573. }
  1574. m_fbh = _fbh;
  1575. m_fbDiscard = _discard;
  1576. m_rtMsaa = _msaa;
  1577. return _height;
  1578. }
  1579. uint32_t getNumRt() const
  1580. {
  1581. if (isValid(m_fbh) )
  1582. {
  1583. const FrameBufferGL& frameBuffer = m_frameBuffers[m_fbh.idx];
  1584. return frameBuffer.m_num;
  1585. }
  1586. return 1;
  1587. }
  1588. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  1589. {
  1590. if (0 == m_msaaBackBufferFbo // iOS
  1591. && 1 < _msaa)
  1592. {
  1593. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  1594. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1595. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  1596. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  1597. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  1598. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  1599. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  1600. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  1601. GLenum attachment = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1602. ? GL_DEPTH_STENCIL_ATTACHMENT
  1603. : GL_DEPTH_ATTACHMENT
  1604. ;
  1605. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  1606. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1607. , "glCheckFramebufferStatus failed 0x%08x"
  1608. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1609. );
  1610. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1611. }
  1612. }
  1613. void destroyMsaaFbo()
  1614. {
  1615. if (m_backBufferFbo != m_msaaBackBufferFbo // iOS
  1616. && 0 != m_msaaBackBufferFbo)
  1617. {
  1618. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  1619. m_msaaBackBufferFbo = 0;
  1620. if (0 != m_msaaBackBufferRbos[0])
  1621. {
  1622. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  1623. m_msaaBackBufferRbos[0] = 0;
  1624. m_msaaBackBufferRbos[1] = 0;
  1625. }
  1626. }
  1627. }
  1628. void blitMsaaFbo()
  1629. {
  1630. if (m_backBufferFbo != m_msaaBackBufferFbo // iOS
  1631. && 0 != m_msaaBackBufferFbo)
  1632. {
  1633. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1634. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1635. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1636. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  1637. uint32_t width = m_resolution.m_width;
  1638. uint32_t height = m_resolution.m_height;
  1639. GLenum filter = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30)
  1640. ? GL_NEAREST
  1641. : GL_LINEAR
  1642. ;
  1643. GL_CHECK(glBlitFramebuffer(0
  1644. , 0
  1645. , width
  1646. , height
  1647. , 0
  1648. , 0
  1649. , width
  1650. , height
  1651. , GL_COLOR_BUFFER_BIT
  1652. , filter
  1653. ) );
  1654. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1655. }
  1656. }
  1657. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  1658. {
  1659. if (_width != 0
  1660. || _height != 0)
  1661. {
  1662. if (!m_glctx.isValid() )
  1663. {
  1664. m_glctx.create(_width, _height);
  1665. #if BX_PLATFORM_IOS
  1666. // iOS: need to figure out how to deal with FBO created by context.
  1667. m_backBufferFbo = m_msaaBackBufferFbo = m_glctx.getFbo();
  1668. #endif // BX_PLATFORM_IOS
  1669. }
  1670. else
  1671. {
  1672. destroyMsaaFbo();
  1673. m_glctx.resize(_width, _height, _vsync);
  1674. createMsaaFbo(_width, _height, _msaa);
  1675. }
  1676. }
  1677. m_flip = true;
  1678. }
  1679. void invalidateCache()
  1680. {
  1681. if (m_vaoSupport)
  1682. {
  1683. m_vaoStateCache.invalidate();
  1684. }
  1685. if ( (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1686. && m_samplerObjectSupport)
  1687. {
  1688. m_samplerStateCache.invalidate();
  1689. }
  1690. }
  1691. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  1692. {
  1693. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  1694. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1695. {
  1696. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  1697. {
  1698. _flags &= ~BGFX_TEXTURE_RESERVED_MASK;
  1699. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1700. _flags |= _numMips<<BGFX_TEXTURE_RESERVED_SHIFT;
  1701. GLuint sampler = m_samplerStateCache.find(_flags);
  1702. if (UINT32_MAX == sampler)
  1703. {
  1704. sampler = m_samplerStateCache.add(_flags);
  1705. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  1706. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  1707. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  1708. const uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  1709. const uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  1710. const uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  1711. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  1712. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  1713. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  1714. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  1715. && 0.0f < m_maxAnisotropy)
  1716. {
  1717. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  1718. }
  1719. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1720. || m_shadowSamplersSupport)
  1721. {
  1722. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1723. if (0 == cmpFunc)
  1724. {
  1725. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  1726. }
  1727. else
  1728. {
  1729. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  1730. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  1731. }
  1732. }
  1733. }
  1734. GL_CHECK(glBindSampler(_stage, sampler) );
  1735. }
  1736. else
  1737. {
  1738. GL_CHECK(glBindSampler(_stage, 0) );
  1739. }
  1740. }
  1741. }
  1742. void ovrPostReset()
  1743. {
  1744. #if BGFX_CONFIG_USE_OVR
  1745. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1746. {
  1747. ovrGLConfig config;
  1748. config.OGL.Header.API = ovrRenderAPI_OpenGL;
  1749. # if OVR_VERSION > OVR_VERSION_043
  1750. config.OGL.Header.BackBufferSize.w = m_resolution.m_width;
  1751. config.OGL.Header.BackBufferSize.h = m_resolution.m_height;
  1752. # else
  1753. config.OGL.Header.RTSize.w = m_resolution.m_width;
  1754. config.OGL.Header.RTSize.h = m_resolution.m_height;
  1755. # endif // OVR_VERSION > OVR_VERSION_043
  1756. config.OGL.Header.Multisample = 0;
  1757. config.OGL.Window = g_bgfxHwnd;
  1758. config.OGL.DC = GetDC(g_bgfxHwnd);
  1759. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_resolution.m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1760. {
  1761. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1762. const Memory* mem = alloc(size);
  1763. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1764. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1765. bx::write(&writer, magic);
  1766. TextureCreate tc;
  1767. tc.m_flags = BGFX_TEXTURE_RT;
  1768. tc.m_width = m_ovr.m_rtSize.w;
  1769. tc.m_height = m_ovr.m_rtSize.h;
  1770. tc.m_sides = 0;
  1771. tc.m_depth = 0;
  1772. tc.m_numMips = 1;
  1773. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1774. tc.m_cubeMap = false;
  1775. tc.m_mem = NULL;
  1776. bx::write(&writer, tc);
  1777. m_ovrRT.create(mem, tc.m_flags, 0);
  1778. release(mem);
  1779. m_ovrFbo = m_msaaBackBufferFbo;
  1780. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  1781. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1782. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1783. , GL_COLOR_ATTACHMENT0
  1784. , GL_TEXTURE_2D
  1785. , m_ovrRT.m_id
  1786. , 0
  1787. ) );
  1788. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_ovrFbo) );
  1789. ovrGLTexture texture;
  1790. texture.OGL.Header.API = ovrRenderAPI_OpenGL;
  1791. texture.OGL.Header.TextureSize = m_ovr.m_rtSize;
  1792. texture.OGL.TexId = m_ovrRT.m_id;
  1793. m_ovr.postReset(texture.Texture);
  1794. }
  1795. }
  1796. #endif // BGFX_CONFIG_USE_OVR
  1797. }
  1798. void ovrPreReset()
  1799. {
  1800. #if BGFX_CONFIG_USE_OVR
  1801. m_ovr.preReset();
  1802. if (m_ovr.isEnabled() )
  1803. {
  1804. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) );
  1805. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  1806. m_msaaBackBufferFbo = m_ovrFbo;
  1807. m_ovrFbo = 0;
  1808. m_ovrRT.destroy();
  1809. }
  1810. #endif // BGFX_CONFIG_USE_OVR
  1811. }
  1812. void updateCapture()
  1813. {
  1814. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  1815. {
  1816. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  1817. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  1818. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  1819. }
  1820. else
  1821. {
  1822. captureFinish();
  1823. }
  1824. }
  1825. void capture()
  1826. {
  1827. if (NULL != m_capture)
  1828. {
  1829. GL_CHECK(glReadPixels(0
  1830. , 0
  1831. , m_resolution.m_width
  1832. , m_resolution.m_height
  1833. , m_readPixelsFmt
  1834. , GL_UNSIGNED_BYTE
  1835. , m_capture
  1836. ) );
  1837. g_callback->captureFrame(m_capture, m_captureSize);
  1838. }
  1839. }
  1840. void captureFinish()
  1841. {
  1842. if (NULL != m_capture)
  1843. {
  1844. g_callback->captureEnd();
  1845. BX_FREE(g_allocator, m_capture);
  1846. m_capture = NULL;
  1847. m_captureSize = 0;
  1848. }
  1849. }
  1850. bool programFetchFromCache(GLuint programId, uint64_t _id)
  1851. {
  1852. _id ^= m_hash;
  1853. bool cached = false;
  1854. if (m_programBinarySupport)
  1855. {
  1856. uint32_t length = g_callback->cacheReadSize(_id);
  1857. cached = length > 0;
  1858. if (cached)
  1859. {
  1860. void* data = BX_ALLOC(g_allocator, length);
  1861. if (g_callback->cacheRead(_id, data, length) )
  1862. {
  1863. bx::MemoryReader reader(data, length);
  1864. GLenum format;
  1865. bx::read(&reader, format);
  1866. GL_CHECK(glProgramBinary(programId, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  1867. }
  1868. BX_FREE(g_allocator, data);
  1869. }
  1870. #if BGFX_CONFIG_RENDERER_OPENGL
  1871. GL_CHECK(glProgramParameteri(programId, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  1872. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1873. }
  1874. return cached;
  1875. }
  1876. void programCache(GLuint programId, uint64_t _id)
  1877. {
  1878. _id ^= m_hash;
  1879. if (m_programBinarySupport)
  1880. {
  1881. GLint programLength;
  1882. GLenum format;
  1883. GL_CHECK(glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  1884. if (0 < programLength)
  1885. {
  1886. uint32_t length = programLength + 4;
  1887. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1888. GL_CHECK(glGetProgramBinary(programId, programLength, NULL, &format, &data[4]) );
  1889. *(uint32_t*)data = format;
  1890. g_callback->cacheWrite(_id, data, length);
  1891. BX_FREE(g_allocator, data);
  1892. }
  1893. }
  1894. }
  1895. void commit(ConstantBuffer& _constantBuffer)
  1896. {
  1897. _constantBuffer.reset();
  1898. for (;;)
  1899. {
  1900. uint32_t opcode = _constantBuffer.read();
  1901. if (UniformType::End == opcode)
  1902. {
  1903. break;
  1904. }
  1905. UniformType::Enum type;
  1906. uint16_t ignore;
  1907. uint16_t num;
  1908. uint16_t copy;
  1909. ConstantBuffer::decodeOpcode(opcode, type, ignore, num, copy);
  1910. const char* data;
  1911. if (copy)
  1912. {
  1913. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1914. }
  1915. else
  1916. {
  1917. UniformHandle handle;
  1918. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1919. data = (const char*)m_uniforms[handle.idx];
  1920. }
  1921. uint32_t loc = _constantBuffer.read();
  1922. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1923. case UniformType::_uniform: \
  1924. { \
  1925. _type* value = (_type*)data; \
  1926. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  1927. } \
  1928. break;
  1929. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  1930. case UniformType::_uniform: \
  1931. { \
  1932. _type* value = (_type*)data; \
  1933. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  1934. } \
  1935. break;
  1936. switch (type)
  1937. {
  1938. // case ConstantType::Uniform1iv:
  1939. // {
  1940. // int* value = (int*)data;
  1941. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  1942. // GL_CHECK(glUniform1iv(loc, num, value) );
  1943. // }
  1944. // break;
  1945. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1946. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1947. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1948. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1949. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1950. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1951. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1952. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  1953. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  1954. case UniformType::End:
  1955. break;
  1956. default:
  1957. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1958. break;
  1959. }
  1960. #undef CASE_IMPLEMENT_UNIFORM
  1961. #undef CASE_IMPLEMENT_UNIFORM_T
  1962. }
  1963. }
  1964. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, uint32_t _height, const float _palette[][4])
  1965. {
  1966. uint32_t numMrt = 1;
  1967. FrameBufferHandle fbh = m_fbh;
  1968. if (isValid(fbh) )
  1969. {
  1970. const FrameBufferGL& fb = m_frameBuffers[fbh.idx];
  1971. numMrt = bx::uint32_max(1, fb.m_num);
  1972. }
  1973. if (1 == numMrt)
  1974. {
  1975. GLuint flags = 0;
  1976. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  1977. {
  1978. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  1979. {
  1980. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[0]);
  1981. const float* rgba = _palette[index];
  1982. const float rr = rgba[0];
  1983. const float gg = rgba[1];
  1984. const float bb = rgba[2];
  1985. const float aa = rgba[3];
  1986. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  1987. }
  1988. else
  1989. {
  1990. float rr = _clear.m_index[0]*1.0f/255.0f;
  1991. float gg = _clear.m_index[1]*1.0f/255.0f;
  1992. float bb = _clear.m_index[2]*1.0f/255.0f;
  1993. float aa = _clear.m_index[3]*1.0f/255.0f;
  1994. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  1995. }
  1996. flags |= GL_COLOR_BUFFER_BIT;
  1997. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1998. }
  1999. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  2000. {
  2001. flags |= GL_DEPTH_BUFFER_BIT;
  2002. GL_CHECK(glClearDepth(_clear.m_depth) );
  2003. GL_CHECK(glDepthMask(GL_TRUE) );
  2004. }
  2005. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  2006. {
  2007. flags |= GL_STENCIL_BUFFER_BIT;
  2008. GL_CHECK(glClearStencil(_clear.m_stencil) );
  2009. }
  2010. if (0 != flags)
  2011. {
  2012. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2013. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  2014. GL_CHECK(glClear(flags) );
  2015. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2016. }
  2017. }
  2018. else
  2019. {
  2020. const GLuint defaultVao = m_vao;
  2021. if (0 != defaultVao)
  2022. {
  2023. GL_CHECK(glBindVertexArray(defaultVao) );
  2024. }
  2025. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2026. GL_CHECK(glDisable(GL_CULL_FACE) );
  2027. GL_CHECK(glDisable(GL_BLEND) );
  2028. GLboolean colorMask = !!(BGFX_CLEAR_COLOR & _clear.m_flags);
  2029. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  2030. if (BGFX_CLEAR_DEPTH & _clear.m_flags)
  2031. {
  2032. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2033. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2034. GL_CHECK(glDepthMask(GL_TRUE) );
  2035. }
  2036. else
  2037. {
  2038. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2039. }
  2040. if (BGFX_CLEAR_STENCIL & _clear.m_flags)
  2041. {
  2042. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2043. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  2044. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  2045. }
  2046. else
  2047. {
  2048. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2049. }
  2050. VertexBufferGL& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2051. VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2052. {
  2053. struct Vertex
  2054. {
  2055. float m_x;
  2056. float m_y;
  2057. float m_z;
  2058. };
  2059. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2060. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  2061. const float depth = _clear.m_depth;
  2062. vertex->m_x = -1.0f;
  2063. vertex->m_y = -1.0f;
  2064. vertex->m_z = depth;
  2065. vertex++;
  2066. vertex->m_x = 1.0f;
  2067. vertex->m_y = -1.0f;
  2068. vertex->m_z = depth;
  2069. vertex++;
  2070. vertex->m_x = -1.0f;
  2071. vertex->m_y = 1.0f;
  2072. vertex->m_z = depth;
  2073. vertex++;
  2074. vertex->m_x = 1.0f;
  2075. vertex->m_y = 1.0f;
  2076. vertex->m_z = depth;
  2077. }
  2078. vb.update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2079. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2080. ProgramGL& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2081. GL_CHECK(glUseProgram(program.m_id) );
  2082. program.bindAttributes(vertexDecl, 0);
  2083. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2084. {
  2085. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2086. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2087. {
  2088. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2089. memcpy(mrtClear[ii], _palette[index], 16);
  2090. }
  2091. GL_CHECK(glUniform4fv(0, numMrt, mrtClear[0]) );
  2092. }
  2093. else
  2094. {
  2095. float rgba[4] =
  2096. {
  2097. _clear.m_index[0]*1.0f/255.0f,
  2098. _clear.m_index[1]*1.0f/255.0f,
  2099. _clear.m_index[2]*1.0f/255.0f,
  2100. _clear.m_index[3]*1.0f/255.0f,
  2101. };
  2102. GL_CHECK(glUniform4fv(0, 1, rgba) );
  2103. }
  2104. GL_CHECK(glDrawArrays(GL_TRIANGLE_STRIP
  2105. , 0
  2106. , 4
  2107. ) );
  2108. }
  2109. }
  2110. void* m_renderdocdll;
  2111. uint16_t m_numWindows;
  2112. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2113. IndexBufferGL m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2114. VertexBufferGL m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2115. ShaderGL m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2116. ProgramGL m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2117. TextureGL m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2118. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2119. FrameBufferGL m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2120. UniformRegistry m_uniformReg;
  2121. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2122. QueriesGL m_queries;
  2123. VaoStateCache m_vaoStateCache;
  2124. SamplerStateCache m_samplerStateCache;
  2125. TextVideoMem m_textVideoMem;
  2126. bool m_rtMsaa;
  2127. FrameBufferHandle m_fbh;
  2128. uint32_t m_fbDiscard;
  2129. Resolution m_resolution;
  2130. void* m_capture;
  2131. uint32_t m_captureSize;
  2132. float m_maxAnisotropy;
  2133. int32_t m_maxMsaa;
  2134. GLuint m_vao;
  2135. bool m_vaoSupport;
  2136. bool m_samplerObjectSupport;
  2137. bool m_shadowSamplersSupport;
  2138. bool m_programBinarySupport;
  2139. bool m_textureSwizzleSupport;
  2140. bool m_depthTextureSupport;
  2141. bool m_flip;
  2142. uint64_t m_hash;
  2143. GLenum m_readPixelsFmt;
  2144. GLuint m_backBufferFbo;
  2145. GLuint m_msaaBackBufferFbo;
  2146. GLuint m_msaaBackBufferRbos[2];
  2147. GlContext m_glctx;
  2148. const char* m_vendor;
  2149. const char* m_renderer;
  2150. const char* m_version;
  2151. const char* m_glslVersion;
  2152. OVR m_ovr;
  2153. TextureGL m_ovrRT;
  2154. GLint m_ovrFbo;
  2155. };
  2156. RendererContextGL* s_renderGL;
  2157. RendererContextI* rendererCreateGL()
  2158. {
  2159. s_renderGL = BX_NEW(g_allocator, RendererContextGL);
  2160. s_renderGL->init();
  2161. return s_renderGL;
  2162. }
  2163. void rendererDestroyGL()
  2164. {
  2165. s_renderGL->shutdown();
  2166. BX_DELETE(g_allocator, s_renderGL);
  2167. s_renderGL = NULL;
  2168. }
  2169. const char* glslTypeName(GLuint _type)
  2170. {
  2171. #define GLSL_TYPE(_ty) case _ty: return #_ty
  2172. switch (_type)
  2173. {
  2174. GLSL_TYPE(GL_INT);
  2175. GLSL_TYPE(GL_INT_VEC2);
  2176. GLSL_TYPE(GL_INT_VEC3);
  2177. GLSL_TYPE(GL_INT_VEC4);
  2178. GLSL_TYPE(GL_UNSIGNED_INT);
  2179. GLSL_TYPE(GL_UNSIGNED_INT_VEC2);
  2180. GLSL_TYPE(GL_UNSIGNED_INT_VEC3);
  2181. GLSL_TYPE(GL_UNSIGNED_INT_VEC4);
  2182. GLSL_TYPE(GL_FLOAT);
  2183. GLSL_TYPE(GL_FLOAT_VEC2);
  2184. GLSL_TYPE(GL_FLOAT_VEC3);
  2185. GLSL_TYPE(GL_FLOAT_VEC4);
  2186. GLSL_TYPE(GL_FLOAT_MAT2);
  2187. GLSL_TYPE(GL_FLOAT_MAT3);
  2188. GLSL_TYPE(GL_FLOAT_MAT4);
  2189. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  2190. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  2191. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  2192. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  2193. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  2194. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  2195. // GLSL_TYPE(GL_SAMPLER_1D);
  2196. GLSL_TYPE(GL_SAMPLER_2D);
  2197. GLSL_TYPE(GL_SAMPLER_3D);
  2198. GLSL_TYPE(GL_SAMPLER_CUBE);
  2199. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  2200. GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  2201. GLSL_TYPE(GL_IMAGE_1D);
  2202. GLSL_TYPE(GL_IMAGE_2D);
  2203. GLSL_TYPE(GL_IMAGE_3D);
  2204. GLSL_TYPE(GL_IMAGE_CUBE);
  2205. }
  2206. #undef GLSL_TYPE
  2207. BX_CHECK(false, "Unknown GLSL type? %x", _type);
  2208. return "UNKNOWN GLSL TYPE!";
  2209. }
  2210. const char* glEnumName(GLenum _enum)
  2211. {
  2212. #define GLENUM(_ty) case _ty: return #_ty
  2213. switch (_enum)
  2214. {
  2215. GLENUM(GL_TEXTURE);
  2216. GLENUM(GL_RENDERBUFFER);
  2217. GLENUM(GL_INVALID_ENUM);
  2218. GLENUM(GL_INVALID_VALUE);
  2219. GLENUM(GL_INVALID_OPERATION);
  2220. GLENUM(GL_OUT_OF_MEMORY);
  2221. GLENUM(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
  2222. GLENUM(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
  2223. // GLENUM(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
  2224. // GLENUM(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
  2225. GLENUM(GL_FRAMEBUFFER_UNSUPPORTED);
  2226. }
  2227. #undef GLENUM
  2228. BX_WARN(false, "Unknown enum? %x", _enum);
  2229. return "<GLenum?>";
  2230. }
  2231. UniformType::Enum convertGlType(GLenum _type)
  2232. {
  2233. switch (_type)
  2234. {
  2235. case GL_INT:
  2236. case GL_UNSIGNED_INT:
  2237. return UniformType::Uniform1iv;
  2238. case GL_FLOAT:
  2239. return UniformType::Uniform1fv;
  2240. case GL_FLOAT_VEC2:
  2241. return UniformType::Uniform2fv;
  2242. case GL_FLOAT_VEC3:
  2243. return UniformType::Uniform3fv;
  2244. case GL_FLOAT_VEC4:
  2245. return UniformType::Uniform4fv;
  2246. case GL_FLOAT_MAT2:
  2247. break;
  2248. case GL_FLOAT_MAT3:
  2249. return UniformType::Uniform3x3fv;
  2250. case GL_FLOAT_MAT4:
  2251. return UniformType::Uniform4x4fv;
  2252. // case GL_FLOAT_MAT2x3:
  2253. // case GL_FLOAT_MAT2x4:
  2254. // case GL_FLOAT_MAT3x2:
  2255. // case GL_FLOAT_MAT3x4:
  2256. // case GL_FLOAT_MAT4x2:
  2257. // case GL_FLOAT_MAT4x3:
  2258. // break;
  2259. // case GL_SAMPLER_1D:
  2260. case GL_SAMPLER_2D:
  2261. case GL_SAMPLER_3D:
  2262. case GL_SAMPLER_CUBE:
  2263. // case GL_SAMPLER_1D_SHADOW:
  2264. case GL_SAMPLER_2D_SHADOW:
  2265. case GL_IMAGE_1D:
  2266. case GL_IMAGE_2D:
  2267. case GL_IMAGE_3D:
  2268. case GL_IMAGE_CUBE:
  2269. return UniformType::Uniform1iv;
  2270. };
  2271. BX_CHECK(false, "Unrecognized GL type 0x%04x.", _type);
  2272. return UniformType::End;
  2273. }
  2274. void ProgramGL::create(const ShaderGL& _vsh, const ShaderGL& _fsh)
  2275. {
  2276. m_id = glCreateProgram();
  2277. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  2278. const uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  2279. const bool cached = s_renderGL->programFetchFromCache(m_id, id);
  2280. if (!cached)
  2281. {
  2282. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  2283. if (0 != _fsh.m_id)
  2284. {
  2285. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  2286. }
  2287. GL_CHECK(glLinkProgram(m_id) );
  2288. GLint linked = 0;
  2289. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  2290. if (0 == linked)
  2291. {
  2292. char log[1024];
  2293. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  2294. BX_TRACE("%d: %s", linked, log);
  2295. GL_CHECK(glDeleteProgram(m_id) );
  2296. return;
  2297. }
  2298. s_renderGL->programCache(m_id, id);
  2299. }
  2300. init();
  2301. if (!cached)
  2302. {
  2303. // Must be after init, otherwise init might fail to lookup shader
  2304. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  2305. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  2306. if (0 != _fsh.m_id)
  2307. {
  2308. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  2309. }
  2310. }
  2311. }
  2312. void ProgramGL::destroy()
  2313. {
  2314. if (NULL != m_constantBuffer)
  2315. {
  2316. ConstantBuffer::destroy(m_constantBuffer);
  2317. m_constantBuffer = NULL;
  2318. }
  2319. m_numPredefined = 0;
  2320. if (0 != m_id)
  2321. {
  2322. GL_CHECK(glUseProgram(0) );
  2323. GL_CHECK(glDeleteProgram(m_id) );
  2324. m_id = 0;
  2325. }
  2326. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2327. }
  2328. void ProgramGL::init()
  2329. {
  2330. GLint activeAttribs = 0;
  2331. GLint activeUniforms = 0;
  2332. GLint activeBuffers = 0;
  2333. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  2334. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  2335. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  2336. if (s_extension[Extension::ARB_program_interface_query].m_supported
  2337. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
  2338. {
  2339. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES, &activeAttribs ) );
  2340. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_UNIFORM, GL_ACTIVE_RESOURCES, &activeUniforms) );
  2341. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &activeBuffers ) );
  2342. }
  2343. else
  2344. {
  2345. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs ) );
  2346. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  2347. }
  2348. GLint max0, max1;
  2349. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  2350. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  2351. uint32_t maxLength = bx::uint32_max(max0, max1);
  2352. char* name = (char*)alloca(maxLength + 1);
  2353. BX_TRACE("Program %d", m_id);
  2354. BX_TRACE("Attributes (%d):", activeAttribs);
  2355. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  2356. {
  2357. GLint size;
  2358. GLenum type;
  2359. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  2360. BX_TRACE("\t%s %s is at location %d"
  2361. , glslTypeName(type)
  2362. , name
  2363. , glGetAttribLocation(m_id, name)
  2364. );
  2365. }
  2366. m_numPredefined = 0;
  2367. m_numSamplers = 0;
  2368. struct VariableInfo
  2369. {
  2370. GLenum type;
  2371. GLint loc;
  2372. GLint num;
  2373. };
  2374. VariableInfo vi;
  2375. GLenum props[] = { GL_TYPE, GL_LOCATION, GL_ARRAY_SIZE };
  2376. const bool piqSupported = s_extension[Extension::ARB_program_interface_query].m_supported;
  2377. BX_TRACE("Uniforms (%d):", activeUniforms);
  2378. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  2379. {
  2380. GLenum gltype;
  2381. GLint num;
  2382. GLint loc;
  2383. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  2384. || piqSupported)
  2385. {
  2386. GL_CHECK(glGetProgramResourceiv(m_id
  2387. , GL_UNIFORM
  2388. , ii
  2389. , BX_COUNTOF(props)
  2390. , props
  2391. , BX_COUNTOF(props)
  2392. , NULL
  2393. , (GLint*)&vi
  2394. ) );
  2395. GL_CHECK(glGetProgramResourceName(m_id
  2396. , GL_UNIFORM
  2397. , ii
  2398. , maxLength + 1
  2399. , NULL
  2400. , name
  2401. ) );
  2402. gltype = vi.type;
  2403. loc = vi.loc;
  2404. num = vi.num;
  2405. }
  2406. else
  2407. {
  2408. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  2409. loc = glGetUniformLocation(m_id, name);
  2410. }
  2411. num = bx::uint32_max(num, 1);
  2412. int offset = 0;
  2413. char* array = strchr(name, '[');
  2414. if (NULL != array)
  2415. {
  2416. BX_TRACE("--- %s", name);
  2417. *array = '\0';
  2418. array++;
  2419. char* end = strchr(array, ']');
  2420. *end = '\0';
  2421. offset = atoi(array);
  2422. }
  2423. switch (gltype)
  2424. {
  2425. case GL_SAMPLER_2D:
  2426. case GL_SAMPLER_3D:
  2427. case GL_SAMPLER_CUBE:
  2428. case GL_SAMPLER_2D_SHADOW:
  2429. case GL_IMAGE_1D:
  2430. case GL_IMAGE_2D:
  2431. case GL_IMAGE_3D:
  2432. case GL_IMAGE_CUBE:
  2433. BX_TRACE("Sampler #%d at location %d.", m_numSamplers, loc);
  2434. m_sampler[m_numSamplers] = loc;
  2435. m_numSamplers++;
  2436. break;
  2437. default:
  2438. break;
  2439. }
  2440. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2441. if (PredefinedUniform::Count != predefined)
  2442. {
  2443. m_predefined[m_numPredefined].m_loc = loc;
  2444. m_predefined[m_numPredefined].m_type = predefined;
  2445. m_predefined[m_numPredefined].m_count = num;
  2446. m_numPredefined++;
  2447. }
  2448. else
  2449. {
  2450. const UniformInfo* info = s_renderGL->m_uniformReg.find(name);
  2451. if (NULL != info)
  2452. {
  2453. if (NULL == m_constantBuffer)
  2454. {
  2455. m_constantBuffer = ConstantBuffer::create(1024);
  2456. }
  2457. UniformType::Enum type = convertGlType(gltype);
  2458. m_constantBuffer->writeUniformHandle(type, 0, info->m_handle, num);
  2459. m_constantBuffer->write(loc);
  2460. BX_TRACE("store %s %d", name, info->m_handle);
  2461. }
  2462. }
  2463. BX_TRACE("\tuniform %s %s%s is at location %d, size %d, offset %d"
  2464. , glslTypeName(gltype)
  2465. , name
  2466. , PredefinedUniform::Count != predefined ? "*" : ""
  2467. , loc
  2468. , num
  2469. , offset
  2470. );
  2471. BX_UNUSED(offset);
  2472. }
  2473. if (NULL != m_constantBuffer)
  2474. {
  2475. m_constantBuffer->finish();
  2476. }
  2477. if (s_extension[Extension::ARB_program_interface_query].m_supported
  2478. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
  2479. {
  2480. struct VariableInfo
  2481. {
  2482. GLenum type;
  2483. };
  2484. VariableInfo vi;
  2485. GLenum props[] = { GL_TYPE };
  2486. BX_TRACE("Buffers (%d):", activeBuffers);
  2487. for (int32_t ii = 0; ii < activeBuffers; ++ii)
  2488. {
  2489. GL_CHECK(glGetProgramResourceiv(m_id
  2490. , GL_BUFFER_VARIABLE
  2491. , ii
  2492. , BX_COUNTOF(props)
  2493. , props
  2494. , BX_COUNTOF(props)
  2495. , NULL
  2496. , (GLint*)&vi
  2497. ) );
  2498. GL_CHECK(glGetProgramResourceName(m_id
  2499. , GL_BUFFER_VARIABLE
  2500. , ii
  2501. , maxLength + 1
  2502. , NULL
  2503. , name
  2504. ) );
  2505. BX_TRACE("\t%s %s at %d"
  2506. , glslTypeName(vi.type)
  2507. , name
  2508. , 0 //vi.loc
  2509. );
  2510. }
  2511. }
  2512. memset(m_attributes, 0xff, sizeof(m_attributes) );
  2513. uint32_t used = 0;
  2514. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2515. {
  2516. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  2517. if (-1 != loc)
  2518. {
  2519. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  2520. m_attributes[ii] = loc;
  2521. m_used[used++] = ii;
  2522. }
  2523. }
  2524. m_used[used] = Attrib::Count;
  2525. used = 0;
  2526. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  2527. {
  2528. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  2529. if (GLuint(-1) != loc )
  2530. {
  2531. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  2532. m_instanceData[used++] = loc;
  2533. }
  2534. }
  2535. m_instanceData[used] = 0xffff;
  2536. }
  2537. void ProgramGL::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  2538. {
  2539. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  2540. {
  2541. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  2542. GLint loc = m_attributes[attr];
  2543. uint8_t num;
  2544. AttribType::Enum type;
  2545. bool normalized;
  2546. bool asInt;
  2547. _vertexDecl.decode(attr, num, type, normalized, asInt);
  2548. if (-1 != loc)
  2549. {
  2550. if (0xff != _vertexDecl.m_attributes[attr])
  2551. {
  2552. GL_CHECK(glEnableVertexAttribArray(loc) );
  2553. GL_CHECK(glVertexAttribDivisor(loc, 0) );
  2554. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  2555. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  2556. }
  2557. else
  2558. {
  2559. GL_CHECK(glDisableVertexAttribArray(loc) );
  2560. }
  2561. }
  2562. }
  2563. }
  2564. void ProgramGL::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  2565. {
  2566. uint32_t baseVertex = _baseVertex;
  2567. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  2568. {
  2569. GLint loc = m_instanceData[ii];
  2570. GL_CHECK(glEnableVertexAttribArray(loc) );
  2571. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  2572. GL_CHECK(glVertexAttribDivisor(loc, 1) );
  2573. baseVertex += 16;
  2574. }
  2575. }
  2576. void IndexBufferGL::destroy()
  2577. {
  2578. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  2579. GL_CHECK(glDeleteBuffers(1, &m_id) );
  2580. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2581. }
  2582. void VertexBufferGL::destroy()
  2583. {
  2584. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  2585. GL_CHECK(glDeleteBuffers(1, &m_id) );
  2586. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2587. }
  2588. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  2589. {
  2590. if (_target == GL_TEXTURE_3D)
  2591. {
  2592. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  2593. }
  2594. else
  2595. {
  2596. BX_UNUSED(_depth);
  2597. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  2598. }
  2599. }
  2600. 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)
  2601. {
  2602. if (_target == GL_TEXTURE_3D)
  2603. {
  2604. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  2605. }
  2606. else
  2607. {
  2608. BX_UNUSED(_zoffset, _depth);
  2609. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  2610. }
  2611. }
  2612. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  2613. {
  2614. if (_target == GL_TEXTURE_3D)
  2615. {
  2616. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  2617. }
  2618. else
  2619. {
  2620. BX_UNUSED(_depth);
  2621. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  2622. }
  2623. }
  2624. 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)
  2625. {
  2626. if (_target == GL_TEXTURE_3D)
  2627. {
  2628. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  2629. }
  2630. else
  2631. {
  2632. BX_UNUSED(_zoffset, _depth);
  2633. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  2634. }
  2635. }
  2636. bool TextureGL::init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  2637. {
  2638. m_target = _target;
  2639. m_numMips = _numMips;
  2640. m_flags = _flags;
  2641. m_currentFlags = UINT32_MAX;
  2642. m_width = _width;
  2643. m_height = _height;
  2644. m_requestedFormat = _format;
  2645. m_textureFormat = _format;
  2646. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2647. if (!bufferOnly)
  2648. {
  2649. GL_CHECK(glGenTextures(1, &m_id) );
  2650. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  2651. GL_CHECK(glBindTexture(_target, m_id) );
  2652. setSamplerState(_flags);
  2653. const TextureFormatInfo& tfi = s_textureFormat[_format];
  2654. m_fmt = tfi.m_fmt;
  2655. m_type = tfi.m_type;
  2656. const bool compressed = isCompressed(TextureFormat::Enum(_format) );
  2657. const bool decompress = !tfi.m_supported && compressed;
  2658. if (decompress)
  2659. {
  2660. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2661. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  2662. m_fmt = tfi.m_fmt;
  2663. m_type = tfi.m_type;
  2664. }
  2665. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2666. && TextureFormat::BGRA8 == m_textureFormat
  2667. && GL_RGBA == m_fmt
  2668. && s_renderGL->m_textureSwizzleSupport)
  2669. {
  2670. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  2671. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  2672. }
  2673. }
  2674. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2675. if (renderTarget)
  2676. {
  2677. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2678. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2679. msaaQuality = bx::uint32_min(s_renderGL->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
  2680. if (0 != msaaQuality
  2681. || bufferOnly)
  2682. {
  2683. GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
  2684. BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
  2685. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) );
  2686. if (0 == msaaQuality)
  2687. {
  2688. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER
  2689. , s_textureFormat[m_textureFormat].m_internalFmt
  2690. , _width
  2691. , _height
  2692. ) );
  2693. }
  2694. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  2695. {
  2696. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER
  2697. , msaaQuality
  2698. , s_textureFormat[m_textureFormat].m_internalFmt
  2699. , _width
  2700. , _height
  2701. ) );
  2702. }
  2703. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  2704. if (bufferOnly)
  2705. {
  2706. // This is render buffer, there is no sampling, no need
  2707. // to create texture.
  2708. return false;
  2709. }
  2710. }
  2711. }
  2712. return true;
  2713. }
  2714. void TextureGL::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2715. {
  2716. ImageContainer imageContainer;
  2717. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2718. {
  2719. uint8_t numMips = imageContainer.m_numMips;
  2720. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2721. numMips -= uint8_t(startLod);
  2722. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2723. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2724. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2725. GLenum target = GL_TEXTURE_2D;
  2726. if (imageContainer.m_cubeMap)
  2727. {
  2728. target = GL_TEXTURE_CUBE_MAP;
  2729. }
  2730. else if (imageContainer.m_depth > 1)
  2731. {
  2732. target = GL_TEXTURE_3D;
  2733. }
  2734. if (!init(target
  2735. , textureWidth
  2736. , textureHeight
  2737. , imageContainer.m_format
  2738. , numMips
  2739. , _flags
  2740. ) )
  2741. {
  2742. return;
  2743. }
  2744. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  2745. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  2746. const bool swizzle = true
  2747. && TextureFormat::BGRA8 == m_textureFormat
  2748. && GL_RGBA == m_fmt
  2749. && !s_renderGL->m_textureSwizzleSupport
  2750. ;
  2751. const bool convert = m_textureFormat != m_requestedFormat;
  2752. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2753. uint32_t blockWidth = 1;
  2754. uint32_t blockHeight = 1;
  2755. if (convert && compressed)
  2756. {
  2757. blockWidth = blockInfo.blockWidth;
  2758. blockHeight = blockInfo.blockHeight;
  2759. }
  2760. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2761. , this - s_renderGL->m_textures
  2762. , getName( (TextureFormat::Enum)m_textureFormat)
  2763. , getName( (TextureFormat::Enum)m_requestedFormat)
  2764. , textureWidth
  2765. , textureHeight
  2766. , imageContainer.m_cubeMap ? "x6" : ""
  2767. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2768. );
  2769. BX_WARN(!swizzle && !convert, "Texture %s%s%s from %s to %s."
  2770. , swizzle ? "swizzle" : ""
  2771. , swizzle&&convert ? " and " : ""
  2772. , convert ? "convert" : ""
  2773. , getName( (TextureFormat::Enum)m_requestedFormat)
  2774. , getName( (TextureFormat::Enum)m_textureFormat)
  2775. );
  2776. uint8_t* temp = NULL;
  2777. if (convert || swizzle)
  2778. {
  2779. temp = (uint8_t*)BX_ALLOC(g_allocator, textureWidth*textureHeight*4);
  2780. }
  2781. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2782. {
  2783. uint32_t width = textureWidth;
  2784. uint32_t height = textureHeight;
  2785. uint32_t depth = imageContainer.m_depth;
  2786. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2787. {
  2788. width = bx::uint32_max(blockWidth, width);
  2789. height = bx::uint32_max(blockHeight, height);
  2790. depth = bx::uint32_max(1, depth);
  2791. ImageMip mip;
  2792. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2793. {
  2794. if (compressed)
  2795. {
  2796. compressedTexImage(target+side
  2797. , lod
  2798. , internalFmt
  2799. , width
  2800. , height
  2801. , depth
  2802. , 0
  2803. , mip.m_size
  2804. , mip.m_data
  2805. );
  2806. }
  2807. else
  2808. {
  2809. const uint8_t* data = mip.m_data;
  2810. if (convert)
  2811. {
  2812. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  2813. data = temp;
  2814. }
  2815. if (swizzle)
  2816. {
  2817. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2818. data = temp;
  2819. }
  2820. texImage(target+side
  2821. , lod
  2822. , internalFmt
  2823. , width
  2824. , height
  2825. , depth
  2826. , 0
  2827. , m_fmt
  2828. , m_type
  2829. , data
  2830. );
  2831. }
  2832. }
  2833. else
  2834. {
  2835. if (compressed)
  2836. {
  2837. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  2838. * bx::uint32_max(1, (height + 3)>>2)
  2839. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  2840. ;
  2841. compressedTexImage(target+side
  2842. , lod
  2843. , internalFmt
  2844. , width
  2845. , height
  2846. , depth
  2847. , 0
  2848. , size
  2849. , NULL
  2850. );
  2851. }
  2852. else
  2853. {
  2854. texImage(target+side
  2855. , lod
  2856. , internalFmt
  2857. , width
  2858. , height
  2859. , depth
  2860. , 0
  2861. , m_fmt
  2862. , m_type
  2863. , NULL
  2864. );
  2865. }
  2866. }
  2867. width >>= 1;
  2868. height >>= 1;
  2869. depth >>= 1;
  2870. }
  2871. }
  2872. if (NULL != temp)
  2873. {
  2874. BX_FREE(g_allocator, temp);
  2875. }
  2876. }
  2877. GL_CHECK(glBindTexture(m_target, 0) );
  2878. }
  2879. void TextureGL::destroy()
  2880. {
  2881. if (0 != m_id)
  2882. {
  2883. GL_CHECK(glBindTexture(m_target, 0) );
  2884. GL_CHECK(glDeleteTextures(1, &m_id) );
  2885. m_id = 0;
  2886. }
  2887. if (0 != m_rbo)
  2888. {
  2889. GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) );
  2890. m_rbo = 0;
  2891. }
  2892. }
  2893. void TextureGL::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2894. {
  2895. BX_UNUSED(_z, _depth);
  2896. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2897. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2898. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2899. GL_CHECK(glBindTexture(m_target, m_id) );
  2900. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  2901. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  2902. const bool swizzle = true
  2903. && TextureFormat::BGRA8 == m_textureFormat
  2904. && GL_RGBA == m_fmt
  2905. && !s_renderGL->m_textureSwizzleSupport
  2906. ;
  2907. const bool unpackRowLength = BX_IGNORE_C4127(!!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported);
  2908. const bool convert = m_textureFormat != m_requestedFormat;
  2909. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2910. const uint32_t width = _rect.m_width;
  2911. const uint32_t height = _rect.m_height;
  2912. uint8_t* temp = NULL;
  2913. if (convert
  2914. || swizzle
  2915. || !unpackRowLength)
  2916. {
  2917. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  2918. }
  2919. else if (unpackRowLength)
  2920. {
  2921. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  2922. }
  2923. if (compressed)
  2924. {
  2925. const uint8_t* data = _mem->data;
  2926. if (!unpackRowLength)
  2927. {
  2928. imageCopy(width, height, bpp, srcpitch, data, temp);
  2929. data = temp;
  2930. }
  2931. GL_CHECK(compressedTexSubImage(target+_side
  2932. , _mip
  2933. , _rect.m_x
  2934. , _rect.m_y
  2935. , _z
  2936. , _rect.m_width
  2937. , _rect.m_height
  2938. , _depth
  2939. , m_fmt
  2940. , _mem->size
  2941. , data
  2942. ) );
  2943. }
  2944. else
  2945. {
  2946. const uint8_t* data = _mem->data;
  2947. if (convert)
  2948. {
  2949. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  2950. data = temp;
  2951. srcpitch = rectpitch;
  2952. }
  2953. if (swizzle)
  2954. {
  2955. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  2956. data = temp;
  2957. }
  2958. else if (!unpackRowLength && !convert)
  2959. {
  2960. imageCopy(width, height, bpp, srcpitch, data, temp);
  2961. data = temp;
  2962. }
  2963. GL_CHECK(texSubImage(target+_side
  2964. , _mip
  2965. , _rect.m_x
  2966. , _rect.m_y
  2967. , _z
  2968. , _rect.m_width
  2969. , _rect.m_height
  2970. , _depth
  2971. , m_fmt
  2972. , m_type
  2973. , data
  2974. ) );
  2975. }
  2976. if (NULL != temp)
  2977. {
  2978. BX_FREE(g_allocator, temp);
  2979. }
  2980. }
  2981. void TextureGL::setSamplerState(uint32_t _flags)
  2982. {
  2983. const uint32_t flags = (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? m_flags : _flags) & BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2984. if (flags != m_currentFlags)
  2985. {
  2986. const GLenum target = m_target;
  2987. const uint8_t numMips = m_numMips;
  2988. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  2989. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  2990. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  2991. || s_extension[Extension::APPLE_texture_max_level].m_supported)
  2992. {
  2993. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  2994. }
  2995. if (target == GL_TEXTURE_3D)
  2996. {
  2997. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  2998. }
  2999. const uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  3000. const uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  3001. const uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  3002. const GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  3003. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  3004. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  3005. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  3006. && 0.0f < s_renderGL->m_maxAnisotropy)
  3007. {
  3008. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderGL->m_maxAnisotropy) );
  3009. }
  3010. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  3011. || s_renderGL->m_shadowSamplersSupport)
  3012. {
  3013. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  3014. if (0 == cmpFunc)
  3015. {
  3016. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  3017. }
  3018. else
  3019. {
  3020. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  3021. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  3022. }
  3023. }
  3024. m_currentFlags = flags;
  3025. }
  3026. }
  3027. void TextureGL::commit(uint32_t _stage, uint32_t _flags)
  3028. {
  3029. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  3030. GL_CHECK(glBindTexture(m_target, m_id) );
  3031. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES)
  3032. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30) )
  3033. {
  3034. // GLES2 doesn't have support for sampler object.
  3035. setSamplerState(_flags);
  3036. }
  3037. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3038. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL < 31) )
  3039. {
  3040. // In case that GL 2.1 sampler object is supported via extension.
  3041. if (s_renderGL->m_samplerObjectSupport)
  3042. {
  3043. s_renderGL->setSamplerState(_stage, m_numMips, _flags);
  3044. }
  3045. else
  3046. {
  3047. setSamplerState(_flags);
  3048. }
  3049. }
  3050. else
  3051. {
  3052. // Everything else has sampler object.
  3053. s_renderGL->setSamplerState(_stage, m_numMips, _flags);
  3054. }
  3055. }
  3056. void writeString(bx::WriterI* _writer, const char* _str)
  3057. {
  3058. bx::write(_writer, _str, (int32_t)strlen(_str) );
  3059. }
  3060. void writeStringf(bx::WriterI* _writer, const char* _format, ...)
  3061. {
  3062. char temp[512];
  3063. va_list argList;
  3064. va_start(argList, _format);
  3065. int len = bx::vsnprintf(temp, BX_COUNTOF(temp), _format, argList);
  3066. va_end(argList);
  3067. bx::write(_writer, temp, len);
  3068. }
  3069. void strins(char* _str, const char* _insert)
  3070. {
  3071. size_t len = strlen(_insert);
  3072. memmove(&_str[len], _str, strlen(_str)+1);
  3073. memcpy(_str, _insert, len);
  3074. }
  3075. void ShaderGL::create(Memory* _mem)
  3076. {
  3077. bx::MemoryReader reader(_mem->data, _mem->size);
  3078. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  3079. uint32_t magic;
  3080. bx::read(&reader, magic);
  3081. switch (magic)
  3082. {
  3083. case BGFX_CHUNK_MAGIC_CSH: m_type = GL_COMPUTE_SHADER; break;
  3084. case BGFX_CHUNK_MAGIC_FSH: m_type = GL_FRAGMENT_SHADER; break;
  3085. case BGFX_CHUNK_MAGIC_VSH: m_type = GL_VERTEX_SHADER; break;
  3086. default:
  3087. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3088. break;
  3089. }
  3090. uint32_t iohash;
  3091. bx::read(&reader, iohash);
  3092. uint16_t count;
  3093. bx::read(&reader, count);
  3094. BX_TRACE("%s Shader consts %d"
  3095. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3096. , count
  3097. );
  3098. for (uint32_t ii = 0; ii < count; ++ii)
  3099. {
  3100. uint8_t nameSize;
  3101. bx::read(&reader, nameSize);
  3102. char name[256];
  3103. bx::read(&reader, &name, nameSize);
  3104. name[nameSize] = '\0';
  3105. uint8_t type;
  3106. bx::read(&reader, type);
  3107. uint8_t num;
  3108. bx::read(&reader, num);
  3109. uint16_t regIndex;
  3110. bx::read(&reader, regIndex);
  3111. uint16_t regCount;
  3112. bx::read(&reader, regCount);
  3113. }
  3114. uint32_t shaderSize;
  3115. bx::read(&reader, shaderSize);
  3116. m_id = glCreateShader(m_type);
  3117. BX_WARN(0 != m_id, "Failed to create %s shader."
  3118. , BGFX_CHUNK_MAGIC_FSH == magic ? "fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "vertex" : "compute"
  3119. );
  3120. const char* code = (const char*)reader.getDataPtr();
  3121. if (0 != m_id)
  3122. {
  3123. if (GL_COMPUTE_SHADER != m_type)
  3124. {
  3125. int32_t codeLen = (int32_t)strlen(code);
  3126. int32_t tempLen = codeLen + (4<<10);
  3127. char* temp = (char*)alloca(tempLen);
  3128. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  3129. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES)
  3130. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30) )
  3131. {
  3132. writeString(&writer
  3133. , "#define flat\n"
  3134. "#define smooth\n"
  3135. "#define noperspective\n"
  3136. );
  3137. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported
  3138. && bx::findIdentifierMatch(code, s_OES_standard_derivatives)
  3139. ;
  3140. bool usesFragData = !!bx::findIdentifierMatch(code, "gl_FragData");
  3141. bool usesFragDepth = !!bx::findIdentifierMatch(code, "gl_FragDepth");
  3142. bool usesShadowSamplers = !!bx::findIdentifierMatch(code, s_EXT_shadow_samplers);
  3143. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported
  3144. && bx::findIdentifierMatch(code, s_OES_texture_3D)
  3145. ;
  3146. bool usesTextureLod = !!bx::findIdentifierMatch(code, s_EXT_shader_texture_lod);
  3147. bool usesFragmentOrdering = !!bx::findIdentifierMatch(code, "beginFragmentShaderOrdering");
  3148. if (usesDerivatives)
  3149. {
  3150. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  3151. }
  3152. if (usesFragData)
  3153. {
  3154. BX_WARN(s_extension[Extension::EXT_draw_buffers].m_supported, "EXT_draw_buffers is used but not supported by GLES2 driver.");
  3155. writeString(&writer
  3156. , "#extension GL_EXT_draw_buffers : enable\n"
  3157. );
  3158. }
  3159. bool insertFragDepth = false;
  3160. if (usesFragDepth)
  3161. {
  3162. BX_WARN(s_extension[Extension::EXT_frag_depth].m_supported, "EXT_frag_depth is used but not supported by GLES2 driver.");
  3163. if (s_extension[Extension::EXT_frag_depth].m_supported)
  3164. {
  3165. writeString(&writer
  3166. , "#extension GL_EXT_frag_depth : enable\n"
  3167. "#define bgfx_FragDepth gl_FragDepthEXT\n"
  3168. );
  3169. char str[128];
  3170. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  3171. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  3172. );
  3173. writeString(&writer, str);
  3174. }
  3175. else
  3176. {
  3177. insertFragDepth = true;
  3178. }
  3179. }
  3180. if (usesShadowSamplers)
  3181. {
  3182. if (s_renderGL->m_shadowSamplersSupport)
  3183. {
  3184. writeString(&writer
  3185. , "#extension GL_EXT_shadow_samplers : enable\n"
  3186. "#define shadow2D shadow2DEXT\n"
  3187. "#define shadow2DProj shadow2DProjEXT\n"
  3188. );
  3189. }
  3190. else
  3191. {
  3192. writeString(&writer
  3193. , "#define sampler2DShadow sampler2D\n"
  3194. "#define shadow2D(_sampler, _coord) step(_coord.z, texture2D(_sampler, _coord.xy).x)\n"
  3195. "#define shadow2DProj(_sampler, _coord) step(_coord.z/_coord.w, texture2DProj(_sampler, _coord).x)\n"
  3196. );
  3197. }
  3198. }
  3199. if (usesTexture3D)
  3200. {
  3201. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  3202. }
  3203. if (usesTextureLod)
  3204. {
  3205. BX_WARN(s_extension[Extension::EXT_shader_texture_lod].m_supported, "EXT_shader_texture_lod is used but not supported by GLES2 driver.");
  3206. if (s_extension[Extension::EXT_shader_texture_lod].m_supported)
  3207. {
  3208. writeString(&writer
  3209. , "#extension GL_EXT_shader_texture_lod : enable\n"
  3210. "#define texture2DLod texture2DLodEXT\n"
  3211. "#define texture2DProjLod texture2DProjLodEXT\n"
  3212. "#define textureCubeLod textureCubeLodEXT\n"
  3213. );
  3214. }
  3215. else
  3216. {
  3217. writeString(&writer
  3218. , "#define texture2DLod(_sampler, _coord, _level) texture2D(_sampler, _coord)\n"
  3219. "#define texture2DProjLod(_sampler, _coord, _level) texture2DProj(_sampler, _coord)\n"
  3220. "#define textureCubeLod(_sampler, _coord, _level) textureCube(_sampler, _coord)\n"
  3221. );
  3222. }
  3223. }
  3224. if (usesFragmentOrdering)
  3225. {
  3226. if (s_extension[Extension::INTEL_fragment_shader_ordering].m_supported)
  3227. {
  3228. writeString(&writer, "#extension GL_INTEL_fragment_shader_ordering : enable\n");
  3229. }
  3230. else
  3231. {
  3232. writeString(&writer, "#define beginFragmentShaderOrdering()\n");
  3233. }
  3234. }
  3235. writeString(&writer, "precision mediump float;\n");
  3236. bx::write(&writer, code, codeLen);
  3237. bx::write(&writer, '\0');
  3238. if (insertFragDepth)
  3239. {
  3240. char* entry = strstr(temp, "void main ()");
  3241. if (NULL != entry)
  3242. {
  3243. char* brace = strstr(entry, "{");
  3244. if (NULL != brace)
  3245. {
  3246. const char* end = bx::strmb(brace, '{', '}');
  3247. if (NULL != end)
  3248. {
  3249. strins(brace+1, "\n float bgfx_FragDepth = 0.0;\n");
  3250. }
  3251. }
  3252. }
  3253. }
  3254. // Replace all instances of gl_FragDepth with bgfx_FragDepth.
  3255. for (const char* fragDepth = bx::findIdentifierMatch(temp, "gl_FragDepth"); NULL != fragDepth; fragDepth = bx::findIdentifierMatch(fragDepth, "gl_FragDepth") )
  3256. {
  3257. char* insert = const_cast<char*>(fragDepth);
  3258. strins(insert, "bg");
  3259. memcpy(insert + 2, "fx", 2);
  3260. }
  3261. }
  3262. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3263. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL <= 21) )
  3264. {
  3265. bool usesTextureLod = s_extension[Extension::ARB_shader_texture_lod].m_supported
  3266. && bx::findIdentifierMatch(code, s_ARB_shader_texture_lod)
  3267. ;
  3268. if (usesTextureLod)
  3269. {
  3270. writeString(&writer, "#version 120\n");
  3271. if (m_type == GL_FRAGMENT_SHADER)
  3272. {
  3273. writeString(&writer, "#extension GL_ARB_shader_texture_lod : enable\n");
  3274. }
  3275. }
  3276. writeString(&writer
  3277. , "#define lowp\n"
  3278. "#define mediump\n"
  3279. "#define highp\n"
  3280. "#define flat\n"
  3281. "#define smooth\n"
  3282. "#define noperspective\n"
  3283. );
  3284. bx::write(&writer, code, codeLen);
  3285. bx::write(&writer, '\0');
  3286. }
  3287. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  3288. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3289. {
  3290. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3291. {
  3292. writeString(&writer
  3293. , "#version 300 es\n"
  3294. "precision mediump float;\n"
  3295. );
  3296. }
  3297. else
  3298. {
  3299. writeString(&writer, "#version 140\n");
  3300. }
  3301. if (m_type == GL_FRAGMENT_SHADER)
  3302. {
  3303. writeString(&writer, "#define varying in\n");
  3304. writeString(&writer, "#define texture2D texture\n");
  3305. writeString(&writer, "#define texture2DLod textureLod\n");
  3306. writeString(&writer, "#define texture2DProj textureProj\n");
  3307. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  3308. {
  3309. writeString(&writer, "#define shadow2D(_sampler, _coord) vec2(textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  3310. writeString(&writer, "#define shadow2DProj(_sampler, _coord) vec2(textureProj(_sampler, _coord) ) )\n");
  3311. }
  3312. else
  3313. {
  3314. writeString(&writer, "#define shadow2D(_sampler, _coord) (textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  3315. writeString(&writer, "#define shadow2DProj(_sampler, _coord) (textureProj(_sampler, _coord) ) )\n");
  3316. }
  3317. writeString(&writer, "#define texture3D texture\n");
  3318. writeString(&writer, "#define texture3DLod textureLod\n");
  3319. writeString(&writer, "#define textureCube texture\n");
  3320. writeString(&writer, "#define textureCubeLod textureLod\n");
  3321. uint32_t fragData = 0;
  3322. if (!!bx::findIdentifierMatch(code, "gl_FragData") )
  3323. {
  3324. for (uint32_t ii = 0, num = g_caps.maxFBAttachments; ii < num; ++ii)
  3325. {
  3326. char temp[16];
  3327. bx::snprintf(temp, BX_COUNTOF(temp), "gl_FragData[%d]", ii);
  3328. fragData = bx::uint32_max(fragData, NULL == strstr(code, temp) ? 0 : ii+1);
  3329. }
  3330. BGFX_FATAL(0 != fragData, Fatal::InvalidShader, "Unable to find and patch gl_FragData!");
  3331. }
  3332. if (!!bx::findIdentifierMatch(code, "beginFragmentShaderOrdering") )
  3333. {
  3334. if (s_extension[Extension::INTEL_fragment_shader_ordering].m_supported)
  3335. {
  3336. writeString(&writer, "#extension GL_INTEL_fragment_shader_ordering : enable\n");
  3337. }
  3338. else
  3339. {
  3340. writeString(&writer, "#define beginFragmentShaderOrdering()\n");
  3341. }
  3342. }
  3343. if (0 != fragData)
  3344. {
  3345. writeStringf(&writer, "out vec4 bgfx_FragData[%d];\n", fragData);
  3346. writeString(&writer, "#define gl_FragData bgfx_FragData\n");
  3347. }
  3348. else
  3349. {
  3350. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  3351. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  3352. }
  3353. }
  3354. else
  3355. {
  3356. writeString(&writer, "#define attribute in\n");
  3357. writeString(&writer, "#define varying out\n");
  3358. }
  3359. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3360. {
  3361. writeString(&writer
  3362. , "#define lowp\n"
  3363. "#define mediump\n"
  3364. "#define highp\n"
  3365. );
  3366. }
  3367. bx::write(&writer, code, codeLen);
  3368. bx::write(&writer, '\0');
  3369. }
  3370. code = temp;
  3371. }
  3372. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  3373. GL_CHECK(glCompileShader(m_id) );
  3374. GLint compiled = 0;
  3375. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  3376. if (0 == compiled)
  3377. {
  3378. BX_TRACE("\n####\n%s\n####", code);
  3379. GLsizei len;
  3380. char log[1024];
  3381. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), &len, log) );
  3382. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  3383. GL_CHECK(glDeleteShader(m_id) );
  3384. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  3385. }
  3386. else if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  3387. && s_extension[Extension::ANGLE_translated_shader_source].m_supported
  3388. && NULL != glGetTranslatedShaderSourceANGLE)
  3389. {
  3390. GLsizei len;
  3391. GL_CHECK(glGetShaderiv(m_id, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len) );
  3392. char* source = (char*)alloca(len);
  3393. GL_CHECK(glGetTranslatedShaderSourceANGLE(m_id, len, &len, source) );
  3394. BX_TRACE("ANGLE source (len: %d):\n%s\n####", len, source);
  3395. }
  3396. }
  3397. }
  3398. void ShaderGL::destroy()
  3399. {
  3400. if (0 != m_id)
  3401. {
  3402. GL_CHECK(glDeleteShader(m_id) );
  3403. m_id = 0;
  3404. }
  3405. }
  3406. static void frameBufferValidate()
  3407. {
  3408. GLenum complete = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3409. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == complete
  3410. , "glCheckFramebufferStatus failed 0x%08x: %s"
  3411. , complete
  3412. , glEnumName(complete)
  3413. );
  3414. BX_UNUSED(complete);
  3415. }
  3416. void FrameBufferGL::create(uint8_t _num, const TextureHandle* _handles)
  3417. {
  3418. GL_CHECK(glGenFramebuffers(1, &m_fbo[0]) );
  3419. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  3420. // m_denseIdx = UINT16_MAX;
  3421. bool needResolve = false;
  3422. GLenum buffers[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
  3423. uint32_t colorIdx = 0;
  3424. for (uint32_t ii = 0; ii < _num; ++ii)
  3425. {
  3426. TextureHandle handle = _handles[ii];
  3427. if (isValid(handle) )
  3428. {
  3429. const TextureGL& texture = s_renderGL->m_textures[handle.idx];
  3430. if (0 == colorIdx)
  3431. {
  3432. m_width = texture.m_width;
  3433. m_height = texture.m_height;
  3434. }
  3435. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  3436. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3437. {
  3438. attachment = GL_DEPTH_ATTACHMENT;
  3439. }
  3440. else
  3441. {
  3442. buffers[colorIdx] = attachment;
  3443. ++colorIdx;
  3444. }
  3445. if (0 != texture.m_rbo)
  3446. {
  3447. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  3448. , attachment
  3449. , GL_RENDERBUFFER
  3450. , texture.m_rbo
  3451. ) );
  3452. }
  3453. else
  3454. {
  3455. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  3456. , attachment
  3457. , texture.m_target
  3458. , texture.m_id
  3459. , 0
  3460. ) );
  3461. }
  3462. needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
  3463. }
  3464. }
  3465. m_num = colorIdx;
  3466. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  3467. {
  3468. if (0 == colorIdx)
  3469. {
  3470. // When only depth is attached disable draw buffer to avoid
  3471. // GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.
  3472. GL_CHECK(glDrawBuffer(GL_NONE) );
  3473. }
  3474. else
  3475. {
  3476. GL_CHECK(glDrawBuffers(colorIdx, buffers) );
  3477. }
  3478. // Disable read buffer to avoid GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.
  3479. GL_CHECK(glReadBuffer(GL_NONE) );
  3480. }
  3481. frameBufferValidate();
  3482. if (needResolve)
  3483. {
  3484. GL_CHECK(glGenFramebuffers(1, &m_fbo[1]) );
  3485. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  3486. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  3487. {
  3488. TextureHandle handle = _handles[ii];
  3489. if (isValid(handle) )
  3490. {
  3491. const TextureGL& texture = s_renderGL->m_textures[handle.idx];
  3492. if (0 != texture.m_id)
  3493. {
  3494. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  3495. if (!isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3496. {
  3497. ++colorIdx;
  3498. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  3499. , attachment
  3500. , texture.m_target
  3501. , texture.m_id
  3502. , 0
  3503. ) );
  3504. }
  3505. }
  3506. }
  3507. }
  3508. frameBufferValidate();
  3509. }
  3510. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_msaaBackBufferFbo) );
  3511. }
  3512. void FrameBufferGL::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3513. {
  3514. BX_UNUSED(_depthFormat);
  3515. m_swapChain = s_renderGL->m_glctx.createSwapChain(_nwh);
  3516. m_width = _width;
  3517. m_height = _height;
  3518. m_denseIdx = _denseIdx;
  3519. }
  3520. uint16_t FrameBufferGL::destroy()
  3521. {
  3522. if (0 != m_num)
  3523. {
  3524. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  3525. memset(m_fbo, 0, sizeof(m_fbo) );
  3526. m_num = 0;
  3527. }
  3528. if (NULL != m_swapChain)
  3529. {
  3530. s_renderGL->m_glctx.destroySwapChain(m_swapChain);
  3531. m_swapChain = NULL;
  3532. }
  3533. uint16_t denseIdx = m_denseIdx;
  3534. m_denseIdx = UINT16_MAX;
  3535. return denseIdx;
  3536. }
  3537. void FrameBufferGL::resolve()
  3538. {
  3539. if (0 != m_fbo[1])
  3540. {
  3541. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  3542. GL_CHECK(glReadBuffer(GL_COLOR_ATTACHMENT0) );
  3543. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  3544. GL_CHECK(glBlitFramebuffer(0
  3545. , 0
  3546. , m_width
  3547. , m_height
  3548. , 0
  3549. , 0
  3550. , m_width
  3551. , m_height
  3552. , GL_COLOR_BUFFER_BIT
  3553. , GL_LINEAR
  3554. ) );
  3555. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  3556. GL_CHECK(glReadBuffer(GL_NONE) );
  3557. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_msaaBackBufferFbo) );
  3558. }
  3559. }
  3560. void FrameBufferGL::discard(uint8_t _flags)
  3561. {
  3562. GLenum buffers[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS+2];
  3563. uint32_t idx = 0;
  3564. if (BGFX_CLEAR_NONE != (_flags & BGFX_CLEAR_DISCARD_COLOR_MASK) )
  3565. {
  3566. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  3567. {
  3568. if (BGFX_CLEAR_NONE != (_flags & (BGFX_CLEAR_DISCARD_COLOR_0<<ii) ) )
  3569. {
  3570. buffers[idx++] = GL_COLOR_ATTACHMENT0 + ii;
  3571. }
  3572. }
  3573. }
  3574. uint32_t dsFlags = _flags & (BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL);
  3575. if (BGFX_CLEAR_NONE != dsFlags)
  3576. {
  3577. if ( (BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL) == dsFlags)
  3578. {
  3579. buffers[idx++] = GL_DEPTH_STENCIL_ATTACHMENT;
  3580. }
  3581. else if (BGFX_CLEAR_DISCARD_DEPTH == dsFlags)
  3582. {
  3583. buffers[idx++] = GL_DEPTH_ATTACHMENT;
  3584. }
  3585. else if (BGFX_CLEAR_DISCARD_STENCIL == dsFlags)
  3586. {
  3587. buffers[idx++] = GL_STENCIL_ATTACHMENT;
  3588. }
  3589. }
  3590. GL_CHECK(glInvalidateFramebuffer(GL_FRAMEBUFFER, idx, buffers) );
  3591. }
  3592. void RendererContextGL::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3593. {
  3594. if (1 < m_numWindows
  3595. && m_vaoSupport)
  3596. {
  3597. m_vaoSupport = false;
  3598. GL_CHECK(glBindVertexArray(0) );
  3599. GL_CHECK(glDeleteVertexArrays(1, &m_vao) );
  3600. m_vao = 0;
  3601. m_vaoStateCache.invalidate();
  3602. }
  3603. m_glctx.makeCurrent(NULL);
  3604. const GLuint defaultVao = m_vao;
  3605. if (0 != defaultVao)
  3606. {
  3607. GL_CHECK(glBindVertexArray(defaultVao) );
  3608. }
  3609. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  3610. updateResolution(_render->m_resolution);
  3611. int64_t elapsed = -bx::getHPCounter();
  3612. int64_t captureElapsed = 0;
  3613. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3614. && (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) ) )
  3615. {
  3616. m_queries.begin(0, GL_TIME_ELAPSED);
  3617. }
  3618. if (0 < _render->m_iboffset)
  3619. {
  3620. TransientIndexBuffer* ib = _render->m_transientIb;
  3621. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3622. }
  3623. if (0 < _render->m_vboffset)
  3624. {
  3625. TransientVertexBuffer* vb = _render->m_transientVb;
  3626. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3627. }
  3628. _render->sort();
  3629. RenderDraw currentState;
  3630. currentState.clear();
  3631. currentState.m_flags = BGFX_STATE_NONE;
  3632. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3633. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3634. _render->m_hmdEnabled = hmdEnabled;
  3635. if (hmdEnabled)
  3636. {
  3637. HMD& hmd = _render->m_hmd;
  3638. m_ovr.getEyePose(hmd);
  3639. }
  3640. ViewState viewState(_render, hmdEnabled);
  3641. uint16_t programIdx = invalidHandle;
  3642. SortKey key;
  3643. uint8_t view = 0xff;
  3644. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3645. int32_t height = hmdEnabled
  3646. ? _render->m_hmd.height
  3647. : _render->m_resolution.m_height
  3648. ;
  3649. uint32_t blendFactor = 0;
  3650. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3651. uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3652. PrimInfo prim = s_primInfo[primIndex];
  3653. uint32_t baseVertex = 0;
  3654. GLuint currentVao = 0;
  3655. bool viewHasScissor = false;
  3656. Rect viewScissorRect;
  3657. viewScissorRect.clear();
  3658. uint8_t discardFlags = BGFX_CLEAR_NONE;
  3659. const bool blendIndependentSupported = s_extension[Extension::ARB_draw_buffers_blend].m_supported;
  3660. const bool computeSupported = (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) && s_extension[Extension::ARB_compute_shader].m_supported)
  3661. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  3662. ;
  3663. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3664. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3665. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3666. uint32_t statsNumIndices = 0;
  3667. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3668. {
  3669. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  3670. bool viewRestart = false;
  3671. uint8_t eye = 0;
  3672. uint8_t restartState = 0;
  3673. viewState.m_rect = _render->m_rect[0];
  3674. int32_t numItems = _render->m_num;
  3675. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3676. {
  3677. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  3678. const bool viewChanged = 0
  3679. || key.m_view != view
  3680. || item == numItems
  3681. ;
  3682. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3683. ++item;
  3684. if (viewChanged)
  3685. {
  3686. if (1 == restartState)
  3687. {
  3688. restartState = 2;
  3689. item = restartItem;
  3690. restartItem = numItems;
  3691. view = 0xff;
  3692. continue;
  3693. }
  3694. view = key.m_view;
  3695. programIdx = invalidHandle;
  3696. if (_render->m_fb[view].idx != fbh.idx)
  3697. {
  3698. fbh = _render->m_fb[view];
  3699. height = hmdEnabled
  3700. ? _render->m_hmd.height
  3701. : _render->m_resolution.m_height
  3702. ;
  3703. height = setFrameBuffer(fbh, height, discardFlags);
  3704. }
  3705. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3706. viewRestart &= hmdEnabled;
  3707. if (viewRestart)
  3708. {
  3709. if (0 == restartState)
  3710. {
  3711. restartState = 1;
  3712. restartItem = item - 1;
  3713. }
  3714. eye = (restartState - 1) & 1;
  3715. restartState &= 1;
  3716. }
  3717. else
  3718. {
  3719. eye = 0;
  3720. }
  3721. viewState.m_rect = _render->m_rect[view];
  3722. if (viewRestart)
  3723. {
  3724. char* viewName = s_viewName[view];
  3725. viewName[3] = eye ? 'R' : 'L';
  3726. GL_CHECK(glInsertEventMarker(0, viewName) );
  3727. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  3728. viewState.m_rect.m_width /= 2;
  3729. }
  3730. else
  3731. {
  3732. char* viewName = s_viewName[view];
  3733. viewName[3] = ' ';
  3734. GL_CHECK(glInsertEventMarker(0, viewName) );
  3735. }
  3736. const Rect& scissorRect = _render->m_scissor[view];
  3737. viewHasScissor = !scissorRect.isZero();
  3738. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  3739. GL_CHECK(glViewport(viewState.m_rect.m_x
  3740. , height-viewState.m_rect.m_height-viewState.m_rect.m_y
  3741. , viewState.m_rect.m_width
  3742. , viewState.m_rect.m_height
  3743. ) );
  3744. Clear& clear = _render->m_clear[view];
  3745. discardFlags = clear.m_flags & BGFX_CLEAR_DISCARD_MASK;
  3746. if (BGFX_CLEAR_NONE != (clear.m_flags & BGFX_CLEAR_MASK) )
  3747. {
  3748. clearQuad(_clearQuad, viewState.m_rect, clear, height, _render->m_clearColor);
  3749. }
  3750. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  3751. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3752. GL_CHECK(glDepthFunc(GL_LESS) );
  3753. GL_CHECK(glEnable(GL_CULL_FACE) );
  3754. GL_CHECK(glDisable(GL_BLEND) );
  3755. }
  3756. if (isCompute)
  3757. {
  3758. if (computeSupported)
  3759. {
  3760. const RenderCompute& compute = renderItem.compute;
  3761. ProgramGL& program = m_program[key.m_program];
  3762. GL_CHECK(glUseProgram(program.m_id) );
  3763. GLbitfield barrier = 0;
  3764. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3765. {
  3766. const Binding& bind = compute.m_bind[ii];
  3767. if (invalidHandle != bind.m_idx)
  3768. {
  3769. switch (bind.m_type)
  3770. {
  3771. case Binding::Image:
  3772. {
  3773. const TextureGL& texture = m_textures[bind.m_idx];
  3774. GL_CHECK(glBindImageTexture(ii
  3775. , texture.m_id
  3776. , bind.m_un.m_compute.m_mip
  3777. , GL_FALSE
  3778. , 0
  3779. , s_access[bind.m_un.m_compute.m_access]
  3780. , s_imageFormat[bind.m_un.m_compute.m_format])
  3781. );
  3782. barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
  3783. }
  3784. break;
  3785. case Binding::IndexBuffer:
  3786. {
  3787. const IndexBufferGL& buffer = m_indexBuffers[bind.m_idx];
  3788. GL_CHECK(glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ii, buffer.m_id));
  3789. barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
  3790. }
  3791. break;
  3792. case Binding::VertexBuffer:
  3793. {
  3794. const VertexBufferGL& buffer = m_vertexBuffers[bind.m_idx];
  3795. GL_CHECK(glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ii, buffer.m_id));
  3796. barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
  3797. }
  3798. break;
  3799. }
  3800. }
  3801. }
  3802. if (0 != barrier)
  3803. {
  3804. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3805. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3806. if (constantsChanged
  3807. && NULL != program.m_constantBuffer)
  3808. {
  3809. commit(*program.m_constantBuffer);
  3810. }
  3811. viewState.setPredefined<1>(this, view, eye, program, _render, compute);
  3812. GL_CHECK(glDispatchCompute(compute.m_numX, compute.m_numY, compute.m_numZ) );
  3813. GL_CHECK(glMemoryBarrier(barrier) );
  3814. }
  3815. }
  3816. continue;
  3817. }
  3818. const RenderDraw& draw = renderItem.draw;
  3819. const uint64_t newFlags = draw.m_flags;
  3820. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3821. currentState.m_flags = newFlags;
  3822. const uint64_t newStencil = draw.m_stencil;
  3823. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3824. currentState.m_stencil = newStencil;
  3825. if (viewChanged)
  3826. {
  3827. currentState.clear();
  3828. currentState.m_scissor = !draw.m_scissor;
  3829. changedFlags = BGFX_STATE_MASK;
  3830. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3831. currentState.m_flags = newFlags;
  3832. currentState.m_stencil = newStencil;
  3833. }
  3834. uint16_t scissor = draw.m_scissor;
  3835. if (currentState.m_scissor != scissor)
  3836. {
  3837. currentState.m_scissor = scissor;
  3838. if (UINT16_MAX == scissor)
  3839. {
  3840. if (viewHasScissor)
  3841. {
  3842. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  3843. GL_CHECK(glScissor(viewScissorRect.m_x
  3844. , height-viewScissorRect.m_height-viewScissorRect.m_y
  3845. , viewScissorRect.m_width
  3846. , viewScissorRect.m_height
  3847. ) );
  3848. }
  3849. else
  3850. {
  3851. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  3852. }
  3853. }
  3854. else
  3855. {
  3856. Rect scissorRect;
  3857. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3858. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  3859. GL_CHECK(glScissor(scissorRect.m_x
  3860. , height-scissorRect.m_height-scissorRect.m_y
  3861. , scissorRect.m_width
  3862. , scissorRect.m_height
  3863. ) );
  3864. }
  3865. }
  3866. if (0 != changedStencil)
  3867. {
  3868. if (0 != newStencil)
  3869. {
  3870. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  3871. uint32_t bstencil = unpackStencil(1, newStencil);
  3872. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  3873. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3874. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3875. // {
  3876. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3877. // GL_CHECK(glStencilMask(wmask) );
  3878. // }
  3879. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3880. {
  3881. uint32_t stencil = unpackStencil(ii, newStencil);
  3882. uint32_t changed = unpackStencil(ii, changedStencil);
  3883. GLenum face = s_stencilFace[frontAndBack+ii];
  3884. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3885. {
  3886. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3887. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3888. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3889. GL_CHECK(glStencilFuncSeparate(face, s_cmpFunc[func], ref, mask));
  3890. }
  3891. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3892. {
  3893. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3894. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3895. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3896. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  3897. }
  3898. }
  3899. }
  3900. else
  3901. {
  3902. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  3903. }
  3904. }
  3905. if ( (0
  3906. | BGFX_STATE_CULL_MASK
  3907. | BGFX_STATE_DEPTH_WRITE
  3908. | BGFX_STATE_DEPTH_TEST_MASK
  3909. | BGFX_STATE_RGB_WRITE
  3910. | BGFX_STATE_ALPHA_WRITE
  3911. | BGFX_STATE_BLEND_MASK
  3912. | BGFX_STATE_BLEND_EQUATION_MASK
  3913. | BGFX_STATE_ALPHA_REF_MASK
  3914. | BGFX_STATE_PT_MASK
  3915. | BGFX_STATE_POINT_SIZE_MASK
  3916. | BGFX_STATE_MSAA
  3917. ) & changedFlags)
  3918. {
  3919. if (BGFX_STATE_CULL_MASK & changedFlags)
  3920. {
  3921. if (BGFX_STATE_CULL_CW & newFlags)
  3922. {
  3923. GL_CHECK(glEnable(GL_CULL_FACE) );
  3924. GL_CHECK(glCullFace(GL_BACK) );
  3925. }
  3926. else if (BGFX_STATE_CULL_CCW & newFlags)
  3927. {
  3928. GL_CHECK(glEnable(GL_CULL_FACE) );
  3929. GL_CHECK(glCullFace(GL_FRONT) );
  3930. }
  3931. else
  3932. {
  3933. GL_CHECK(glDisable(GL_CULL_FACE) );
  3934. }
  3935. }
  3936. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  3937. {
  3938. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  3939. }
  3940. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3941. {
  3942. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3943. if (0 != func)
  3944. {
  3945. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3946. GL_CHECK(glDepthFunc(s_cmpFunc[func]) );
  3947. }
  3948. else
  3949. {
  3950. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  3951. }
  3952. }
  3953. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3954. {
  3955. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3956. viewState.m_alphaRef = ref/255.0f;
  3957. }
  3958. #if BGFX_CONFIG_RENDERER_OPENGL
  3959. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3960. {
  3961. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  3962. GL_CHECK(glPointSize(pointSize) );
  3963. }
  3964. if (BGFX_STATE_MSAA & changedFlags)
  3965. {
  3966. if (BGFX_STATE_MSAA & newFlags)
  3967. {
  3968. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  3969. }
  3970. else
  3971. {
  3972. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  3973. }
  3974. }
  3975. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3976. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3977. {
  3978. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  3979. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  3980. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  3981. }
  3982. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & changedFlags
  3983. || blendFactor != draw.m_rgba)
  3984. {
  3985. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & newFlags
  3986. || blendFactor != draw.m_rgba)
  3987. {
  3988. const bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3989. const bool independent = !!(BGFX_STATE_BLEND_INDEPENDENT & newFlags)
  3990. && blendIndependentSupported
  3991. ;
  3992. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3993. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3994. const uint32_t srcRGB = (blend )&0xf;
  3995. const uint32_t dstRGB = (blend>> 4)&0xf;
  3996. const uint32_t srcA = (blend>> 8)&0xf;
  3997. const uint32_t dstA = (blend>>12)&0xf;
  3998. const uint32_t equRGB = (equation )&0x7;
  3999. const uint32_t equA = (equation>>3)&0x7;
  4000. const uint32_t numRt = getNumRt();
  4001. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  4002. || 1 >= numRt
  4003. || !independent)
  4004. {
  4005. if (enabled)
  4006. {
  4007. GL_CHECK(glEnable(GL_BLEND) );
  4008. GL_CHECK(glBlendFuncSeparate(s_blendFactor[srcRGB].m_src
  4009. , s_blendFactor[dstRGB].m_dst
  4010. , s_blendFactor[srcA].m_src
  4011. , s_blendFactor[dstA].m_dst
  4012. ) );
  4013. GL_CHECK(glBlendEquationSeparate(s_blendEquation[equRGB], s_blendEquation[equA]) );
  4014. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  4015. && blendFactor != draw.m_rgba)
  4016. {
  4017. const uint32_t rgba = draw.m_rgba;
  4018. GLclampf rr = ( (rgba>>24) )/255.0f;
  4019. GLclampf gg = ( (rgba>>16)&0xff)/255.0f;
  4020. GLclampf bb = ( (rgba>> 8)&0xff)/255.0f;
  4021. GLclampf aa = ( (rgba )&0xff)/255.0f;
  4022. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  4023. }
  4024. }
  4025. else
  4026. {
  4027. GL_CHECK(glDisable(GL_BLEND) );
  4028. }
  4029. }
  4030. else
  4031. {
  4032. if (enabled)
  4033. {
  4034. GL_CHECK(glEnablei(GL_BLEND, 0) );
  4035. GL_CHECK(glBlendFuncSeparatei(0
  4036. , s_blendFactor[srcRGB].m_src
  4037. , s_blendFactor[dstRGB].m_dst
  4038. , s_blendFactor[srcA].m_src
  4039. , s_blendFactor[dstA].m_dst
  4040. ) );
  4041. GL_CHECK(glBlendEquationSeparatei(0
  4042. , s_blendEquation[equRGB]
  4043. , s_blendEquation[equA]
  4044. ) );
  4045. }
  4046. else
  4047. {
  4048. GL_CHECK(glDisablei(GL_BLEND, 0) );
  4049. }
  4050. for (uint32_t ii = 1, rgba = draw.m_rgba; ii < numRt; ++ii, rgba >>= 11)
  4051. {
  4052. if (0 != (rgba&0x7ff) )
  4053. {
  4054. const uint32_t src = (rgba )&0xf;
  4055. const uint32_t dst = (rgba>>4)&0xf;
  4056. const uint32_t equation = (rgba>>8)&0x7;
  4057. GL_CHECK(glEnablei(GL_BLEND, ii) );
  4058. GL_CHECK(glBlendFunci(ii, s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  4059. GL_CHECK(glBlendEquationi(ii, s_blendEquation[equation]) );
  4060. }
  4061. else
  4062. {
  4063. GL_CHECK(glDisablei(GL_BLEND, ii) );
  4064. }
  4065. }
  4066. }
  4067. }
  4068. else
  4069. {
  4070. GL_CHECK(glDisable(GL_BLEND) );
  4071. }
  4072. blendFactor = draw.m_rgba;
  4073. }
  4074. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  4075. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4076. prim = s_primInfo[primIndex];
  4077. }
  4078. bool programChanged = false;
  4079. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4080. bool bindAttribs = false;
  4081. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  4082. if (key.m_program != programIdx)
  4083. {
  4084. programIdx = key.m_program;
  4085. GLuint id = invalidHandle == programIdx ? 0 : m_program[programIdx].m_id;
  4086. GL_CHECK(glUseProgram(id) );
  4087. programChanged =
  4088. constantsChanged =
  4089. bindAttribs = true;
  4090. }
  4091. if (invalidHandle != programIdx)
  4092. {
  4093. ProgramGL& program = m_program[programIdx];
  4094. if (constantsChanged
  4095. && NULL != program.m_constantBuffer)
  4096. {
  4097. commit(*program.m_constantBuffer);
  4098. }
  4099. viewState.setPredefined<1>(this, view, eye, program, _render, draw);
  4100. {
  4101. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4102. {
  4103. const Binding& sampler = draw.m_bind[stage];
  4104. Binding& current = currentState.m_bind[stage];
  4105. if (current.m_idx != sampler.m_idx
  4106. || current.m_un.m_draw.m_flags != sampler.m_un.m_draw.m_flags
  4107. || programChanged)
  4108. {
  4109. if (invalidHandle != sampler.m_idx)
  4110. {
  4111. TextureGL& texture = m_textures[sampler.m_idx];
  4112. texture.commit(stage, sampler.m_un.m_draw.m_flags);
  4113. }
  4114. }
  4115. current = sampler;
  4116. }
  4117. }
  4118. if (0 != defaultVao
  4119. && 0 == draw.m_startVertex
  4120. && 0 == draw.m_instanceDataOffset)
  4121. {
  4122. if (programChanged
  4123. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4124. || currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx
  4125. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4126. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4127. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4128. {
  4129. bx::HashMurmur2A murmur;
  4130. murmur.begin();
  4131. murmur.add(draw.m_vertexBuffer.idx);
  4132. if (isValid(draw.m_vertexBuffer) )
  4133. {
  4134. const VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4135. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4136. murmur.add(decl);
  4137. }
  4138. murmur.add(draw.m_indexBuffer.idx);
  4139. murmur.add(draw.m_instanceDataBuffer.idx);
  4140. murmur.add(draw.m_instanceDataOffset);
  4141. murmur.add(draw.m_instanceDataStride);
  4142. murmur.add(programIdx);
  4143. uint32_t hash = murmur.end();
  4144. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4145. currentState.m_indexBuffer = draw.m_indexBuffer;
  4146. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4147. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4148. baseVertex = draw.m_startVertex;
  4149. GLuint id = m_vaoStateCache.find(hash);
  4150. if (UINT32_MAX != id)
  4151. {
  4152. currentVao = id;
  4153. GL_CHECK(glBindVertexArray(id) );
  4154. }
  4155. else
  4156. {
  4157. id = m_vaoStateCache.add(hash);
  4158. currentVao = id;
  4159. GL_CHECK(glBindVertexArray(id) );
  4160. ProgramGL& program = m_program[programIdx];
  4161. program.add(hash);
  4162. if (isValid(draw.m_vertexBuffer) )
  4163. {
  4164. VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4165. vb.add(hash);
  4166. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  4167. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4168. program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
  4169. if (isValid(draw.m_instanceDataBuffer) )
  4170. {
  4171. VertexBufferGL& instanceVb = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4172. instanceVb.add(hash);
  4173. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  4174. program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
  4175. }
  4176. }
  4177. else
  4178. {
  4179. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  4180. }
  4181. if (isValid(draw.m_indexBuffer) )
  4182. {
  4183. IndexBufferGL& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4184. ib.add(hash);
  4185. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  4186. }
  4187. else
  4188. {
  4189. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  4190. }
  4191. }
  4192. }
  4193. }
  4194. else
  4195. {
  4196. if (0 != defaultVao
  4197. && 0 != currentVao)
  4198. {
  4199. GL_CHECK(glBindVertexArray(defaultVao) );
  4200. currentState.m_vertexBuffer.idx = invalidHandle;
  4201. currentState.m_indexBuffer.idx = invalidHandle;
  4202. bindAttribs = true;
  4203. currentVao = 0;
  4204. }
  4205. if (programChanged
  4206. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4207. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4208. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4209. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4210. {
  4211. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4212. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4213. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4214. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4215. uint16_t handle = draw.m_vertexBuffer.idx;
  4216. if (invalidHandle != handle)
  4217. {
  4218. VertexBufferGL& vb = m_vertexBuffers[handle];
  4219. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  4220. bindAttribs = true;
  4221. }
  4222. else
  4223. {
  4224. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  4225. }
  4226. }
  4227. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4228. {
  4229. currentState.m_indexBuffer = draw.m_indexBuffer;
  4230. uint16_t handle = draw.m_indexBuffer.idx;
  4231. if (invalidHandle != handle)
  4232. {
  4233. IndexBufferGL& ib = m_indexBuffers[handle];
  4234. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  4235. }
  4236. else
  4237. {
  4238. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  4239. }
  4240. }
  4241. if (isValid(currentState.m_vertexBuffer) )
  4242. {
  4243. if (baseVertex != draw.m_startVertex
  4244. || bindAttribs)
  4245. {
  4246. baseVertex = draw.m_startVertex;
  4247. const VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4248. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4249. const ProgramGL& program = m_program[programIdx];
  4250. program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
  4251. if (isValid(draw.m_instanceDataBuffer) )
  4252. {
  4253. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffers[draw.m_instanceDataBuffer.idx].m_id) );
  4254. program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
  4255. }
  4256. }
  4257. }
  4258. }
  4259. if (isValid(currentState.m_vertexBuffer) )
  4260. {
  4261. uint32_t numVertices = draw.m_numVertices;
  4262. if (UINT32_MAX == numVertices)
  4263. {
  4264. const VertexBufferGL& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4265. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4266. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4267. numVertices = vb.m_size/vertexDecl.m_stride;
  4268. }
  4269. uint32_t numIndices = 0;
  4270. uint32_t numPrimsSubmitted = 0;
  4271. uint32_t numInstances = 0;
  4272. uint32_t numPrimsRendered = 0;
  4273. if (isValid(draw.m_indexBuffer) )
  4274. {
  4275. if (UINT32_MAX == draw.m_numIndices)
  4276. {
  4277. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  4278. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4279. numInstances = draw.m_numInstances;
  4280. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4281. GL_CHECK(glDrawElementsInstanced(prim.m_type
  4282. , numIndices
  4283. , GL_UNSIGNED_SHORT
  4284. , (void*)0
  4285. , draw.m_numInstances
  4286. ) );
  4287. }
  4288. else if (prim.m_min <= draw.m_numIndices)
  4289. {
  4290. numIndices = draw.m_numIndices;
  4291. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4292. numInstances = draw.m_numInstances;
  4293. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4294. GL_CHECK(glDrawElementsInstanced(prim.m_type
  4295. , numIndices
  4296. , GL_UNSIGNED_SHORT
  4297. , (void*)(uintptr_t)(draw.m_startIndex*2)
  4298. , draw.m_numInstances
  4299. ) );
  4300. }
  4301. }
  4302. else
  4303. {
  4304. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4305. numInstances = draw.m_numInstances;
  4306. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4307. GL_CHECK(glDrawArraysInstanced(prim.m_type
  4308. , 0
  4309. , numVertices
  4310. , draw.m_numInstances
  4311. ) );
  4312. }
  4313. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4314. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4315. statsNumInstances[primIndex] += numInstances;
  4316. statsNumIndices += numIndices;
  4317. }
  4318. }
  4319. }
  4320. blitMsaaFbo();
  4321. if (0 < _render->m_num)
  4322. {
  4323. captureElapsed = -bx::getHPCounter();
  4324. capture();
  4325. captureElapsed += bx::getHPCounter();
  4326. }
  4327. }
  4328. m_glctx.makeCurrent(NULL);
  4329. int64_t now = bx::getHPCounter();
  4330. elapsed += now;
  4331. static int64_t last = now;
  4332. int64_t frameTime = now - last;
  4333. last = now;
  4334. static int64_t min = frameTime;
  4335. static int64_t max = frameTime;
  4336. min = min > frameTime ? frameTime : min;
  4337. max = max < frameTime ? frameTime : max;
  4338. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4339. {
  4340. double elapsedGpuMs = 0.0;
  4341. #if BGFX_CONFIG_RENDERER_OPENGL
  4342. m_queries.end(GL_TIME_ELAPSED);
  4343. uint64_t elapsedGl = m_queries.getResult(0);
  4344. elapsedGpuMs = double(elapsedGl)/1e6;
  4345. #endif // BGFX_CONFIG_RENDERER_OPENGL
  4346. TextVideoMem& tvm = m_textVideoMem;
  4347. static int64_t next = now;
  4348. if (now >= next)
  4349. {
  4350. next = now + bx::getHPFrequency();
  4351. double freq = double(bx::getHPFrequency() );
  4352. double toMs = 1000.0/freq;
  4353. tvm.clear();
  4354. uint16_t pos = 0;
  4355. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4356. , getRendererName()
  4357. );
  4358. tvm.printf(0, pos++, 0x0f, " Vendor: %s", m_vendor);
  4359. tvm.printf(0, pos++, 0x0f, " Renderer: %s", m_renderer);
  4360. tvm.printf(0, pos++, 0x0f, " Version: %s", m_version);
  4361. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", m_glslVersion);
  4362. pos = 10;
  4363. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4364. , double(frameTime)*toMs
  4365. , double(min)*toMs
  4366. , double(max)*toMs
  4367. , freq/frameTime
  4368. );
  4369. char hmd[16];
  4370. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4371. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4372. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s"
  4373. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4374. , 0 != msaa ? '\xfe' : ' '
  4375. , 1<<msaa
  4376. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4377. );
  4378. double elapsedCpuMs = double(elapsed)*toMs;
  4379. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  4380. , _render->m_num
  4381. , elapsedCpuMs
  4382. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  4383. , elapsedGpuMs
  4384. );
  4385. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primInfo); ++ii)
  4386. {
  4387. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  4388. , s_primName[ii]
  4389. , statsNumPrimsRendered[ii]
  4390. , statsNumInstances[ii]
  4391. , statsNumPrimsSubmitted[ii]
  4392. );
  4393. }
  4394. if (NULL != m_renderdocdll)
  4395. {
  4396. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  4397. }
  4398. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  4399. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  4400. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  4401. pos++;
  4402. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4403. tvm.printf(10, pos++, 0x8e, " VAO | Sampler ");
  4404. tvm.printf(10, pos++, 0x8e, " %6d | %6d "
  4405. , m_vaoStateCache.getCount()
  4406. , m_samplerStateCache.getCount()
  4407. );
  4408. pos++;
  4409. double captureMs = double(captureElapsed)*toMs;
  4410. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  4411. #if BGFX_CONFIG_RENDERER_OPENGL
  4412. if (s_extension[Extension::ATI_meminfo].m_supported)
  4413. {
  4414. GLint vboFree[4];
  4415. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  4416. GLint texFree[4];
  4417. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  4418. GLint rbfFree[4];
  4419. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  4420. pos++;
  4421. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  4422. char tmp0[16];
  4423. char tmp1[16];
  4424. char tmp2[16];
  4425. char tmp3[16];
  4426. bx::prettify(tmp0, BX_COUNTOF(tmp0), vboFree[0]);
  4427. bx::prettify(tmp1, BX_COUNTOF(tmp1), vboFree[1]);
  4428. bx::prettify(tmp2, BX_COUNTOF(tmp2), vboFree[2]);
  4429. bx::prettify(tmp3, BX_COUNTOF(tmp3), vboFree[3]);
  4430. tvm.printf(10, pos++, 0x8e, " VBO: %10s, %10s, %10s, %10s", tmp0, tmp1, tmp2, tmp3);
  4431. bx::prettify(tmp0, BX_COUNTOF(tmp0), texFree[0]);
  4432. bx::prettify(tmp1, BX_COUNTOF(tmp1), texFree[1]);
  4433. bx::prettify(tmp2, BX_COUNTOF(tmp2), texFree[2]);
  4434. bx::prettify(tmp3, BX_COUNTOF(tmp3), texFree[3]);
  4435. tvm.printf(10, pos++, 0x8e, " Texture: %10s, %10s, %10s, %10s", tmp0, tmp1, tmp2, tmp3);
  4436. bx::prettify(tmp0, BX_COUNTOF(tmp0), rbfFree[0]);
  4437. bx::prettify(tmp1, BX_COUNTOF(tmp1), rbfFree[1]);
  4438. bx::prettify(tmp2, BX_COUNTOF(tmp2), rbfFree[2]);
  4439. bx::prettify(tmp3, BX_COUNTOF(tmp3), rbfFree[3]);
  4440. tvm.printf(10, pos++, 0x8e, " Render Buffer: %10s, %10s, %10s, %10s", tmp0, tmp1, tmp2, tmp3);
  4441. }
  4442. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  4443. {
  4444. GLint dedicated;
  4445. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  4446. GLint totalAvail;
  4447. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  4448. GLint currAvail;
  4449. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  4450. GLint evictedCount;
  4451. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  4452. GLint evictedMemory;
  4453. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  4454. pos += 2;
  4455. char tmp0[16];
  4456. char tmp1[16];
  4457. bx::prettify(tmp0, BX_COUNTOF(tmp0), dedicated);
  4458. tvm.printf(10, pos++, 0x8e, " Dedicated: %10s", tmp0);
  4459. bx::prettify(tmp0, BX_COUNTOF(tmp0), currAvail);
  4460. bx::prettify(tmp1, BX_COUNTOF(tmp1), totalAvail);
  4461. tvm.printf(10, pos++, 0x8e, " Available: %10s / %10s", tmp0, tmp1);
  4462. bx::prettify(tmp0, BX_COUNTOF(tmp0), evictedCount);
  4463. bx::prettify(tmp1, BX_COUNTOF(tmp1), evictedMemory);
  4464. tvm.printf(10, pos++, 0x8e, " Eviction: %10s / %10s", tmp0, tmp1);
  4465. }
  4466. #endif // BGFX_CONFIG_RENDERER_OPENGL
  4467. uint8_t attr[2] = { 0x89, 0x8a };
  4468. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4469. pos++;
  4470. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(_render->m_waitSubmit)*toMs);
  4471. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(_render->m_waitRender)*toMs);
  4472. min = frameTime;
  4473. max = frameTime;
  4474. }
  4475. blit(this, _textVideoMemBlitter, tvm);
  4476. }
  4477. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4478. {
  4479. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4480. }
  4481. GL_CHECK(glFrameTerminatorGREMEDY() );
  4482. }
  4483. } // namespace bgfx
  4484. #else
  4485. namespace bgfx
  4486. {
  4487. RendererContextI* rendererCreateGL()
  4488. {
  4489. return NULL;
  4490. }
  4491. void rendererDestroyGL()
  4492. {
  4493. }
  4494. } // namespace bgfx
  4495. #endif // (BGFX_CONFIG_RENDERER_OPENGLES || BGFX_CONFIG_RENDERER_OPENGL)