renderer_gl.cpp 130 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)
  7. # include "renderer_gl.h"
  8. # include <bx/timer.h>
  9. # include <bx/uint32_t.h>
  10. namespace bgfx
  11. {
  12. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][256];
  13. static const GLenum s_primType[] =
  14. {
  15. GL_TRIANGLES,
  16. GL_LINES,
  17. GL_POINTS,
  18. };
  19. static const char* s_attribName[Attrib::Count] =
  20. {
  21. "a_position",
  22. "a_normal",
  23. "a_tangent",
  24. "a_color0",
  25. "a_color1",
  26. "a_indices",
  27. "a_weight",
  28. "a_texcoord0",
  29. "a_texcoord1",
  30. "a_texcoord2",
  31. "a_texcoord3",
  32. "a_texcoord4",
  33. "a_texcoord5",
  34. "a_texcoord6",
  35. "a_texcoord7",
  36. };
  37. static const char* s_instanceDataName[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT] =
  38. {
  39. "i_data0",
  40. "i_data1",
  41. "i_data2",
  42. "i_data3",
  43. "i_data4",
  44. };
  45. static const GLenum s_attribType[AttribType::Count] =
  46. {
  47. GL_UNSIGNED_BYTE,
  48. GL_SHORT,
  49. GL_HALF_FLOAT,
  50. GL_FLOAT,
  51. };
  52. struct Blend
  53. {
  54. GLenum m_src;
  55. GLenum m_dst;
  56. bool m_factor;
  57. };
  58. static const Blend s_blendFactor[] =
  59. {
  60. { 0, 0, false }, // ignored
  61. { GL_ZERO, GL_ZERO, false }, // ZERO
  62. { GL_ONE, GL_ONE, false }, // ONE
  63. { GL_SRC_COLOR, GL_SRC_COLOR, false }, // SRC_COLOR
  64. { GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false }, // INV_SRC_COLOR
  65. { GL_SRC_ALPHA, GL_SRC_ALPHA, false }, // SRC_ALPHA
  66. { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false }, // INV_SRC_ALPHA
  67. { GL_DST_ALPHA, GL_DST_ALPHA, false }, // DST_ALPHA
  68. { GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false }, // INV_DST_ALPHA
  69. { GL_DST_COLOR, GL_DST_COLOR, false }, // DST_COLOR
  70. { GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false }, // INV_DST_COLOR
  71. { GL_SRC_ALPHA_SATURATE, GL_ONE, false }, // SRC_ALPHA_SAT
  72. { GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true }, // FACTOR
  73. { GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true }, // INV_FACTOR
  74. };
  75. static const GLenum s_blendEquation[] =
  76. {
  77. GL_FUNC_ADD,
  78. GL_FUNC_SUBTRACT,
  79. GL_FUNC_REVERSE_SUBTRACT,
  80. GL_MIN,
  81. GL_MAX,
  82. };
  83. static const GLenum s_cmpFunc[] =
  84. {
  85. 0, // ignored
  86. GL_LESS,
  87. GL_LEQUAL,
  88. GL_EQUAL,
  89. GL_GEQUAL,
  90. GL_GREATER,
  91. GL_NOTEQUAL,
  92. GL_NEVER,
  93. GL_ALWAYS,
  94. };
  95. static const GLenum s_stencilOp[] =
  96. {
  97. GL_ZERO,
  98. GL_KEEP,
  99. GL_REPLACE,
  100. GL_INCR_WRAP,
  101. GL_INCR,
  102. GL_DECR_WRAP,
  103. GL_DECR,
  104. GL_INVERT,
  105. };
  106. static const GLenum s_stencilFace[] =
  107. {
  108. GL_FRONT_AND_BACK,
  109. GL_FRONT,
  110. GL_BACK,
  111. };
  112. static const GLenum s_textureAddress[] =
  113. {
  114. GL_REPEAT,
  115. GL_MIRRORED_REPEAT,
  116. GL_CLAMP_TO_EDGE,
  117. };
  118. static const GLenum s_textureFilterMag[] =
  119. {
  120. GL_LINEAR,
  121. GL_NEAREST,
  122. GL_LINEAR,
  123. };
  124. static const GLenum s_textureFilterMin[][3] =
  125. {
  126. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  127. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  128. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  129. };
  130. struct TextureFormatInfo
  131. {
  132. GLenum m_internalFmt;
  133. GLenum m_fmt;
  134. GLenum m_type;
  135. bool m_supported;
  136. };
  137. static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  138. {
  139. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
  140. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
  141. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, false }, // BC3
  142. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, false }, // BC4
  143. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, false }, // BC5
  144. { GL_ETC1_RGB8_OES, GL_ETC1_RGB8_OES, GL_ZERO, false }, // ETC1
  145. { GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, false }, // ETC2
  146. { GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_ZERO, false }, // ETC2A
  147. { GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_ZERO, false }, // ETC2A1
  148. { GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12
  149. { GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14
  150. { GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12A
  151. { GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14A
  152. { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
  153. { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
  154. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
  155. { GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // R8
  156. { GL_R16, GL_RED, GL_UNSIGNED_SHORT, true }, // R16
  157. { GL_R16F, GL_RED, GL_HALF_FLOAT, true }, // R16F
  158. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
  159. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
  160. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
  161. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, true }, // R5G6B5
  162. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, true }, // RGBA4
  163. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, true }, // RGB5A1
  164. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, true }, // RGB10A2
  165. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // UnknownDepth
  166. { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_SHORT, false }, // D16
  167. { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D24
  168. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false }, // D24S8
  169. { GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D32
  170. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D16F
  171. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D24F
  172. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
  173. { GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
  174. };
  175. static const Matrix4 s_bias =
  176. {{{
  177. 0.5f, 0.0f, 0.0f, 0.0f,
  178. 0.0f, 0.5f, 0.0f, 0.0f,
  179. 0.0f, 0.0f, 0.5f, 0.0f,
  180. 0.5f, 0.5f, 0.5f, 1.0f,
  181. }}};
  182. struct Extension
  183. {
  184. enum Enum
  185. {
  186. ANGLE_depth_texture,
  187. ANGLE_framebuffer_blit,
  188. ANGLE_framebuffer_multisample,
  189. ANGLE_instanced_arrays,
  190. ANGLE_texture_compression_dxt1,
  191. ANGLE_texture_compression_dxt3,
  192. ANGLE_texture_compression_dxt5,
  193. ANGLE_translated_shader_source,
  194. APPLE_texture_format_BGRA8888,
  195. APPLE_texture_max_level,
  196. ARB_debug_label,
  197. ARB_debug_output,
  198. ARB_depth_clamp,
  199. ARB_draw_buffers_blend,
  200. ARB_ES3_compatibility,
  201. ARB_framebuffer_object,
  202. ARB_framebuffer_sRGB,
  203. ARB_get_program_binary,
  204. ARB_half_float_pixel,
  205. ARB_half_float_vertex,
  206. ARB_instanced_arrays,
  207. ARB_map_buffer_range,
  208. ARB_multisample,
  209. ARB_sampler_objects,
  210. ARB_seamless_cube_map,
  211. ARB_shader_texture_lod,
  212. ARB_texture_compression_rgtc,
  213. ARB_texture_float,
  214. ARB_texture_multisample,
  215. ARB_texture_storage,
  216. ARB_texture_swizzle,
  217. ARB_timer_query,
  218. ARB_uniform_buffer_object,
  219. ARB_vertex_array_object,
  220. ARB_vertex_type_2_10_10_10_rev,
  221. ATI_meminfo,
  222. CHROMIUM_depth_texture,
  223. CHROMIUM_framebuffer_multisample,
  224. CHROMIUM_texture_compression_dxt3,
  225. CHROMIUM_texture_compression_dxt5,
  226. EXT_bgra,
  227. EXT_blend_color,
  228. EXT_blend_minmax,
  229. EXT_blend_subtract,
  230. EXT_debug_label,
  231. EXT_debug_marker,
  232. EXT_frag_depth,
  233. EXT_framebuffer_blit,
  234. EXT_framebuffer_object,
  235. EXT_framebuffer_sRGB,
  236. EXT_occlusion_query_boolean,
  237. EXT_read_format_bgra,
  238. EXT_shader_texture_lod,
  239. EXT_shadow_samplers,
  240. EXT_texture_array,
  241. EXT_texture_compression_dxt1,
  242. EXT_texture_compression_latc,
  243. EXT_texture_compression_rgtc,
  244. EXT_texture_compression_s3tc,
  245. EXT_texture_filter_anisotropic,
  246. EXT_texture_format_BGRA8888,
  247. EXT_texture_sRGB,
  248. EXT_texture_storage,
  249. EXT_texture_swizzle,
  250. EXT_texture_type_2_10_10_10_REV,
  251. EXT_timer_query,
  252. EXT_unpack_subimage,
  253. GOOGLE_depth_texture,
  254. GREMEDY_string_marker,
  255. GREMEDY_frame_terminator,
  256. IMG_multisampled_render_to_texture,
  257. IMG_read_format,
  258. IMG_shader_binary,
  259. IMG_texture_compression_pvrtc,
  260. IMG_texture_compression_pvrtc2,
  261. IMG_texture_format_BGRA8888,
  262. KHR_debug,
  263. MOZ_WEBGL_compressed_texture_s3tc,
  264. MOZ_WEBGL_depth_texture,
  265. NV_draw_buffers,
  266. NVX_gpu_memory_info,
  267. OES_compressed_ETC1_RGB8_texture,
  268. OES_depth24,
  269. OES_depth32,
  270. OES_depth_texture,
  271. OES_fragment_precision_high,
  272. OES_get_program_binary,
  273. OES_required_internalformat,
  274. OES_packed_depth_stencil,
  275. OES_read_format,
  276. OES_rgb8_rgba8,
  277. OES_standard_derivatives,
  278. OES_texture_3D,
  279. OES_texture_float,
  280. OES_texture_float_linear,
  281. OES_texture_npot,
  282. OES_texture_half_float,
  283. OES_texture_half_float_linear,
  284. OES_vertex_array_object,
  285. OES_vertex_half_float,
  286. OES_vertex_type_10_10_10_2,
  287. WEBGL_compressed_texture_s3tc,
  288. WEBGL_depth_texture,
  289. WEBKIT_EXT_texture_filter_anisotropic,
  290. WEBKIT_WEBGL_compressed_texture_s3tc,
  291. WEBKIT_WEBGL_depth_texture,
  292. Count
  293. };
  294. const char* m_name;
  295. bool m_supported;
  296. bool m_initialize;
  297. };
  298. static Extension s_extension[Extension::Count] =
  299. {
  300. { "ANGLE_depth_texture", false, true },
  301. { "ANGLE_framebuffer_blit", false, true },
  302. { "ANGLE_framebuffer_multisample", false, false },
  303. { "ANGLE_instanced_arrays", false, true },
  304. { "ANGLE_texture_compression_dxt1", false, true },
  305. { "ANGLE_texture_compression_dxt3", false, true },
  306. { "ANGLE_texture_compression_dxt5", false, true },
  307. { "ANGLE_translated_shader_source", false, true },
  308. { "APPLE_texture_format_BGRA8888", false, true },
  309. { "APPLE_texture_max_level", false, true },
  310. { "ARB_debug_label", false, true },
  311. { "ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  312. { "ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  313. { "ARB_draw_buffers_blend", BGFX_CONFIG_RENDERER_OPENGL >= 40, true },
  314. { "ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  315. { "ARB_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  316. { "ARB_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  317. { "ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  318. { "ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  319. { "ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  320. { "ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  321. { "ARB_map_buffer_range", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  322. { "ARB_multisample", false, true },
  323. { "ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  324. { "ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  325. { "ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  326. { "ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  327. { "ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  328. { "ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  329. { "ARB_texture_storage", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  330. { "ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  331. { "ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  332. { "ARB_uniform_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  333. { "ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  334. { "ARB_vertex_type_2_10_10_10_rev", false, true },
  335. { "ATI_meminfo", false, true },
  336. { "CHROMIUM_depth_texture", false, true },
  337. { "CHROMIUM_framebuffer_multisample", false, true },
  338. { "CHROMIUM_texture_compression_dxt3", false, true },
  339. { "CHROMIUM_texture_compression_dxt5", false, true },
  340. { "EXT_bgra", false, true },
  341. { "EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  342. { "EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  343. { "EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  344. { "EXT_debug_label", false, true },
  345. { "EXT_debug_marker", false, true },
  346. { "EXT_frag_depth", false, true }, // GLES2 extension.
  347. { "EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  348. { "EXT_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  349. { "EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  350. { "EXT_occlusion_query_boolean", false, true },
  351. { "EXT_read_format_bgra", false, true },
  352. { "EXT_shader_texture_lod", false, true }, // GLES2 extension.
  353. { "EXT_shadow_samplers", false, true },
  354. { "EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  355. { "EXT_texture_compression_dxt1", false, true },
  356. { "EXT_texture_compression_latc", false, true },
  357. { "EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  358. { "EXT_texture_compression_s3tc", false, true },
  359. { "EXT_texture_filter_anisotropic", false, true },
  360. { "EXT_texture_format_BGRA8888", false, true },
  361. { "EXT_texture_sRGB", false, true },
  362. { "EXT_texture_storage", false, true },
  363. { "EXT_texture_swizzle", false, true },
  364. { "EXT_texture_type_2_10_10_10_REV", false, true },
  365. { "EXT_timer_query", false, true },
  366. { "EXT_unpack_subimage", false, true },
  367. { "GOOGLE_depth_texture", false, true },
  368. { "GREMEDY_string_marker", false, true },
  369. { "GREMEDY_frame_terminator", false, true },
  370. { "IMG_multisampled_render_to_texture", false, true },
  371. { "IMG_read_format", false, true },
  372. { "IMG_shader_binary", false, true },
  373. { "IMG_texture_compression_pvrtc", false, true },
  374. { "IMG_texture_compression_pvrtc2", false, true },
  375. { "IMG_texture_format_BGRA8888", false, true },
  376. { "KHR_debug", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  377. { "MOZ_WEBGL_compressed_texture_s3tc", false, true },
  378. { "MOZ_WEBGL_depth_texture", false, true },
  379. { "NV_draw_buffers", false, true }, // GLES2 extension.
  380. { "NVX_gpu_memory_info", false, true },
  381. { "OES_compressed_ETC1_RGB8_texture", false, true },
  382. { "OES_depth24", false, true },
  383. { "OES_depth32", false, true },
  384. { "OES_depth_texture", false, true },
  385. { "OES_fragment_precision_high", false, true },
  386. { "OES_get_program_binary", false, true },
  387. { "OES_required_internalformat", false, true },
  388. { "OES_packed_depth_stencil", false, true },
  389. { "OES_read_format", false, true },
  390. { "OES_rgb8_rgba8", false, true },
  391. { "OES_standard_derivatives", false, true },
  392. { "OES_texture_3D", false, true },
  393. { "OES_texture_float", false, true },
  394. { "OES_texture_float_linear", false, true },
  395. { "OES_texture_npot", false, true },
  396. { "OES_texture_half_float", false, true },
  397. { "OES_texture_half_float_linear", false, true },
  398. { "OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  399. { "OES_vertex_half_float", false, true },
  400. { "OES_vertex_type_10_10_10_2", false, true },
  401. { "WEBGL_compressed_texture_s3tc", false, true },
  402. { "WEBGL_depth_texture", false, true },
  403. { "WEBKIT_EXT_texture_filter_anisotropic", false, true },
  404. { "WEBKIT_WEBGL_compressed_texture_s3tc", false, true },
  405. { "WEBKIT_WEBGL_depth_texture", false, true },
  406. };
  407. static const char* s_ARB_shader_texture_lod[] =
  408. {
  409. "texture2DLod",
  410. "texture2DProjLod",
  411. "texture3DLod",
  412. "texture3DProjLod",
  413. "textureCubeLod",
  414. "shadow2DLod",
  415. "shadow2DProjLod",
  416. NULL
  417. // "texture1DLod",
  418. // "texture1DProjLod",
  419. // "shadow1DLod",
  420. // "shadow1DProjLod",
  421. };
  422. static const char* s_EXT_shader_texture_lod[] =
  423. {
  424. "texture2DLod",
  425. "texture2DProjLod",
  426. "textureCubeLod",
  427. NULL
  428. // "texture2DGrad",
  429. // "texture2DProjGrad",
  430. // "textureCubeGrad",
  431. };
  432. static const char* s_EXT_shadow_samplers[] =
  433. {
  434. "shadow2D",
  435. "shadow2DProj",
  436. NULL
  437. };
  438. static const char* s_OES_standard_derivatives[] =
  439. {
  440. "dFdx",
  441. "dFdy",
  442. "fwidth",
  443. NULL
  444. };
  445. static const char* s_OES_texture_3D[] =
  446. {
  447. "texture3D",
  448. "texture3DProj",
  449. "texture3DLod",
  450. "texture3DProjLod",
  451. NULL
  452. };
  453. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  454. {
  455. }
  456. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  457. {
  458. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  459. }
  460. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  461. {
  462. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  463. }
  464. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  465. {
  466. }
  467. static void GL_APIENTRY stubInsertEventMarker(GLsizei /*_length*/, const char* /*_marker*/)
  468. {
  469. }
  470. static void GL_APIENTRY stubInsertEventMarkerGREMEDY(GLsizei _length, const char* _marker)
  471. {
  472. // If <marker> is a null-terminated string then <length> should not
  473. // include the terminator.
  474. //
  475. // If <length> is 0 then <marker> is assumed to be null-terminated.
  476. uint32_t size = (0 == _length ? (uint32_t)strlen(_marker) : _length) + 1;
  477. size *= sizeof(wchar_t);
  478. wchar_t* name = (wchar_t*)alloca(size);
  479. mbstowcs(name, _marker, size-2);
  480. GL_CHECK(glStringMarkerGREMEDY(_length, _marker) );
  481. }
  482. static void GL_APIENTRY stubObjectLabel(GLenum /*_identifier*/, GLuint /*_name*/, GLsizei /*_length*/, const char* /*_label*/)
  483. {
  484. }
  485. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  486. static const char* getGLString(GLenum _name)
  487. {
  488. const char* str = (const char*)glGetString(_name);
  489. glGetError(); // ignore error if glGetString returns NULL.
  490. if (NULL != str)
  491. {
  492. return str;
  493. }
  494. return "<unknown>";
  495. }
  496. static uint32_t getGLStringHash(GLenum _name)
  497. {
  498. const char* str = (const char*)glGetString(_name);
  499. glGetError(); // ignore error if glGetString returns NULL.
  500. if (NULL != str)
  501. {
  502. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  503. }
  504. return 0;
  505. }
  506. void dumpExtensions(const char* _extensions)
  507. {
  508. if (NULL != _extensions)
  509. {
  510. char name[1024];
  511. const char* pos = _extensions;
  512. const char* end = _extensions + strlen(_extensions);
  513. while (pos < end)
  514. {
  515. uint32_t len;
  516. const char* space = strchr(pos, ' ');
  517. if (NULL != space)
  518. {
  519. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  520. }
  521. else
  522. {
  523. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  524. }
  525. strncpy(name, pos, len);
  526. name[len] = '\0';
  527. BX_TRACE("\t%s", name);
  528. pos += len+1;
  529. }
  530. }
  531. }
  532. const char* toString(GLenum _enum)
  533. {
  534. #if defined(GL_DEBUG_SOURCE_API_ARB)
  535. switch (_enum)
  536. {
  537. case GL_DEBUG_SOURCE_API_ARB: return "API";
  538. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  539. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  540. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  541. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  542. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  543. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  544. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  545. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  546. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  547. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  548. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  549. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  550. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  551. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  552. default:
  553. break;
  554. }
  555. #else
  556. BX_UNUSED(_enum);
  557. #endif // defined(GL_DEBUG_SOURCE_API_ARB)
  558. return "<unknown>";
  559. }
  560. static void GL_APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  561. {
  562. BX_UNUSED(debugProcCb(_source, _type, _id, _severity, 0, NULL, NULL) );
  563. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  564. , toString(_source)
  565. , toString(_type)
  566. , _id
  567. , toString(_severity)
  568. , _message
  569. );
  570. BX_UNUSED(_source, _type, _id, _severity, _message);
  571. }
  572. GLint glGet(GLenum _pname)
  573. {
  574. GLint result = 0;
  575. glGetIntegerv(_pname, &result);
  576. GLenum err = glGetError();
  577. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  578. return 0 == err ? result : 0;
  579. }
  580. struct RendererContext
  581. {
  582. RendererContext()
  583. : m_rtMsaa(false)
  584. , m_capture(NULL)
  585. , m_captureSize(0)
  586. , m_maxAnisotropy(0.0f)
  587. , m_maxMsaa(0)
  588. , m_vao(0)
  589. , m_vaoSupport(false)
  590. , m_samplerObjectSupport(false)
  591. , m_shadowSamplersSupport(false)
  592. , m_programBinarySupport(false)
  593. , m_textureSwizzleSupport(false)
  594. , m_depthTextureSupport(false)
  595. , m_useClearQuad(true)
  596. , m_flip(false)
  597. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  598. , m_backBufferFbo(0)
  599. , m_msaaBackBufferFbo(0)
  600. {
  601. m_fbh.idx = invalidHandle;
  602. memset(&m_resolution, 0, sizeof(m_resolution) );
  603. }
  604. void updateResolution(const Resolution& _resolution)
  605. {
  606. if (m_resolution.m_width != _resolution.m_width
  607. || m_resolution.m_height != _resolution.m_height
  608. || m_resolution.m_flags != _resolution.m_flags)
  609. {
  610. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  611. m_textVideoMem.clear();
  612. m_resolution = _resolution;
  613. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  614. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  615. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  616. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  617. updateCapture();
  618. }
  619. }
  620. uint32_t setFrameBuffer(FrameBufferHandle _fbh, uint32_t _height, bool _msaa = true)
  621. {
  622. if (isValid(m_fbh)
  623. && m_fbh.idx != _fbh.idx
  624. && m_rtMsaa)
  625. {
  626. FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
  627. frameBuffer.resolve();
  628. }
  629. if (!isValid(_fbh) )
  630. {
  631. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  632. }
  633. else
  634. {
  635. FrameBuffer& frameBuffer = m_frameBuffers[_fbh.idx];
  636. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.m_fbo[0]) );
  637. _height = frameBuffer.m_height;
  638. }
  639. m_fbh = _fbh;
  640. m_rtMsaa = _msaa;
  641. return _height;
  642. }
  643. uint32_t getNumRt() const
  644. {
  645. if (isValid(m_fbh) )
  646. {
  647. const FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
  648. return frameBuffer.m_num;
  649. }
  650. return 1;
  651. }
  652. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  653. {
  654. if (1 < _msaa)
  655. {
  656. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  657. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  658. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  659. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  660. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  661. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  662. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  663. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  664. GLenum attachment = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT;
  665. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  666. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  667. , "glCheckFramebufferStatus failed 0x%08x"
  668. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  669. );
  670. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  671. }
  672. }
  673. void destroyMsaaFbo()
  674. {
  675. if (0 != m_msaaBackBufferFbo)
  676. {
  677. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  678. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  679. m_msaaBackBufferFbo = 0;
  680. }
  681. }
  682. void blitMsaaFbo()
  683. {
  684. if (0 != m_msaaBackBufferFbo)
  685. {
  686. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  687. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  688. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  689. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  690. uint32_t width = m_resolution.m_width;
  691. uint32_t height = m_resolution.m_height;
  692. GLenum filter = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) ? GL_NEAREST : GL_LINEAR;
  693. GL_CHECK(glBlitFramebuffer(0
  694. , 0
  695. , width
  696. , height
  697. , 0
  698. , 0
  699. , width
  700. , height
  701. , GL_COLOR_BUFFER_BIT
  702. , filter
  703. ) );
  704. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  705. }
  706. }
  707. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  708. {
  709. if (_width != 0
  710. || _height != 0)
  711. {
  712. if (!m_glctx.isValid() )
  713. {
  714. m_glctx.create(_width, _height);
  715. #if BX_PLATFORM_IOS
  716. // BK - Temp, need to figure out how to deal with FBO created by context.
  717. m_backBufferFbo = m_glctx.m_fbo;
  718. m_msaaBackBufferFbo = m_glctx.m_fbo;
  719. #endif // BX_PLATFORM_IOS
  720. }
  721. else
  722. {
  723. destroyMsaaFbo();
  724. m_glctx.resize(_width, _height, _vsync);
  725. createMsaaFbo(_width, _height, _msaa);
  726. }
  727. }
  728. m_flip = true;
  729. }
  730. void flip()
  731. {
  732. if (m_flip)
  733. {
  734. m_glctx.swap();
  735. }
  736. }
  737. void invalidateCache()
  738. {
  739. if (m_vaoSupport)
  740. {
  741. m_vaoStateCache.invalidate();
  742. }
  743. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2)
  744. && m_samplerObjectSupport)
  745. {
  746. m_samplerStateCache.invalidate();
  747. }
  748. }
  749. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  750. {
  751. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2) )
  752. {
  753. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  754. {
  755. _flags = (_flags&(~BGFX_TEXTURE_RESERVED_MASK) ) | (_numMips<<BGFX_TEXTURE_RESERVED_SHIFT);
  756. GLuint sampler = m_samplerStateCache.find(_flags);
  757. if (UINT32_MAX == sampler)
  758. {
  759. sampler = m_samplerStateCache.add(_flags);
  760. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  761. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  762. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  763. const uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  764. const uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  765. const uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  766. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  767. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  768. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  769. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  770. && 0.0f < m_maxAnisotropy)
  771. {
  772. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  773. }
  774. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2)
  775. || m_shadowSamplersSupport)
  776. {
  777. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  778. if (0 == cmpFunc)
  779. {
  780. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  781. }
  782. else
  783. {
  784. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  785. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  786. }
  787. }
  788. }
  789. GL_CHECK(glBindSampler(_stage, sampler) );
  790. }
  791. else
  792. {
  793. GL_CHECK(glBindSampler(_stage, 0) );
  794. }
  795. }
  796. }
  797. void updateCapture()
  798. {
  799. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  800. {
  801. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  802. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  803. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  804. }
  805. else
  806. {
  807. captureFinish();
  808. }
  809. }
  810. void capture()
  811. {
  812. if (NULL != m_capture)
  813. {
  814. GL_CHECK(glReadPixels(0
  815. , 0
  816. , m_resolution.m_width
  817. , m_resolution.m_height
  818. , m_readPixelsFmt
  819. , GL_UNSIGNED_BYTE
  820. , m_capture
  821. ) );
  822. g_callback->captureFrame(m_capture, m_captureSize);
  823. }
  824. }
  825. void captureFinish()
  826. {
  827. if (NULL != m_capture)
  828. {
  829. g_callback->captureEnd();
  830. BX_FREE(g_allocator, m_capture);
  831. m_capture = NULL;
  832. m_captureSize = 0;
  833. }
  834. }
  835. void saveScreenShot(const char* _filePath)
  836. {
  837. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  838. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  839. uint32_t width = m_resolution.m_width;
  840. uint32_t height = m_resolution.m_height;
  841. GL_CHECK(glReadPixels(0
  842. , 0
  843. , width
  844. , height
  845. , m_readPixelsFmt
  846. , GL_UNSIGNED_BYTE
  847. , data
  848. ) );
  849. if (GL_RGBA == m_readPixelsFmt)
  850. {
  851. imageSwizzleBgra8(width, height, width*4, data, data);
  852. }
  853. g_callback->screenShot(_filePath
  854. , width
  855. , height
  856. , width*4
  857. , data
  858. , length
  859. , true
  860. );
  861. BX_FREE(g_allocator, data);
  862. }
  863. void init()
  864. {
  865. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  866. m_vendor = getGLString(GL_VENDOR);
  867. m_renderer = getGLString(GL_RENDERER);
  868. m_version = getGLString(GL_VERSION);
  869. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  870. GLint numCmpFormats = 0;
  871. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  872. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  873. GLint* cmpFormat = NULL;
  874. if (0 < numCmpFormats)
  875. {
  876. numCmpFormats = numCmpFormats > 256 ? 256 : numCmpFormats;
  877. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  878. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  879. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  880. {
  881. GLint internalFmt = cmpFormat[ii];
  882. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  883. for (uint32_t jj = 0; jj < fmt; ++jj)
  884. {
  885. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  886. {
  887. s_textureFormat[jj].m_supported = true;
  888. fmt = jj;
  889. }
  890. }
  891. BX_TRACE(" %3d: %8x %s", ii, internalFmt, getName( (TextureFormat::Enum)fmt) );
  892. }
  893. }
  894. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  895. {
  896. #define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  897. BX_TRACE("Defaults:");
  898. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  899. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  900. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  901. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  902. #else
  903. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  904. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  905. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  906. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  907. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  908. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  909. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  910. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  911. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  912. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  913. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  914. #undef GL_GET
  915. BX_TRACE(" Vendor: %s", m_vendor);
  916. BX_TRACE(" Renderer: %s", m_renderer);
  917. BX_TRACE(" Version: %s", m_version);
  918. BX_TRACE("GLSL version: %s", m_glslVersion);
  919. }
  920. // Initial binary shader hash depends on driver version.
  921. m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  922. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  923. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  924. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  925. ;
  926. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  927. {
  928. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  929. glGetError(); // ignore error if glGetString returns NULL.
  930. if (NULL != extensions)
  931. {
  932. char name[1024];
  933. const char* pos = extensions;
  934. const char* end = extensions + strlen(extensions);
  935. uint32_t index = 0;
  936. while (pos < end)
  937. {
  938. uint32_t len;
  939. const char* space = strchr(pos, ' ');
  940. if (NULL != space)
  941. {
  942. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  943. }
  944. else
  945. {
  946. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  947. }
  948. strncpy(name, pos, len);
  949. name[len] = '\0';
  950. bool supported = false;
  951. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  952. {
  953. Extension& extension = s_extension[ii];
  954. if (!extension.m_supported
  955. && extension.m_initialize)
  956. {
  957. const char* ext = name;
  958. if (0 == strncmp(ext, "GL_", 3) ) // skip GL_
  959. {
  960. ext += 3;
  961. }
  962. if (0 == strcmp(ext, extension.m_name) )
  963. {
  964. extension.m_supported = true;
  965. supported = true;
  966. break;
  967. }
  968. }
  969. }
  970. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  971. BX_UNUSED(supported);
  972. pos += len+1;
  973. ++index;
  974. }
  975. BX_TRACE("Supported extensions:");
  976. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  977. {
  978. if (s_extension[ii].m_supported)
  979. {
  980. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  981. }
  982. }
  983. }
  984. }
  985. bool bc123Supported = 0
  986. || s_extension[Extension::EXT_texture_compression_s3tc].m_supported
  987. || s_extension[Extension::MOZ_WEBGL_compressed_texture_s3tc].m_supported
  988. || s_extension[Extension::WEBGL_compressed_texture_s3tc].m_supported
  989. || s_extension[Extension::WEBKIT_WEBGL_compressed_texture_s3tc].m_supported
  990. ;
  991. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported
  992. || s_extension[Extension::ANGLE_texture_compression_dxt1].m_supported
  993. || s_extension[Extension::EXT_texture_compression_dxt1].m_supported
  994. ;
  995. if (!s_textureFormat[TextureFormat::BC1].m_supported
  996. && (s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  997. {
  998. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  999. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  1000. {
  1001. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  1002. {
  1003. s_textureFormat[TextureFormat::BC1].m_internalFmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1004. s_textureFormat[TextureFormat::BC1].m_fmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1005. s_textureFormat[TextureFormat::BC1].m_supported = true;
  1006. break;
  1007. }
  1008. }
  1009. }
  1010. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported
  1011. || s_extension[Extension::ANGLE_texture_compression_dxt3].m_supported
  1012. || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported
  1013. ;
  1014. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported
  1015. || s_extension[Extension::ANGLE_texture_compression_dxt5].m_supported
  1016. || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported
  1017. ;
  1018. bool bc45Supported = s_extension[Extension::EXT_texture_compression_latc].m_supported
  1019. || s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  1020. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported
  1021. ;
  1022. s_textureFormat[TextureFormat::BC4].m_supported |= bc45Supported;
  1023. s_textureFormat[TextureFormat::BC5].m_supported |= bc45Supported;
  1024. bool etc1Supported = s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported;
  1025. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  1026. bool etc2Supported = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1027. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  1028. ;
  1029. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  1030. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  1031. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  1032. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  1033. && s_textureFormat[TextureFormat::ETC2].m_supported)
  1034. {
  1035. // When ETC2 is supported override ETC1 texture format settings.
  1036. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  1037. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  1038. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  1039. }
  1040. bool ptc1Supported = s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported;
  1041. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  1042. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  1043. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  1044. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  1045. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  1046. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  1047. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  1048. uint64_t supportedCompressedFormats = 0
  1049. | (s_textureFormat[TextureFormat::BC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC1 : 0)
  1050. | (s_textureFormat[TextureFormat::BC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC2 : 0)
  1051. | (s_textureFormat[TextureFormat::BC3 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC3 : 0)
  1052. | (s_textureFormat[TextureFormat::BC4 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC4 : 0)
  1053. | (s_textureFormat[TextureFormat::BC5 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC5 : 0)
  1054. | (s_textureFormat[TextureFormat::ETC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC1 : 0)
  1055. | (s_textureFormat[TextureFormat::ETC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2 : 0)
  1056. | (s_textureFormat[TextureFormat::ETC2A ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A : 0)
  1057. | (s_textureFormat[TextureFormat::ETC2A1].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 : 0)
  1058. | (s_textureFormat[TextureFormat::PTC12 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12 : 0)
  1059. | (s_textureFormat[TextureFormat::PTC14 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14 : 0)
  1060. | (s_textureFormat[TextureFormat::PTC14A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14A : 0)
  1061. | (s_textureFormat[TextureFormat::PTC12A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12A : 0)
  1062. | (s_textureFormat[TextureFormat::PTC22 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC22 : 0)
  1063. | (s_textureFormat[TextureFormat::PTC24 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC24 : 0)
  1064. ;
  1065. g_caps.supported |= supportedCompressedFormats;
  1066. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_texture_3D].m_supported
  1067. ? BGFX_CAPS_TEXTURE_3D
  1068. : 0
  1069. ;
  1070. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::EXT_shadow_samplers].m_supported
  1071. ? BGFX_CAPS_TEXTURE_COMPARE_ALL
  1072. : 0
  1073. ;
  1074. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_vertex_half_float].m_supported
  1075. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  1076. : 0
  1077. ;
  1078. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::EXT_frag_depth].m_supported
  1079. ? BGFX_CAPS_FRAGMENT_DEPTH
  1080. : 0
  1081. ;
  1082. g_caps.supported |= s_extension[Extension::ARB_draw_buffers_blend].m_supported
  1083. ? BGFX_CAPS_BLEND_INDEPENDENT
  1084. : 0
  1085. ;
  1086. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  1087. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2) )
  1088. {
  1089. g_caps.maxFBAttachments = bx::uint32_min(glGet(GL_MAX_COLOR_ATTACHMENTS), BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1090. }
  1091. m_vaoSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1092. || s_extension[Extension::ARB_vertex_array_object].m_supported
  1093. || s_extension[Extension::OES_vertex_array_object].m_supported
  1094. ;
  1095. if (BX_ENABLED(BX_PLATFORM_NACL) )
  1096. {
  1097. m_vaoSupport &= NULL != glGenVertexArrays
  1098. && NULL != glDeleteVertexArrays
  1099. && NULL != glBindVertexArray
  1100. ;
  1101. }
  1102. if (m_vaoSupport)
  1103. {
  1104. GL_CHECK(glGenVertexArrays(1, &m_vao) );
  1105. }
  1106. m_samplerObjectSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1107. || s_extension[Extension::ARB_sampler_objects].m_supported
  1108. ;
  1109. m_shadowSamplersSupport = !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  1110. || s_extension[Extension::EXT_shadow_samplers].m_supported
  1111. ;
  1112. m_programBinarySupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1113. || s_extension[Extension::ARB_get_program_binary].m_supported
  1114. || s_extension[Extension::OES_get_program_binary].m_supported
  1115. || s_extension[Extension::IMG_shader_binary].m_supported
  1116. ;
  1117. m_textureSwizzleSupport = false
  1118. || s_extension[Extension::ARB_texture_swizzle].m_supported
  1119. || s_extension[Extension::EXT_texture_swizzle].m_supported
  1120. ;
  1121. m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  1122. || s_extension[Extension::ANGLE_depth_texture].m_supported
  1123. || s_extension[Extension::CHROMIUM_depth_texture].m_supported
  1124. || s_extension[Extension::GOOGLE_depth_texture].m_supported
  1125. || s_extension[Extension::OES_depth_texture].m_supported
  1126. || s_extension[Extension::MOZ_WEBGL_depth_texture].m_supported
  1127. || s_extension[Extension::WEBGL_depth_texture].m_supported
  1128. || s_extension[Extension::WEBKIT_WEBGL_depth_texture].m_supported
  1129. ;
  1130. g_caps.supported |= m_depthTextureSupport
  1131. ? (BGFX_CAPS_TEXTURE_DEPTH_MASK|BGFX_CAPS_TEXTURE_COMPARE_LEQUAL)
  1132. : 0
  1133. ;
  1134. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  1135. {
  1136. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_maxAnisotropy) );
  1137. }
  1138. if (s_extension[Extension::ARB_texture_multisample].m_supported
  1139. || s_extension[Extension::ANGLE_framebuffer_multisample].m_supported)
  1140. {
  1141. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &m_maxMsaa) );
  1142. }
  1143. if (s_extension[Extension::OES_read_format].m_supported
  1144. && (s_extension[Extension::IMG_read_format].m_supported || s_extension[Extension::EXT_read_format_bgra].m_supported) )
  1145. {
  1146. m_readPixelsFmt = GL_BGRA_EXT;
  1147. }
  1148. else
  1149. {
  1150. m_readPixelsFmt = GL_RGBA;
  1151. }
  1152. if (s_extension[Extension::EXT_texture_format_BGRA8888].m_supported
  1153. || s_extension[Extension::EXT_bgra].m_supported
  1154. || s_extension[Extension::IMG_texture_format_BGRA8888].m_supported
  1155. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  1156. {
  1157. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1158. {
  1159. m_readPixelsFmt = GL_BGRA_EXT;
  1160. }
  1161. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA_EXT;
  1162. // Mixing GLES and GL extensions here. OpenGL EXT_bgra wants
  1163. // format to be BGRA but internal format to stay RGBA, but
  1164. // EXT_texture_format_BGRA8888 wants both format and internal
  1165. // format to be BGRA.
  1166. //
  1167. // Reference:
  1168. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  1169. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  1170. if (!s_extension[Extension::EXT_bgra].m_supported)
  1171. {
  1172. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA_EXT;
  1173. }
  1174. }
  1175. if (s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  1176. {
  1177. s_textureFormat[TextureFormat::BC4].m_fmt = GL_COMPRESSED_RED_RGTC1_EXT;
  1178. s_textureFormat[TextureFormat::BC4].m_internalFmt = GL_COMPRESSED_RED_RGTC1_EXT;
  1179. s_textureFormat[TextureFormat::BC5].m_fmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  1180. s_textureFormat[TextureFormat::BC5].m_internalFmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  1181. }
  1182. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  1183. {
  1184. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1185. }
  1186. else
  1187. {
  1188. if (!BX_ENABLED(BX_PLATFORM_IOS) )
  1189. {
  1190. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  1191. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  1192. {
  1193. if (NULL != glVertexAttribDivisor
  1194. && NULL != glDrawArraysInstanced
  1195. && NULL != glDrawElementsInstanced)
  1196. {
  1197. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1198. }
  1199. }
  1200. }
  1201. if (0 == (g_caps.supported & BGFX_CAPS_INSTANCING) )
  1202. {
  1203. glVertexAttribDivisor = stubVertexAttribDivisor;
  1204. glDrawArraysInstanced = stubDrawArraysInstanced;
  1205. glDrawElementsInstanced = stubDrawElementsInstanced;
  1206. }
  1207. }
  1208. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  1209. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  1210. {
  1211. s_textureFormat[TextureFormat::R8].m_internalFmt = GL_R8;
  1212. s_textureFormat[TextureFormat::R8].m_fmt = GL_RED;
  1213. }
  1214. #if BGFX_CONFIG_RENDERER_OPENGL
  1215. if (s_extension[Extension::ARB_debug_output].m_supported
  1216. || s_extension[Extension::KHR_debug].m_supported)
  1217. {
  1218. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  1219. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  1220. }
  1221. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  1222. {
  1223. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  1224. }
  1225. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  1226. {
  1227. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  1228. }
  1229. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1230. if (NULL == glFrameTerminatorGREMEDY
  1231. || !s_extension[Extension::GREMEDY_frame_terminator].m_supported)
  1232. {
  1233. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  1234. }
  1235. if (NULL == glInsertEventMarker
  1236. || !s_extension[Extension::EXT_debug_marker].m_supported)
  1237. {
  1238. glInsertEventMarker = (NULL != glStringMarkerGREMEDY && s_extension[Extension::GREMEDY_string_marker].m_supported)
  1239. ? stubInsertEventMarkerGREMEDY
  1240. : stubInsertEventMarker
  1241. ;
  1242. }
  1243. if (NULL == glObjectLabel)
  1244. {
  1245. glObjectLabel = stubObjectLabel;
  1246. }
  1247. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1248. {
  1249. m_queries.create();
  1250. }
  1251. }
  1252. void shutdown()
  1253. {
  1254. captureFinish();
  1255. invalidateCache();
  1256. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1257. {
  1258. m_queries.destroy();
  1259. }
  1260. destroyMsaaFbo();
  1261. m_glctx.destroy();
  1262. m_flip = false;
  1263. }
  1264. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1265. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1266. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  1267. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  1268. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1269. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1270. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1271. FrameBuffer m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1272. UniformRegistry m_uniformReg;
  1273. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1274. Queries m_queries;
  1275. VaoStateCache m_vaoStateCache;
  1276. SamplerStateCache m_samplerStateCache;
  1277. TextVideoMem m_textVideoMem;
  1278. bool m_rtMsaa;
  1279. FrameBufferHandle m_fbh;
  1280. Resolution m_resolution;
  1281. void* m_capture;
  1282. uint32_t m_captureSize;
  1283. float m_maxAnisotropy;
  1284. int32_t m_maxMsaa;
  1285. GLuint m_vao;
  1286. bool m_vaoSupport;
  1287. bool m_samplerObjectSupport;
  1288. bool m_shadowSamplersSupport;
  1289. bool m_programBinarySupport;
  1290. bool m_textureSwizzleSupport;
  1291. bool m_depthTextureSupport;
  1292. bool m_useClearQuad;
  1293. bool m_flip;
  1294. uint64_t m_hash;
  1295. GLenum m_readPixelsFmt;
  1296. GLuint m_backBufferFbo;
  1297. GLuint m_msaaBackBufferFbo;
  1298. GLuint m_msaaBackBufferRbos[2];
  1299. GlContext m_glctx;
  1300. const char* m_vendor;
  1301. const char* m_renderer;
  1302. const char* m_version;
  1303. const char* m_glslVersion;
  1304. };
  1305. RendererContext* s_renderCtx;
  1306. const char* glslTypeName(GLuint _type)
  1307. {
  1308. #define GLSL_TYPE(_ty) case _ty: return #_ty
  1309. switch (_type)
  1310. {
  1311. GLSL_TYPE(GL_FLOAT);
  1312. GLSL_TYPE(GL_FLOAT_VEC2);
  1313. GLSL_TYPE(GL_FLOAT_VEC3);
  1314. GLSL_TYPE(GL_FLOAT_VEC4);
  1315. GLSL_TYPE(GL_FLOAT_MAT2);
  1316. GLSL_TYPE(GL_FLOAT_MAT3);
  1317. GLSL_TYPE(GL_FLOAT_MAT4);
  1318. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  1319. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  1320. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  1321. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  1322. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  1323. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  1324. // GLSL_TYPE(GL_SAMPLER_1D);
  1325. GLSL_TYPE(GL_SAMPLER_2D);
  1326. GLSL_TYPE(GL_SAMPLER_3D);
  1327. GLSL_TYPE(GL_SAMPLER_CUBE);
  1328. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  1329. GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  1330. }
  1331. #undef GLSL_TYPE
  1332. return "UNKNOWN GLSL TYPE!";
  1333. }
  1334. const char* glEnumName(GLenum _enum)
  1335. {
  1336. #define GLENUM(_ty) case _ty: return #_ty
  1337. switch (_enum)
  1338. {
  1339. GLENUM(GL_TEXTURE);
  1340. GLENUM(GL_RENDERBUFFER);
  1341. }
  1342. #undef GLENUM
  1343. return "UNKNOWN GLENUM!";
  1344. }
  1345. UniformType::Enum convertGlType(GLenum _type)
  1346. {
  1347. switch (_type)
  1348. {
  1349. case GL_FLOAT:
  1350. return UniformType::Uniform1fv;
  1351. case GL_FLOAT_VEC2:
  1352. return UniformType::Uniform2fv;
  1353. case GL_FLOAT_VEC3:
  1354. return UniformType::Uniform3fv;
  1355. case GL_FLOAT_VEC4:
  1356. return UniformType::Uniform4fv;
  1357. case GL_FLOAT_MAT2:
  1358. break;
  1359. case GL_FLOAT_MAT3:
  1360. return UniformType::Uniform3x3fv;
  1361. case GL_FLOAT_MAT4:
  1362. return UniformType::Uniform4x4fv;
  1363. // case GL_FLOAT_MAT2x3:
  1364. // case GL_FLOAT_MAT2x4:
  1365. // case GL_FLOAT_MAT3x2:
  1366. // case GL_FLOAT_MAT3x4:
  1367. // case GL_FLOAT_MAT4x2:
  1368. // case GL_FLOAT_MAT4x3:
  1369. // break;
  1370. // case GL_SAMPLER_1D:
  1371. case GL_SAMPLER_2D:
  1372. case GL_SAMPLER_3D:
  1373. case GL_SAMPLER_CUBE:
  1374. // case GL_SAMPLER_1D_SHADOW:
  1375. case GL_SAMPLER_2D_SHADOW:
  1376. return UniformType::Uniform1iv;
  1377. };
  1378. return UniformType::End;
  1379. }
  1380. void Program::create(const Shader& _vsh, const Shader& _fsh)
  1381. {
  1382. m_id = glCreateProgram();
  1383. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  1384. bool cached = false;
  1385. uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  1386. id ^= s_renderCtx->m_hash;
  1387. if (s_renderCtx->m_programBinarySupport)
  1388. {
  1389. uint32_t length = g_callback->cacheReadSize(id);
  1390. cached = length > 0;
  1391. if (cached)
  1392. {
  1393. void* data = BX_ALLOC(g_allocator, length);
  1394. if (g_callback->cacheRead(id, data, length) )
  1395. {
  1396. bx::MemoryReader reader(data, length);
  1397. GLenum format;
  1398. bx::read(&reader, format);
  1399. GL_CHECK(glProgramBinary(m_id, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  1400. }
  1401. BX_FREE(g_allocator, data);
  1402. }
  1403. #if BGFX_CONFIG_RENDERER_OPENGL
  1404. GL_CHECK(glProgramParameteri(m_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  1405. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1406. }
  1407. if (!cached)
  1408. {
  1409. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  1410. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  1411. GL_CHECK(glLinkProgram(m_id) );
  1412. GLint linked = 0;
  1413. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  1414. if (0 == linked)
  1415. {
  1416. char log[1024];
  1417. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  1418. BX_TRACE("%d: %s", linked, log);
  1419. GL_CHECK(glDeleteProgram(m_id) );
  1420. return;
  1421. }
  1422. if (s_renderCtx->m_programBinarySupport)
  1423. {
  1424. GLint programLength;
  1425. GLenum format;
  1426. GL_CHECK(glGetProgramiv(m_id, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  1427. if (0 < programLength)
  1428. {
  1429. uint32_t length = programLength + 4;
  1430. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1431. GL_CHECK(glGetProgramBinary(m_id, programLength, NULL, &format, &data[4]) );
  1432. *(uint32_t*)data = format;
  1433. g_callback->cacheWrite(id, data, length);
  1434. BX_FREE(g_allocator, data);
  1435. }
  1436. }
  1437. }
  1438. init();
  1439. if (!cached)
  1440. {
  1441. // Must be after init, otherwise init might fail to lookup shader
  1442. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  1443. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  1444. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  1445. }
  1446. }
  1447. void Program::destroy()
  1448. {
  1449. if (NULL != m_constantBuffer)
  1450. {
  1451. ConstantBuffer::destroy(m_constantBuffer);
  1452. m_constantBuffer = NULL;
  1453. }
  1454. m_numPredefined = 0;
  1455. if (0 != m_id)
  1456. {
  1457. GL_CHECK(glUseProgram(0) );
  1458. GL_CHECK(glDeleteProgram(m_id) );
  1459. m_id = 0;
  1460. }
  1461. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1462. }
  1463. void Program::init()
  1464. {
  1465. GLint activeAttribs;
  1466. GLint activeUniforms;
  1467. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  1468. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  1469. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  1470. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) );
  1471. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  1472. GLint max0, max1;
  1473. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  1474. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  1475. uint32_t maxLength = bx::uint32_max(max0, max1);
  1476. char* name = (char*)alloca(maxLength + 1);
  1477. BX_TRACE("Program %d", m_id);
  1478. BX_TRACE("Attributes (%d):", activeAttribs);
  1479. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  1480. {
  1481. GLint size;
  1482. GLenum type;
  1483. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  1484. BX_TRACE("\t%s %s is at location %d"
  1485. , glslTypeName(type)
  1486. , name
  1487. , glGetAttribLocation(m_id, name)
  1488. );
  1489. }
  1490. m_numPredefined = 0;
  1491. m_constantBuffer = ConstantBuffer::create(1024);
  1492. m_numSamplers = 0;
  1493. BX_TRACE("Uniforms (%d):", activeUniforms);
  1494. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  1495. {
  1496. GLint num;
  1497. GLenum gltype;
  1498. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  1499. GLint loc = glGetUniformLocation(m_id, name);
  1500. int offset = 0;
  1501. char* array = strchr(name, '[');
  1502. if (NULL != array)
  1503. {
  1504. BX_TRACE("--- %s", name);
  1505. *array = '\0';
  1506. array++;
  1507. char* end = strchr(array, ']');
  1508. *end = '\0';
  1509. offset = atoi(array);
  1510. }
  1511. switch (gltype)
  1512. {
  1513. case GL_SAMPLER_2D:
  1514. case GL_SAMPLER_3D:
  1515. case GL_SAMPLER_CUBE:
  1516. case GL_SAMPLER_2D_SHADOW:
  1517. BX_TRACE("Sampler %d at %d.", m_numSamplers, loc);
  1518. m_sampler[m_numSamplers] = loc;
  1519. m_numSamplers++;
  1520. break;
  1521. default:
  1522. break;
  1523. }
  1524. const void* data = NULL;
  1525. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1526. if (PredefinedUniform::Count != predefined)
  1527. {
  1528. m_predefined[m_numPredefined].m_loc = loc;
  1529. m_predefined[m_numPredefined].m_type = predefined;
  1530. m_predefined[m_numPredefined].m_count = num;
  1531. m_numPredefined++;
  1532. }
  1533. else
  1534. {
  1535. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1536. if (NULL != info)
  1537. {
  1538. data = info->m_data;
  1539. UniformType::Enum type = convertGlType(gltype);
  1540. m_constantBuffer->writeUniformRef(type, 0, data, num);
  1541. m_constantBuffer->write(loc);
  1542. BX_TRACE("store %s %p", name, data);
  1543. }
  1544. }
  1545. BX_TRACE("\tuniform %s %s%s is at location %d, size %d (%p), offset %d"
  1546. , glslTypeName(gltype)
  1547. , name
  1548. , PredefinedUniform::Count != predefined ? "*" : ""
  1549. , loc
  1550. , num
  1551. , data
  1552. , offset
  1553. );
  1554. BX_UNUSED(offset);
  1555. }
  1556. m_constantBuffer->finish();
  1557. memset(m_attributes, 0xff, sizeof(m_attributes) );
  1558. uint32_t used = 0;
  1559. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1560. {
  1561. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  1562. if (-1 != loc)
  1563. {
  1564. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  1565. m_attributes[ii] = loc;
  1566. m_used[used++] = ii;
  1567. }
  1568. }
  1569. m_used[used] = Attrib::Count;
  1570. used = 0;
  1571. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  1572. {
  1573. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  1574. if (GLuint(-1) != loc )
  1575. {
  1576. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  1577. m_instanceData[used++] = loc;
  1578. }
  1579. }
  1580. m_instanceData[used] = 0xffff;
  1581. }
  1582. void Program::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  1583. {
  1584. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  1585. {
  1586. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  1587. GLint loc = m_attributes[attr];
  1588. uint8_t num;
  1589. AttribType::Enum type;
  1590. bool normalized;
  1591. bool asInt;
  1592. _vertexDecl.decode(attr, num, type, normalized, asInt);
  1593. if (-1 != loc)
  1594. {
  1595. if (0xff != _vertexDecl.m_attributes[attr])
  1596. {
  1597. GL_CHECK(glEnableVertexAttribArray(loc) );
  1598. GL_CHECK(glVertexAttribDivisor(loc, 0) );
  1599. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  1600. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  1601. }
  1602. else
  1603. {
  1604. GL_CHECK(glDisableVertexAttribArray(loc) );
  1605. }
  1606. }
  1607. }
  1608. }
  1609. void Program::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  1610. {
  1611. uint32_t baseVertex = _baseVertex;
  1612. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  1613. {
  1614. GLint loc = m_instanceData[ii];
  1615. GL_CHECK(glEnableVertexAttribArray(loc) );
  1616. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  1617. GL_CHECK(glVertexAttribDivisor(loc, 1) );
  1618. baseVertex += 16;
  1619. }
  1620. }
  1621. void IndexBuffer::destroy()
  1622. {
  1623. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  1624. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1625. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1626. }
  1627. void VertexBuffer::destroy()
  1628. {
  1629. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  1630. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1631. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1632. }
  1633. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  1634. {
  1635. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGL) )
  1636. {
  1637. _internalFormat = _format; // GLES wants internal format to match format...
  1638. }
  1639. if (_target == GL_TEXTURE_3D)
  1640. {
  1641. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  1642. }
  1643. else
  1644. {
  1645. BX_UNUSED(_depth);
  1646. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  1647. }
  1648. }
  1649. 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)
  1650. {
  1651. if (_target == GL_TEXTURE_3D)
  1652. {
  1653. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  1654. }
  1655. else
  1656. {
  1657. BX_UNUSED(_zoffset, _depth);
  1658. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  1659. }
  1660. }
  1661. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  1662. {
  1663. if (_target == GL_TEXTURE_3D)
  1664. {
  1665. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  1666. }
  1667. else
  1668. {
  1669. BX_UNUSED(_depth);
  1670. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  1671. }
  1672. }
  1673. 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)
  1674. {
  1675. if (_target == GL_TEXTURE_3D)
  1676. {
  1677. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  1678. }
  1679. else
  1680. {
  1681. BX_UNUSED(_zoffset, _depth);
  1682. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  1683. }
  1684. }
  1685. bool Texture::init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  1686. {
  1687. m_target = _target;
  1688. m_numMips = _numMips;
  1689. m_flags = _flags;
  1690. m_currentFlags = UINT32_MAX;
  1691. m_width = _width;
  1692. m_height = _height;
  1693. m_requestedFormat = _format;
  1694. m_textureFormat = _format;
  1695. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1696. if (!bufferOnly)
  1697. {
  1698. GL_CHECK(glGenTextures(1, &m_id) );
  1699. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1700. GL_CHECK(glBindTexture(_target, m_id) );
  1701. setSamplerState(_flags);
  1702. const TextureFormatInfo& tfi = s_textureFormat[_format];
  1703. m_fmt = tfi.m_fmt;
  1704. m_type = tfi.m_type;
  1705. const bool compressed = isCompressed(TextureFormat::Enum(_format) );
  1706. const bool decompress = !tfi.m_supported && compressed;
  1707. if (decompress)
  1708. {
  1709. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1710. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  1711. m_fmt = tfi.m_fmt;
  1712. m_type = tfi.m_type;
  1713. }
  1714. #if BGFX_CONFIG_RENDERER_OPENGL
  1715. if (TextureFormat::BGRA8 == m_textureFormat
  1716. && GL_RGBA == m_fmt
  1717. && s_renderCtx->m_textureSwizzleSupport)
  1718. {
  1719. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  1720. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  1721. }
  1722. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1723. }
  1724. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1725. if (renderTarget)
  1726. {
  1727. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  1728. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  1729. msaaQuality = bx::uint32_min(s_renderCtx->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
  1730. if (0 != msaaQuality
  1731. || bufferOnly)
  1732. {
  1733. GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
  1734. BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
  1735. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) );
  1736. if (0 == msaaQuality)
  1737. {
  1738. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER
  1739. , s_textureFormat[m_textureFormat].m_internalFmt
  1740. , _width
  1741. , _height
  1742. ) );
  1743. }
  1744. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3) )
  1745. {
  1746. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER
  1747. , msaaQuality
  1748. , s_textureFormat[m_textureFormat].m_internalFmt
  1749. , _width
  1750. , _height
  1751. ) );
  1752. }
  1753. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1754. if (bufferOnly)
  1755. {
  1756. // This is render buffer, there is no sampling, no need
  1757. // to create texture.
  1758. return false;
  1759. }
  1760. }
  1761. }
  1762. return true;
  1763. }
  1764. void Texture::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  1765. {
  1766. ImageContainer imageContainer;
  1767. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1768. {
  1769. uint8_t numMips = imageContainer.m_numMips;
  1770. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  1771. numMips -= startLod;
  1772. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  1773. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  1774. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  1775. GLenum target = GL_TEXTURE_2D;
  1776. if (imageContainer.m_cubeMap)
  1777. {
  1778. target = GL_TEXTURE_CUBE_MAP;
  1779. }
  1780. else if (imageContainer.m_depth > 1)
  1781. {
  1782. target = GL_TEXTURE_3D;
  1783. }
  1784. if (!init(target
  1785. , textureWidth
  1786. , textureHeight
  1787. , imageContainer.m_format
  1788. , numMips
  1789. , _flags
  1790. ) )
  1791. {
  1792. return;
  1793. }
  1794. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1795. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  1796. const bool swizzle = true
  1797. && TextureFormat::BGRA8 == m_textureFormat
  1798. && GL_RGBA == m_fmt
  1799. && !s_renderCtx->m_textureSwizzleSupport
  1800. ;
  1801. const bool convert = m_textureFormat != m_requestedFormat;
  1802. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  1803. uint32_t blockWidth = 1;
  1804. uint32_t blockHeight = 1;
  1805. if (convert && compressed)
  1806. {
  1807. blockWidth = blockInfo.blockWidth;
  1808. blockHeight = blockInfo.blockHeight;
  1809. }
  1810. BX_WARN(!swizzle && !convert, "Texture %s%s%s from %s to %s."
  1811. , swizzle ? "swizzle" : ""
  1812. , swizzle&&convert ? " and " : ""
  1813. , convert ? "convert" : ""
  1814. , getName( (TextureFormat::Enum)m_requestedFormat)
  1815. , getName( (TextureFormat::Enum)m_textureFormat)
  1816. );
  1817. uint8_t* temp = NULL;
  1818. if (convert || swizzle)
  1819. {
  1820. temp = (uint8_t*)BX_ALLOC(g_allocator, textureWidth*textureHeight*4);
  1821. }
  1822. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1823. {
  1824. uint32_t width = textureWidth;
  1825. uint32_t height = textureHeight;
  1826. uint32_t depth = imageContainer.m_depth;
  1827. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1828. {
  1829. width = bx::uint32_max(blockWidth, width);
  1830. height = bx::uint32_max(blockHeight, height);
  1831. depth = bx::uint32_max(1, depth);
  1832. ImageMip mip;
  1833. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  1834. {
  1835. if (compressed)
  1836. {
  1837. compressedTexImage(target+side
  1838. , lod
  1839. , internalFmt
  1840. , width
  1841. , height
  1842. , depth
  1843. , 0
  1844. , mip.m_size
  1845. , mip.m_data
  1846. );
  1847. }
  1848. else
  1849. {
  1850. const uint8_t* data = mip.m_data;
  1851. if (convert)
  1852. {
  1853. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  1854. data = temp;
  1855. }
  1856. if (swizzle)
  1857. {
  1858. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  1859. data = temp;
  1860. }
  1861. texImage(target+side
  1862. , lod
  1863. , internalFmt
  1864. , width
  1865. , height
  1866. , depth
  1867. , 0
  1868. , m_fmt
  1869. , m_type
  1870. , data
  1871. );
  1872. }
  1873. }
  1874. else
  1875. {
  1876. if (compressed)
  1877. {
  1878. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  1879. * bx::uint32_max(1, (height + 3)>>2)
  1880. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  1881. ;
  1882. compressedTexImage(target+side
  1883. , lod
  1884. , internalFmt
  1885. , width
  1886. , height
  1887. , depth
  1888. , 0
  1889. , size
  1890. , NULL
  1891. );
  1892. }
  1893. else
  1894. {
  1895. texImage(target+side
  1896. , lod
  1897. , internalFmt
  1898. , width
  1899. , height
  1900. , depth
  1901. , 0
  1902. , m_fmt
  1903. , m_type
  1904. , NULL
  1905. );
  1906. }
  1907. }
  1908. width >>= 1;
  1909. height >>= 1;
  1910. depth >>= 1;
  1911. }
  1912. }
  1913. if (NULL != temp)
  1914. {
  1915. BX_FREE(g_allocator, temp);
  1916. }
  1917. }
  1918. GL_CHECK(glBindTexture(m_target, 0) );
  1919. }
  1920. void Texture::destroy()
  1921. {
  1922. if (0 != m_id)
  1923. {
  1924. GL_CHECK(glBindTexture(m_target, 0) );
  1925. GL_CHECK(glDeleteTextures(1, &m_id) );
  1926. m_id = 0;
  1927. }
  1928. if (0 != m_rbo)
  1929. {
  1930. GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) );
  1931. m_rbo = 0;
  1932. }
  1933. }
  1934. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1935. {
  1936. BX_UNUSED(_z, _depth);
  1937. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1938. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1939. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1940. GL_CHECK(glBindTexture(m_target, m_id) );
  1941. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  1942. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1943. const bool swizzle = true
  1944. && TextureFormat::BGRA8 == m_textureFormat
  1945. && GL_RGBA == m_fmt
  1946. && !s_renderCtx->m_textureSwizzleSupport
  1947. ;
  1948. const bool unpackRowLength = !!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported;
  1949. const bool convert = m_textureFormat != m_requestedFormat;
  1950. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  1951. const uint32_t width = _rect.m_width;
  1952. const uint32_t height = _rect.m_height;
  1953. uint8_t* temp = NULL;
  1954. if (convert
  1955. || swizzle
  1956. || !unpackRowLength)
  1957. {
  1958. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  1959. }
  1960. else if (unpackRowLength)
  1961. {
  1962. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  1963. }
  1964. if (compressed)
  1965. {
  1966. const uint8_t* data = _mem->data;
  1967. if (!unpackRowLength)
  1968. {
  1969. imageCopy(width, height, bpp, srcpitch, data, temp);
  1970. data = temp;
  1971. }
  1972. GL_CHECK(compressedTexSubImage(target+_side
  1973. , _mip
  1974. , _rect.m_x
  1975. , _rect.m_y
  1976. , _z
  1977. , _rect.m_width
  1978. , _rect.m_height
  1979. , _depth
  1980. , m_fmt
  1981. , _mem->size
  1982. , data
  1983. ) );
  1984. }
  1985. else
  1986. {
  1987. const uint8_t* data = _mem->data;
  1988. if (convert)
  1989. {
  1990. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  1991. data = temp;
  1992. srcpitch = rectpitch;
  1993. }
  1994. if (swizzle)
  1995. {
  1996. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  1997. data = temp;
  1998. }
  1999. else if (!unpackRowLength && !convert)
  2000. {
  2001. imageCopy(width, height, bpp, srcpitch, data, temp);
  2002. data = temp;
  2003. }
  2004. GL_CHECK(texSubImage(target+_side
  2005. , _mip
  2006. , _rect.m_x
  2007. , _rect.m_y
  2008. , _z
  2009. , _rect.m_width
  2010. , _rect.m_height
  2011. , _depth
  2012. , m_fmt
  2013. , m_type
  2014. , data
  2015. ) );
  2016. }
  2017. if (NULL != temp)
  2018. {
  2019. BX_FREE(g_allocator, temp);
  2020. }
  2021. }
  2022. void Texture::setSamplerState(uint32_t _flags)
  2023. {
  2024. const uint32_t flags = _flags&(~BGFX_TEXTURE_RESERVED_MASK);
  2025. if ( (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) && m_flags != m_currentFlags)
  2026. || m_currentFlags != flags)
  2027. {
  2028. const GLenum target = m_target;
  2029. const uint8_t numMips = m_numMips;
  2030. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  2031. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  2032. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  2033. || s_extension[Extension::APPLE_texture_max_level].m_supported)
  2034. {
  2035. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  2036. }
  2037. if (target == GL_TEXTURE_3D)
  2038. {
  2039. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  2040. }
  2041. const uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  2042. const uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  2043. const uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  2044. const GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  2045. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  2046. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  2047. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2048. && 0.0f < s_renderCtx->m_maxAnisotropy)
  2049. {
  2050. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderCtx->m_maxAnisotropy) );
  2051. }
  2052. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2)
  2053. || s_renderCtx->m_shadowSamplersSupport)
  2054. {
  2055. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2056. if (0 == cmpFunc)
  2057. {
  2058. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  2059. }
  2060. else
  2061. {
  2062. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  2063. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  2064. }
  2065. }
  2066. m_currentFlags = flags;
  2067. }
  2068. }
  2069. void Texture::commit(uint32_t _stage, uint32_t _flags)
  2070. {
  2071. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  2072. GL_CHECK(glBindTexture(m_target, m_id) );
  2073. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) )
  2074. {
  2075. // GLES2 doesn't have support for sampler object.
  2076. setSamplerState(_flags);
  2077. }
  2078. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL < 31) )
  2079. {
  2080. // In case that GL 2.1 sampler object is supported via extension.
  2081. if (s_renderCtx->m_samplerObjectSupport)
  2082. {
  2083. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  2084. }
  2085. else
  2086. {
  2087. setSamplerState(_flags);
  2088. }
  2089. }
  2090. else
  2091. {
  2092. // Everything else has sampler object.
  2093. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  2094. }
  2095. }
  2096. void writeString(bx::WriterI* _writer, const char* _str)
  2097. {
  2098. bx::write(_writer, _str, (int32_t)strlen(_str) );
  2099. }
  2100. void strins(char* _str, const char* _insert)
  2101. {
  2102. size_t len = strlen(_insert);
  2103. memmove(&_str[len], _str, strlen(_str)+1);
  2104. memcpy(_str, _insert, len);
  2105. }
  2106. void Shader::create(GLenum _type, Memory* _mem)
  2107. {
  2108. m_id = glCreateShader(_type);
  2109. m_type = _type;
  2110. bx::MemoryReader reader(_mem->data, _mem->size);
  2111. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  2112. uint32_t magic;
  2113. bx::read(&reader, magic);
  2114. uint32_t iohash;
  2115. bx::read(&reader, iohash);
  2116. const char* code = (const char*)reader.getDataPtr();
  2117. if (0 != m_id)
  2118. {
  2119. int32_t codeLen = (int32_t)strlen(code);
  2120. int32_t tempLen = codeLen + (4<<10);
  2121. char* temp = (char*)alloca(tempLen);
  2122. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  2123. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) )
  2124. {
  2125. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported
  2126. && bx::findIdentifierMatch(code, s_OES_standard_derivatives)
  2127. ;
  2128. bool usesFragDepth = !!bx::findIdentifierMatch(code, "gl_FragDepth");
  2129. bool usesShadowSamplers = !!bx::findIdentifierMatch(code, s_EXT_shadow_samplers);
  2130. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported
  2131. && bx::findIdentifierMatch(code, s_OES_texture_3D)
  2132. ;
  2133. bool usesTextureLod = !!bx::findIdentifierMatch(code, s_EXT_shader_texture_lod);
  2134. if (usesDerivatives)
  2135. {
  2136. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  2137. }
  2138. bool insertFragDepth = false;
  2139. if (usesFragDepth)
  2140. {
  2141. BX_WARN(s_extension[Extension::EXT_frag_depth].m_supported, "EXT_frag_depth is used but not supported by GLES2 driver.");
  2142. if (s_extension[Extension::EXT_frag_depth].m_supported)
  2143. {
  2144. writeString(&writer
  2145. , "#extension GL_EXT_frag_depth : enable\n"
  2146. "#define bgfx_FragDepth gl_FragDepthEXT\n"
  2147. );
  2148. char str[128];
  2149. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  2150. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  2151. );
  2152. writeString(&writer, str);
  2153. }
  2154. else
  2155. {
  2156. insertFragDepth = true;
  2157. }
  2158. }
  2159. if (usesShadowSamplers)
  2160. {
  2161. if (s_renderCtx->m_shadowSamplersSupport)
  2162. {
  2163. writeString(&writer
  2164. , "#extension GL_EXT_shadow_samplers : enable\n"
  2165. "#define shadow2D shadow2DEXT\n"
  2166. "#define shadow2DProj shadow2DProjEXT\n"
  2167. );
  2168. }
  2169. else
  2170. {
  2171. writeString(&writer
  2172. , "#define sampler2DShadow sampler2D\n"
  2173. "#define shadow2D(_sampler, _coord) step(_coord.z, texture2D(_sampler, _coord.xy).x)\n"
  2174. "#define shadow2DProj(_sampler, _coord) step(_coord.z/_coord.w, texture2DProj(_sampler, _coord).x)\n"
  2175. );
  2176. }
  2177. }
  2178. if (usesTexture3D)
  2179. {
  2180. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  2181. }
  2182. if (usesTextureLod)
  2183. {
  2184. BX_WARN(s_extension[Extension::EXT_shader_texture_lod].m_supported, "EXT_shader_texture_lod is used but not supported by GLES2 driver.");
  2185. if (s_extension[Extension::EXT_shader_texture_lod].m_supported)
  2186. {
  2187. writeString(&writer
  2188. , "#extension GL_EXT_shader_texture_lod : enable\n"
  2189. "#define texture2DLod texture2DLodEXT\n"
  2190. "#define texture2DProjLod texture2DProjLodEXT\n"
  2191. "#define textureCubeLod textureCubeLodEXT\n"
  2192. );
  2193. }
  2194. else
  2195. {
  2196. writeString(&writer
  2197. , "#define texture2DLod(_sampler, _coord, _level) texture2D(_sampler, _coord)\n"
  2198. "#define texture2DProjLod(_sampler, _coord, _level) texture2DProj(_sampler, _coord)\n"
  2199. "#define textureCubeLod(_sampler, _coord, _level) textureCube(_sampler, _coord)\n"
  2200. );
  2201. }
  2202. }
  2203. writeString(&writer, "precision mediump float;\n");
  2204. bx::write(&writer, code, codeLen);
  2205. bx::write(&writer, '\0');
  2206. if (insertFragDepth)
  2207. {
  2208. char* entry = strstr(temp, "void main ()");
  2209. if (NULL != entry)
  2210. {
  2211. char* brace = strstr(entry, "{");
  2212. if (NULL != brace)
  2213. {
  2214. const char* end = bx::strmb(brace, '{', '}');
  2215. if (NULL != end)
  2216. {
  2217. strins(brace+1, "\n float bgfx_FragDepth = 0.0;\n");
  2218. }
  2219. }
  2220. }
  2221. }
  2222. // Replace all instances of gl_FragDepth with bgfx_FragDepth.
  2223. for (const char* fragDepth = bx::findIdentifierMatch(temp, "gl_FragDepth"); NULL != fragDepth; fragDepth = bx::findIdentifierMatch(fragDepth, "gl_FragDepth") )
  2224. {
  2225. char* insert = const_cast<char*>(fragDepth);
  2226. strins(insert, "bg");
  2227. memcpy(insert + 2, "fx", 2);
  2228. }
  2229. }
  2230. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL != 0 && BGFX_CONFIG_RENDERER_OPENGL <= 21) )
  2231. {
  2232. bool usesTextureLod = s_extension[Extension::ARB_shader_texture_lod].m_supported
  2233. && bx::findIdentifierMatch(code, s_ARB_shader_texture_lod)
  2234. ;
  2235. if (usesTextureLod)
  2236. {
  2237. writeString(&writer, "#version 120\n");
  2238. if (_type == GL_FRAGMENT_SHADER)
  2239. {
  2240. writeString(&writer, "#extension GL_ARB_shader_texture_lod : enable\n");
  2241. }
  2242. }
  2243. writeString(&writer
  2244. , "#define lowp\n"
  2245. "#define mediump\n"
  2246. "#define highp\n"
  2247. );
  2248. bx::write(&writer, code, codeLen);
  2249. bx::write(&writer, '\0');
  2250. }
  2251. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  2252. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  2253. {
  2254. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  2255. {
  2256. writeString(&writer
  2257. , "#version 300 es\n"
  2258. "precision mediump float;\n"
  2259. );
  2260. }
  2261. else
  2262. {
  2263. writeString(&writer, "#version 140\n");
  2264. }
  2265. if (_type == GL_FRAGMENT_SHADER)
  2266. {
  2267. writeString(&writer, "#define varying in\n");
  2268. writeString(&writer, "#define texture2D texture\n");
  2269. writeString(&writer, "#define texture2DLod textureLod\n");
  2270. writeString(&writer, "#define texture2DProj textureProj\n");
  2271. writeString(&writer, "#define shadow2D(_sampler, _coord) vec2(textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  2272. writeString(&writer, "#define shadow2DProj(_sampler, _coord) vec2(textureProj(_sampler, _coord) ) )\n");
  2273. writeString(&writer, "#define texture3D texture\n");
  2274. writeString(&writer, "#define texture3DLod textureLod\n");
  2275. writeString(&writer, "#define textureCube texture\n");
  2276. writeString(&writer, "#define textureCubeLod textureLod\n");
  2277. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  2278. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  2279. }
  2280. else
  2281. {
  2282. writeString(&writer, "#define attribute in\n");
  2283. writeString(&writer, "#define varying out\n");
  2284. }
  2285. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  2286. {
  2287. writeString(&writer
  2288. , "#define lowp\n"
  2289. "#define mediump\n"
  2290. "#define highp\n"
  2291. );
  2292. }
  2293. bx::write(&writer, code, codeLen);
  2294. bx::write(&writer, '\0');
  2295. }
  2296. code = temp;
  2297. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  2298. GL_CHECK(glCompileShader(m_id) );
  2299. GLint compiled = 0;
  2300. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  2301. if (0 == compiled)
  2302. {
  2303. BX_TRACE("\n####\n%s\n####", code);
  2304. GLsizei len;
  2305. char log[1024];
  2306. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), &len, log) );
  2307. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  2308. GL_CHECK(glDeleteShader(m_id) );
  2309. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  2310. }
  2311. else if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2312. && s_extension[Extension::ANGLE_translated_shader_source].m_supported)
  2313. {
  2314. GLsizei len;
  2315. GL_CHECK(glGetShaderiv(m_id, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len) );
  2316. char* source = (char*)alloca(len);
  2317. GL_CHECK(glGetTranslatedShaderSourceANGLE(m_id, len, &len, source) );
  2318. BX_TRACE("ANGLE source (len: %d):\n%s\n####", len, source);
  2319. }
  2320. }
  2321. }
  2322. void Shader::destroy()
  2323. {
  2324. if (0 != m_id)
  2325. {
  2326. GL_CHECK(glDeleteShader(m_id) );
  2327. m_id = 0;
  2328. }
  2329. }
  2330. void FrameBuffer::create(uint8_t _num, const TextureHandle* _handles)
  2331. {
  2332. GL_CHECK(glGenFramebuffers(1, &m_fbo[0]) );
  2333. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  2334. bool needResolve = false;
  2335. GLenum buffers[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
  2336. uint32_t colorIdx = 0;
  2337. for (uint32_t ii = 0; ii < _num; ++ii)
  2338. {
  2339. TextureHandle handle = _handles[ii];
  2340. if (isValid(handle) )
  2341. {
  2342. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  2343. if (0 == colorIdx)
  2344. {
  2345. m_width = texture.m_width;
  2346. m_height = texture.m_height;
  2347. }
  2348. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  2349. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2350. {
  2351. attachment = GL_DEPTH_ATTACHMENT;
  2352. }
  2353. else
  2354. {
  2355. buffers[colorIdx] = attachment;
  2356. ++colorIdx;
  2357. }
  2358. if (0 != texture.m_rbo)
  2359. {
  2360. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  2361. , attachment
  2362. , GL_RENDERBUFFER
  2363. , texture.m_rbo
  2364. ) );
  2365. }
  2366. else
  2367. {
  2368. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  2369. , attachment
  2370. , texture.m_target
  2371. , texture.m_id
  2372. , 0
  2373. ) );
  2374. }
  2375. needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
  2376. }
  2377. }
  2378. m_num = colorIdx;
  2379. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  2380. {
  2381. if (0 == colorIdx)
  2382. {
  2383. // When only depth is attached disable draw buffer to avoid
  2384. // GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.
  2385. GL_CHECK(glDrawBuffer(GL_NONE) );
  2386. }
  2387. else
  2388. {
  2389. GL_CHECK(glDrawBuffers(colorIdx, buffers) );
  2390. }
  2391. // Disable read buffer to avoid GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.
  2392. GL_CHECK(glReadBuffer(GL_NONE) );
  2393. }
  2394. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2395. , "glCheckFramebufferStatus failed 0x%08x"
  2396. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2397. );
  2398. if (needResolve)
  2399. {
  2400. GL_CHECK(glGenFramebuffers(1, &m_fbo[1]) );
  2401. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  2402. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  2403. {
  2404. TextureHandle handle = _handles[ii];
  2405. if (isValid(handle) )
  2406. {
  2407. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  2408. if (0 != texture.m_id)
  2409. {
  2410. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  2411. if (!isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2412. {
  2413. ++colorIdx;
  2414. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  2415. , attachment
  2416. , texture.m_target
  2417. , texture.m_id
  2418. , 0
  2419. ) );
  2420. }
  2421. }
  2422. }
  2423. }
  2424. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2425. , "glCheckFramebufferStatus failed 0x%08x"
  2426. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2427. );
  2428. }
  2429. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2430. }
  2431. void FrameBuffer::destroy()
  2432. {
  2433. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  2434. memset(m_fbo, 0, sizeof(m_fbo) );
  2435. m_num = 0;
  2436. }
  2437. void FrameBuffer::resolve()
  2438. {
  2439. if (0 != m_fbo[1])
  2440. {
  2441. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  2442. GL_CHECK(glReadBuffer(GL_COLOR_ATTACHMENT0) );
  2443. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  2444. GL_CHECK(glBlitFramebuffer(0
  2445. , 0
  2446. , m_width
  2447. , m_height
  2448. , 0
  2449. , 0
  2450. , m_width
  2451. , m_height
  2452. , GL_COLOR_BUFFER_BIT
  2453. , GL_LINEAR
  2454. ) );
  2455. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  2456. GL_CHECK(glReadBuffer(GL_NONE) );
  2457. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2458. }
  2459. }
  2460. void ConstantBuffer::commit()
  2461. {
  2462. reset();
  2463. do
  2464. {
  2465. uint32_t opcode = read();
  2466. if (UniformType::End == opcode)
  2467. {
  2468. break;
  2469. }
  2470. UniformType::Enum type;
  2471. uint16_t ignore;
  2472. uint16_t num;
  2473. uint16_t copy;
  2474. decodeOpcode(opcode, type, ignore, num, copy);
  2475. const char* data;
  2476. if (copy)
  2477. {
  2478. data = read(g_uniformTypeSize[type]*num);
  2479. }
  2480. else
  2481. {
  2482. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  2483. }
  2484. uint32_t loc = read();
  2485. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  2486. case UniformType::_uniform: \
  2487. { \
  2488. _type* value = (_type*)data; \
  2489. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  2490. } \
  2491. break;
  2492. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  2493. case UniformType::_uniform: \
  2494. { \
  2495. _type* value = (_type*)data; \
  2496. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  2497. } \
  2498. break;
  2499. switch (type)
  2500. {
  2501. // case ConstantType::Uniform1iv:
  2502. // {
  2503. // int* value = (int*)data;
  2504. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  2505. // GL_CHECK(glUniform1iv(loc, num, value) );
  2506. // }
  2507. // break;
  2508. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  2509. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  2510. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  2511. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  2512. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  2513. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  2514. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  2515. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  2516. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  2517. case UniformType::End:
  2518. break;
  2519. default:
  2520. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  2521. break;
  2522. }
  2523. #undef CASE_IMPLEMENT_UNIFORM
  2524. #undef CASE_IMPLEMENT_UNIFORM_T
  2525. } while (true);
  2526. }
  2527. void TextVideoMemBlitter::setup()
  2528. {
  2529. if (0 != s_renderCtx->m_vao)
  2530. {
  2531. GL_CHECK(glBindVertexArray(s_renderCtx->m_vao) );
  2532. }
  2533. uint32_t width = s_renderCtx->m_resolution.m_width;
  2534. uint32_t height = s_renderCtx->m_resolution.m_height;
  2535. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2536. GL_CHECK(glViewport(0, 0, width, height) );
  2537. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2538. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2539. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2540. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2541. GL_CHECK(glDisable(GL_CULL_FACE) );
  2542. GL_CHECK(glDisable(GL_BLEND) );
  2543. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2544. Program& program = s_renderCtx->m_program[m_program.idx];
  2545. GL_CHECK(glUseProgram(program.m_id) );
  2546. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  2547. float proj[16];
  2548. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  2549. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  2550. , 1
  2551. , GL_FALSE
  2552. , proj
  2553. ) );
  2554. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  2555. GL_CHECK(glBindTexture(GL_TEXTURE_2D, s_renderCtx->m_textures[m_texture.idx].m_id) );
  2556. }
  2557. void TextVideoMemBlitter::render(uint32_t _numIndices)
  2558. {
  2559. uint32_t numVertices = _numIndices*4/6;
  2560. s_renderCtx->m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
  2561. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  2562. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2563. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2564. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  2565. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2566. Program& program = s_renderCtx->m_program[m_program.idx];
  2567. program.bindAttributes(m_decl, 0);
  2568. GL_CHECK(glDrawElements(GL_TRIANGLES
  2569. , _numIndices
  2570. , GL_UNSIGNED_SHORT
  2571. , (void*)0
  2572. ) );
  2573. }
  2574. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  2575. {
  2576. if (BX_ENABLED(BGFX_CONFIG_CLEAR_QUAD)
  2577. && s_renderCtx->m_useClearQuad)
  2578. {
  2579. const GLuint defaultVao = s_renderCtx->m_vao;
  2580. if (0 != defaultVao)
  2581. {
  2582. GL_CHECK(glBindVertexArray(defaultVao) );
  2583. }
  2584. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2585. GL_CHECK(glDisable(GL_CULL_FACE) );
  2586. GL_CHECK(glDisable(GL_BLEND) );
  2587. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  2588. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  2589. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2590. {
  2591. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2592. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2593. GL_CHECK(glDepthMask(GL_TRUE) );
  2594. }
  2595. else
  2596. {
  2597. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2598. }
  2599. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2600. {
  2601. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2602. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  2603. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  2604. }
  2605. else
  2606. {
  2607. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2608. }
  2609. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2610. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  2611. {
  2612. struct Vertex
  2613. {
  2614. float m_x;
  2615. float m_y;
  2616. float m_z;
  2617. uint32_t m_abgr;
  2618. } * vertex = (Vertex*)m_vb->data;
  2619. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  2620. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  2621. const float depth = _clear.m_depth;
  2622. vertex->m_x = -1.0f;
  2623. vertex->m_y = -1.0f;
  2624. vertex->m_z = depth;
  2625. vertex->m_abgr = abgr;
  2626. vertex++;
  2627. vertex->m_x = 1.0f;
  2628. vertex->m_y = -1.0f;
  2629. vertex->m_z = depth;
  2630. vertex->m_abgr = abgr;
  2631. vertex++;
  2632. vertex->m_x = 1.0f;
  2633. vertex->m_y = 1.0f;
  2634. vertex->m_z = depth;
  2635. vertex->m_abgr = abgr;
  2636. vertex++;
  2637. vertex->m_x = -1.0f;
  2638. vertex->m_y = 1.0f;
  2639. vertex->m_z = depth;
  2640. vertex->m_abgr = abgr;
  2641. }
  2642. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  2643. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2644. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  2645. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2646. uint32_t numMrt = 0;
  2647. FrameBufferHandle fbh = s_renderCtx->m_fbh;
  2648. if (isValid(fbh) )
  2649. {
  2650. const FrameBuffer& fb = s_renderCtx->m_frameBuffers[fbh.idx];
  2651. numMrt = bx::uint32_max(1, fb.m_num)-1;
  2652. }
  2653. Program& program = s_renderCtx->m_program[m_program[numMrt].idx];
  2654. GL_CHECK(glUseProgram(program.m_id) );
  2655. program.bindAttributes(vertexDecl, 0);
  2656. GL_CHECK(glDrawElements(GL_TRIANGLES
  2657. , 6
  2658. , GL_UNSIGNED_SHORT
  2659. , (void*)0
  2660. ) );
  2661. }
  2662. else
  2663. {
  2664. GLuint flags = 0;
  2665. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2666. {
  2667. flags |= GL_COLOR_BUFFER_BIT;
  2668. uint32_t rgba = _clear.m_rgba;
  2669. float rr = (rgba>>24)/255.0f;
  2670. float gg = ( (rgba>>16)&0xff)/255.0f;
  2671. float bb = ( (rgba>>8)&0xff)/255.0f;
  2672. float aa = (rgba&0xff)/255.0f;
  2673. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  2674. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2675. }
  2676. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2677. {
  2678. flags |= GL_DEPTH_BUFFER_BIT;
  2679. GL_CHECK(glClearDepth(_clear.m_depth) );
  2680. GL_CHECK(glDepthMask(GL_TRUE) );
  2681. }
  2682. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2683. {
  2684. flags |= GL_STENCIL_BUFFER_BIT;
  2685. GL_CHECK(glClearStencil(_clear.m_stencil) );
  2686. }
  2687. if (0 != flags)
  2688. {
  2689. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2690. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  2691. GL_CHECK(glClear(flags) );
  2692. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2693. }
  2694. }
  2695. }
  2696. void Context::rendererFlip()
  2697. {
  2698. if (NULL != s_renderCtx)
  2699. {
  2700. s_renderCtx->flip();
  2701. }
  2702. }
  2703. void Context::rendererInit()
  2704. {
  2705. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  2706. s_renderCtx->init();
  2707. }
  2708. void Context::rendererShutdown()
  2709. {
  2710. if (s_renderCtx->m_vaoSupport)
  2711. {
  2712. GL_CHECK(glBindVertexArray(0) );
  2713. GL_CHECK(glDeleteVertexArrays(1, &s_renderCtx->m_vao) );
  2714. s_renderCtx->m_vao = 0;
  2715. }
  2716. s_renderCtx->shutdown();
  2717. BX_DELETE(g_allocator, s_renderCtx);
  2718. s_renderCtx = NULL;
  2719. }
  2720. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  2721. {
  2722. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  2723. }
  2724. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  2725. {
  2726. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2727. }
  2728. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  2729. {
  2730. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  2731. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  2732. dump(decl);
  2733. }
  2734. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  2735. {
  2736. }
  2737. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  2738. {
  2739. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  2740. }
  2741. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  2742. {
  2743. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2744. }
  2745. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  2746. {
  2747. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  2748. }
  2749. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2750. {
  2751. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2752. }
  2753. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  2754. {
  2755. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2756. }
  2757. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  2758. {
  2759. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  2760. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  2761. }
  2762. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2763. {
  2764. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2765. }
  2766. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  2767. {
  2768. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2769. }
  2770. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  2771. {
  2772. s_renderCtx->m_vertexShaders[_handle.idx].create(GL_VERTEX_SHADER, _mem);
  2773. }
  2774. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  2775. {
  2776. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  2777. }
  2778. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  2779. {
  2780. s_renderCtx->m_fragmentShaders[_handle.idx].create(GL_FRAGMENT_SHADER, _mem);
  2781. }
  2782. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  2783. {
  2784. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  2785. }
  2786. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  2787. {
  2788. Shader dummyFragmentShader;
  2789. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], isValid(_fsh) ? s_renderCtx->m_fragmentShaders[_fsh.idx] : dummyFragmentShader);
  2790. }
  2791. void Context::rendererDestroyProgram(ProgramHandle _handle)
  2792. {
  2793. s_renderCtx->m_program[_handle.idx].destroy();
  2794. }
  2795. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip)
  2796. {
  2797. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags, _skip);
  2798. }
  2799. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  2800. {
  2801. }
  2802. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2803. {
  2804. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  2805. }
  2806. void Context::rendererUpdateTextureEnd()
  2807. {
  2808. }
  2809. void Context::rendererDestroyTexture(TextureHandle _handle)
  2810. {
  2811. s_renderCtx->m_textures[_handle.idx].destroy();
  2812. }
  2813. void Context::rendererCreateFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles)
  2814. {
  2815. s_renderCtx->m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  2816. }
  2817. void Context::rendererDestroyFrameBuffer(FrameBufferHandle _handle)
  2818. {
  2819. s_renderCtx->m_frameBuffers[_handle.idx].destroy();
  2820. }
  2821. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  2822. {
  2823. uint32_t size = g_uniformTypeSize[_type]*_num;
  2824. void* data = BX_ALLOC(g_allocator, size);
  2825. memset(data, 0, size);
  2826. s_renderCtx->m_uniforms[_handle.idx] = data;
  2827. s_renderCtx->m_uniformReg.add(_name, s_renderCtx->m_uniforms[_handle.idx]);
  2828. }
  2829. void Context::rendererDestroyUniform(UniformHandle _handle)
  2830. {
  2831. BX_FREE(g_allocator, s_renderCtx->m_uniforms[_handle.idx]);
  2832. }
  2833. void Context::rendererSaveScreenShot(const char* _filePath)
  2834. {
  2835. s_renderCtx->saveScreenShot(_filePath);
  2836. }
  2837. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  2838. {
  2839. bx::strlcpy(&s_viewName[_id][0], _name, BX_COUNTOF(s_viewName[0]) );
  2840. }
  2841. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  2842. {
  2843. memcpy(s_renderCtx->m_uniforms[_loc], _data, _size);
  2844. }
  2845. void Context::rendererSetMarker(const char* _marker, uint32_t _size)
  2846. {
  2847. GL_CHECK(glInsertEventMarker(_size, _marker) );
  2848. }
  2849. void Context::rendererSubmit()
  2850. {
  2851. const GLuint defaultVao = s_renderCtx->m_vao;
  2852. if (0 != defaultVao)
  2853. {
  2854. GL_CHECK(glBindVertexArray(defaultVao) );
  2855. }
  2856. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2857. s_renderCtx->updateResolution(m_render->m_resolution);
  2858. int64_t elapsed = -bx::getHPCounter();
  2859. int64_t captureElapsed = 0;
  2860. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2861. && (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) ) )
  2862. {
  2863. s_renderCtx->m_queries.begin(0, GL_TIME_ELAPSED);
  2864. }
  2865. if (0 < m_render->m_iboffset)
  2866. {
  2867. TransientIndexBuffer* ib = m_render->m_transientIb;
  2868. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  2869. }
  2870. if (0 < m_render->m_vboffset)
  2871. {
  2872. TransientVertexBuffer* vb = m_render->m_transientVb;
  2873. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  2874. }
  2875. m_render->sort();
  2876. RenderState currentState;
  2877. currentState.reset();
  2878. currentState.m_flags = BGFX_STATE_NONE;
  2879. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2880. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2881. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2882. {
  2883. float4x4_mul(&viewProj[ii].un.f4x4, &m_render->m_view[ii].un.f4x4, &m_render->m_proj[ii].un.f4x4);
  2884. }
  2885. uint16_t programIdx = invalidHandle;
  2886. SortKey key;
  2887. uint8_t view = 0xff;
  2888. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2889. int32_t height = m_render->m_resolution.m_height;
  2890. float alphaRef = 0.0f;
  2891. uint32_t blendFactor = 0;
  2892. GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
  2893. uint32_t primNumVerts = 3;
  2894. uint32_t baseVertex = 0;
  2895. GLuint currentVao = 0;
  2896. bool viewHasScissor = false;
  2897. Rect viewScissorRect;
  2898. viewScissorRect.clear();
  2899. const bool blendIndependentSupported = s_extension[Extension::ARB_draw_buffers_blend].m_supported;
  2900. uint32_t statsNumPrimsSubmitted = 0;
  2901. uint32_t statsNumIndices = 0;
  2902. uint32_t statsNumInstances = 0;
  2903. uint32_t statsNumPrimsRendered = 0;
  2904. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  2905. {
  2906. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2907. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  2908. {
  2909. key.decode(m_render->m_sortKeys[item]);
  2910. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  2911. const uint64_t newFlags = state.m_flags;
  2912. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  2913. currentState.m_flags = newFlags;
  2914. const uint64_t newStencil = state.m_stencil;
  2915. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  2916. currentState.m_stencil = newStencil;
  2917. if (key.m_view != view)
  2918. {
  2919. currentState.clear();
  2920. currentState.m_scissor = !state.m_scissor;
  2921. changedFlags = BGFX_STATE_MASK;
  2922. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2923. currentState.m_flags = newFlags;
  2924. currentState.m_stencil = newStencil;
  2925. GL_CHECK(glInsertEventMarker(0, s_viewName[key.m_view]) );
  2926. view = key.m_view;
  2927. programIdx = invalidHandle;
  2928. if (m_render->m_fb[view].idx != fbh.idx)
  2929. {
  2930. fbh = m_render->m_fb[view];
  2931. height = s_renderCtx->setFrameBuffer(fbh, m_render->m_resolution.m_height);
  2932. }
  2933. const Rect& rect = m_render->m_rect[view];
  2934. const Rect& scissorRect = m_render->m_scissor[view];
  2935. viewHasScissor = !scissorRect.isZero();
  2936. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2937. GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
  2938. Clear& clear = m_render->m_clear[view];
  2939. if (BGFX_CLEAR_NONE != clear.m_flags)
  2940. {
  2941. m_clearQuad.clear(rect, clear, height);
  2942. }
  2943. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2944. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2945. GL_CHECK(glDepthFunc(GL_LESS) );
  2946. GL_CHECK(glEnable(GL_CULL_FACE) );
  2947. GL_CHECK(glDisable(GL_BLEND) );
  2948. }
  2949. uint16_t scissor = state.m_scissor;
  2950. if (currentState.m_scissor != scissor)
  2951. {
  2952. currentState.m_scissor = scissor;
  2953. if (UINT16_MAX == scissor)
  2954. {
  2955. if (viewHasScissor)
  2956. {
  2957. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2958. GL_CHECK(glScissor(viewScissorRect.m_x, height-viewScissorRect.m_height-viewScissorRect.m_y, viewScissorRect.m_width, viewScissorRect.m_height) );
  2959. }
  2960. else
  2961. {
  2962. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2963. }
  2964. }
  2965. else
  2966. {
  2967. Rect scissorRect;
  2968. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  2969. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2970. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  2971. }
  2972. }
  2973. if (0 != changedStencil)
  2974. {
  2975. if (0 != newStencil)
  2976. {
  2977. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2978. uint32_t bstencil = unpackStencil(1, newStencil);
  2979. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  2980. // uint32_t bchanged = unpackStencil(1, changedStencil);
  2981. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  2982. // {
  2983. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2984. // GL_CHECK(glStencilMask(wmask) );
  2985. // }
  2986. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  2987. {
  2988. uint32_t stencil = unpackStencil(ii, newStencil);
  2989. uint32_t changed = unpackStencil(ii, changedStencil);
  2990. GLenum face = s_stencilFace[frontAndBack+ii];
  2991. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  2992. {
  2993. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2994. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2995. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  2996. GL_CHECK(glStencilFuncSeparate(face, s_cmpFunc[func], ref, mask));
  2997. }
  2998. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  2999. {
  3000. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3001. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3002. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3003. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  3004. }
  3005. }
  3006. }
  3007. else
  3008. {
  3009. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  3010. }
  3011. }
  3012. if ( (0
  3013. | BGFX_STATE_CULL_MASK
  3014. | BGFX_STATE_DEPTH_WRITE
  3015. | BGFX_STATE_DEPTH_TEST_MASK
  3016. | BGFX_STATE_RGB_WRITE
  3017. | BGFX_STATE_ALPHA_WRITE
  3018. | BGFX_STATE_BLEND_MASK
  3019. | BGFX_STATE_BLEND_EQUATION_MASK
  3020. | BGFX_STATE_ALPHA_REF_MASK
  3021. | BGFX_STATE_PT_MASK
  3022. | BGFX_STATE_POINT_SIZE_MASK
  3023. | BGFX_STATE_MSAA
  3024. ) & changedFlags)
  3025. {
  3026. if (BGFX_STATE_CULL_MASK & changedFlags)
  3027. {
  3028. if (BGFX_STATE_CULL_CW & newFlags)
  3029. {
  3030. GL_CHECK(glEnable(GL_CULL_FACE) );
  3031. GL_CHECK(glCullFace(GL_BACK) );
  3032. }
  3033. else if (BGFX_STATE_CULL_CCW & newFlags)
  3034. {
  3035. GL_CHECK(glEnable(GL_CULL_FACE) );
  3036. GL_CHECK(glCullFace(GL_FRONT) );
  3037. }
  3038. else
  3039. {
  3040. GL_CHECK(glDisable(GL_CULL_FACE) );
  3041. }
  3042. }
  3043. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  3044. {
  3045. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  3046. }
  3047. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3048. {
  3049. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3050. if (0 != func)
  3051. {
  3052. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3053. GL_CHECK(glDepthFunc(s_cmpFunc[func]) );
  3054. }
  3055. else
  3056. {
  3057. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  3058. }
  3059. }
  3060. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3061. {
  3062. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3063. alphaRef = ref/255.0f;
  3064. }
  3065. #if BGFX_CONFIG_RENDERER_OPENGL
  3066. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3067. {
  3068. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  3069. GL_CHECK(glPointSize(pointSize) );
  3070. }
  3071. if (BGFX_STATE_MSAA & changedFlags)
  3072. {
  3073. if (BGFX_STATE_MSAA & newFlags)
  3074. {
  3075. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  3076. }
  3077. else
  3078. {
  3079. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  3080. }
  3081. }
  3082. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3083. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3084. {
  3085. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  3086. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  3087. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  3088. }
  3089. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & changedFlags
  3090. || blendFactor != state.m_rgba)
  3091. {
  3092. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & newFlags
  3093. || blendFactor != state.m_rgba)
  3094. {
  3095. const bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3096. const bool independent = !!(BGFX_STATE_BLEND_INDEPENDENT & newFlags)
  3097. && blendIndependentSupported
  3098. ;
  3099. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3100. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3101. const uint32_t srcRGB = (blend )&0xf;
  3102. const uint32_t dstRGB = (blend>> 4)&0xf;
  3103. const uint32_t srcA = (blend>> 8)&0xf;
  3104. const uint32_t dstA = (blend>>12)&0xf;
  3105. const uint32_t equRGB = (equation )&0x7;
  3106. const uint32_t equA = (equation>>3)&0x7;
  3107. const uint32_t numRt = s_renderCtx->getNumRt();
  3108. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3109. || 1 >= numRt
  3110. || !independent)
  3111. {
  3112. if (enabled)
  3113. {
  3114. GL_CHECK(glEnable(GL_BLEND) );
  3115. GL_CHECK(glBlendFuncSeparate(s_blendFactor[srcRGB].m_src
  3116. , s_blendFactor[dstRGB].m_dst
  3117. , s_blendFactor[srcA].m_src
  3118. , s_blendFactor[dstA].m_dst
  3119. ) );
  3120. GL_CHECK(glBlendEquationSeparate(s_blendEquation[equRGB], s_blendEquation[equA]) );
  3121. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3122. && blendFactor != state.m_rgba)
  3123. {
  3124. const uint32_t rgba = state.m_rgba;
  3125. GLclampf rr = ( (rgba>>24) )/255.0f;
  3126. GLclampf gg = ( (rgba>>16)&0xff)/255.0f;
  3127. GLclampf bb = ( (rgba>> 8)&0xff)/255.0f;
  3128. GLclampf aa = ( (rgba )&0xff)/255.0f;
  3129. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  3130. }
  3131. }
  3132. else
  3133. {
  3134. GL_CHECK(glDisable(GL_BLEND) );
  3135. }
  3136. }
  3137. else
  3138. {
  3139. if (enabled)
  3140. {
  3141. GL_CHECK(glEnablei(GL_BLEND, 0) );
  3142. GL_CHECK(glBlendFuncSeparatei(0
  3143. , s_blendFactor[srcRGB].m_src
  3144. , s_blendFactor[dstRGB].m_dst
  3145. , s_blendFactor[srcA].m_src
  3146. , s_blendFactor[dstA].m_dst
  3147. ) );
  3148. GL_CHECK(glBlendEquationSeparatei(0
  3149. , s_blendEquation[equRGB]
  3150. , s_blendEquation[equA]
  3151. ) );
  3152. }
  3153. else
  3154. {
  3155. GL_CHECK(glDisablei(GL_BLEND, 0) );
  3156. }
  3157. for (uint32_t ii = 1, rgba = state.m_rgba; ii < numRt; ++ii, rgba >>= 11)
  3158. {
  3159. if (0 != (rgba&0x7ff) )
  3160. {
  3161. const uint32_t src = (rgba )&0xf;
  3162. const uint32_t dst = (rgba>>4)&0xf;
  3163. const uint32_t equation = (rgba>>8)&0x7;
  3164. GL_CHECK(glEnablei(GL_BLEND, ii) );
  3165. GL_CHECK(glBlendFunci(ii, s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  3166. GL_CHECK(glBlendEquationi(ii, s_blendEquation[equation]) );
  3167. }
  3168. else
  3169. {
  3170. GL_CHECK(glDisablei(GL_BLEND, ii) );
  3171. }
  3172. }
  3173. }
  3174. }
  3175. else
  3176. {
  3177. GL_CHECK(glDisable(GL_BLEND) );
  3178. }
  3179. blendFactor = state.m_rgba;
  3180. }
  3181. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  3182. primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : s_primType[primIndex];
  3183. primNumVerts = 3-primIndex;
  3184. }
  3185. bool programChanged = false;
  3186. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  3187. bool bindAttribs = false;
  3188. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  3189. if (key.m_program != programIdx)
  3190. {
  3191. programIdx = key.m_program;
  3192. GLuint id = invalidHandle == programIdx ? 0 : s_renderCtx->m_program[programIdx].m_id;
  3193. GL_CHECK(glUseProgram(id) );
  3194. programChanged =
  3195. constantsChanged =
  3196. bindAttribs = true;
  3197. }
  3198. if (invalidHandle != programIdx)
  3199. {
  3200. Program& program = s_renderCtx->m_program[programIdx];
  3201. if (constantsChanged)
  3202. {
  3203. program.commit();
  3204. }
  3205. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  3206. {
  3207. PredefinedUniform& predefined = program.m_predefined[ii];
  3208. switch (predefined.m_type)
  3209. {
  3210. case PredefinedUniform::ViewRect:
  3211. {
  3212. float rect[4];
  3213. rect[0] = m_render->m_rect[view].m_x;
  3214. rect[1] = m_render->m_rect[view].m_y;
  3215. rect[2] = m_render->m_rect[view].m_width;
  3216. rect[3] = m_render->m_rect[view].m_height;
  3217. GL_CHECK(glUniform4fv(predefined.m_loc
  3218. , 1
  3219. , &rect[0]
  3220. ) );
  3221. }
  3222. break;
  3223. case PredefinedUniform::ViewTexel:
  3224. {
  3225. float rect[4];
  3226. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  3227. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  3228. GL_CHECK(glUniform4fv(predefined.m_loc
  3229. , 1
  3230. , &rect[0]
  3231. ) );
  3232. }
  3233. break;
  3234. case PredefinedUniform::View:
  3235. {
  3236. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3237. , 1
  3238. , GL_FALSE
  3239. , m_render->m_view[view].un.val
  3240. ) );
  3241. }
  3242. break;
  3243. case PredefinedUniform::ViewProj:
  3244. {
  3245. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3246. , 1
  3247. , GL_FALSE
  3248. , viewProj[view].un.val
  3249. ) );
  3250. }
  3251. break;
  3252. case PredefinedUniform::Model:
  3253. {
  3254. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3255. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3256. , bx::uint32_min(predefined.m_count, state.m_num)
  3257. , GL_FALSE
  3258. , model.un.val
  3259. ) );
  3260. }
  3261. break;
  3262. case PredefinedUniform::ModelView:
  3263. {
  3264. Matrix4 modelView;
  3265. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3266. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &m_render->m_view[view].un.f4x4);
  3267. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3268. , 1
  3269. , GL_FALSE
  3270. , modelView.un.val
  3271. ) );
  3272. }
  3273. break;
  3274. case PredefinedUniform::ModelViewProj:
  3275. {
  3276. Matrix4 modelViewProj;
  3277. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3278. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  3279. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3280. , 1
  3281. , GL_FALSE
  3282. , modelViewProj.un.val
  3283. ) );
  3284. }
  3285. break;
  3286. case PredefinedUniform::ModelViewProjX:
  3287. {
  3288. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3289. uint8_t other = m_render->m_other[view];
  3290. Matrix4 viewProjBias;
  3291. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  3292. Matrix4 modelViewProj;
  3293. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProjBias.un.f4x4);
  3294. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3295. , 1
  3296. , GL_FALSE
  3297. , modelViewProj.un.val
  3298. ) );
  3299. }
  3300. break;
  3301. case PredefinedUniform::ViewProjX:
  3302. {
  3303. uint8_t other = m_render->m_other[view];
  3304. Matrix4 viewProjBias;
  3305. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  3306. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3307. , 1
  3308. , GL_FALSE
  3309. , viewProjBias.un.val
  3310. ) );
  3311. }
  3312. break;
  3313. case PredefinedUniform::AlphaRef:
  3314. {
  3315. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  3316. }
  3317. break;
  3318. case PredefinedUniform::Count:
  3319. break;
  3320. }
  3321. }
  3322. // if (BGFX_STATE_TEX_MASK & changedFlags)
  3323. {
  3324. uint64_t flag = BGFX_STATE_TEX0;
  3325. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  3326. {
  3327. const Sampler& sampler = state.m_sampler[stage];
  3328. Sampler& current = currentState.m_sampler[stage];
  3329. if (current.m_idx != sampler.m_idx
  3330. || current.m_flags != sampler.m_flags
  3331. || programChanged)
  3332. {
  3333. if (invalidHandle != sampler.m_idx)
  3334. {
  3335. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  3336. texture.commit(stage, sampler.m_flags);
  3337. }
  3338. }
  3339. current = sampler;
  3340. flag <<= 1;
  3341. }
  3342. }
  3343. if (0 != defaultVao
  3344. && 0 == state.m_startVertex
  3345. && 0 == state.m_instanceDataOffset)
  3346. {
  3347. if (programChanged
  3348. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3349. || currentState.m_indexBuffer.idx != state.m_indexBuffer.idx
  3350. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3351. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3352. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3353. {
  3354. bx::HashMurmur2A murmur;
  3355. murmur.begin();
  3356. murmur.add(state.m_vertexBuffer.idx);
  3357. murmur.add(state.m_indexBuffer.idx);
  3358. murmur.add(state.m_instanceDataBuffer.idx);
  3359. murmur.add(state.m_instanceDataOffset);
  3360. murmur.add(state.m_instanceDataStride);
  3361. murmur.add(programIdx);
  3362. uint32_t hash = murmur.end();
  3363. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3364. currentState.m_indexBuffer = state.m_indexBuffer;
  3365. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3366. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3367. baseVertex = state.m_startVertex;
  3368. GLuint id = s_renderCtx->m_vaoStateCache.find(hash);
  3369. if (UINT32_MAX != id)
  3370. {
  3371. currentVao = id;
  3372. GL_CHECK(glBindVertexArray(id) );
  3373. }
  3374. else
  3375. {
  3376. id = s_renderCtx->m_vaoStateCache.add(hash);
  3377. currentVao = id;
  3378. GL_CHECK(glBindVertexArray(id) );
  3379. Program& program = s_renderCtx->m_program[programIdx];
  3380. program.add(hash);
  3381. if (isValid(state.m_vertexBuffer) )
  3382. {
  3383. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3384. vb.add(hash);
  3385. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3386. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3387. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3388. if (isValid(state.m_instanceDataBuffer) )
  3389. {
  3390. VertexBuffer& instanceVb = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  3391. instanceVb.add(hash);
  3392. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  3393. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3394. }
  3395. }
  3396. else
  3397. {
  3398. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3399. }
  3400. if (isValid(state.m_indexBuffer) )
  3401. {
  3402. IndexBuffer& ib = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx];
  3403. ib.add(hash);
  3404. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3405. }
  3406. else
  3407. {
  3408. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3409. }
  3410. }
  3411. }
  3412. }
  3413. else
  3414. {
  3415. if (0 != defaultVao
  3416. && 0 != currentVao)
  3417. {
  3418. GL_CHECK(glBindVertexArray(defaultVao) );
  3419. currentState.m_vertexBuffer.idx = invalidHandle;
  3420. currentState.m_indexBuffer.idx = invalidHandle;
  3421. bindAttribs = true;
  3422. currentVao = 0;
  3423. }
  3424. if (programChanged
  3425. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3426. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3427. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3428. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3429. {
  3430. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3431. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  3432. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3433. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3434. uint16_t handle = state.m_vertexBuffer.idx;
  3435. if (invalidHandle != handle)
  3436. {
  3437. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  3438. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3439. bindAttribs = true;
  3440. }
  3441. else
  3442. {
  3443. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3444. }
  3445. }
  3446. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  3447. {
  3448. currentState.m_indexBuffer = state.m_indexBuffer;
  3449. uint16_t handle = state.m_indexBuffer.idx;
  3450. if (invalidHandle != handle)
  3451. {
  3452. IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  3453. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3454. }
  3455. else
  3456. {
  3457. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3458. }
  3459. }
  3460. if (isValid(currentState.m_vertexBuffer) )
  3461. {
  3462. if (baseVertex != state.m_startVertex
  3463. || bindAttribs)
  3464. {
  3465. baseVertex = state.m_startVertex;
  3466. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3467. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3468. const Program& program = s_renderCtx->m_program[programIdx];
  3469. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3470. if (isValid(state.m_instanceDataBuffer) )
  3471. {
  3472. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx].m_id) );
  3473. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3474. }
  3475. }
  3476. }
  3477. }
  3478. if (isValid(currentState.m_vertexBuffer) )
  3479. {
  3480. uint32_t numVertices = state.m_numVertices;
  3481. if (UINT32_MAX == numVertices)
  3482. {
  3483. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3484. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3485. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  3486. numVertices = vb.m_size/vertexDecl.m_stride;
  3487. }
  3488. uint32_t numIndices = 0;
  3489. uint32_t numPrimsSubmitted = 0;
  3490. uint32_t numInstances = 0;
  3491. uint32_t numPrimsRendered = 0;
  3492. if (isValid(state.m_indexBuffer) )
  3493. {
  3494. if (UINT32_MAX == state.m_numIndices)
  3495. {
  3496. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  3497. numPrimsSubmitted = numIndices/primNumVerts;
  3498. numInstances = state.m_numInstances;
  3499. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3500. GL_CHECK(glDrawElementsInstanced(primType
  3501. , numIndices
  3502. , GL_UNSIGNED_SHORT
  3503. , (void*)0
  3504. , state.m_numInstances
  3505. ) );
  3506. }
  3507. else if (primNumVerts <= state.m_numIndices)
  3508. {
  3509. numIndices = state.m_numIndices;
  3510. numPrimsSubmitted = numIndices/primNumVerts;
  3511. numInstances = state.m_numInstances;
  3512. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3513. GL_CHECK(glDrawElementsInstanced(primType
  3514. , numIndices
  3515. , GL_UNSIGNED_SHORT
  3516. , (void*)(uintptr_t)(state.m_startIndex*2)
  3517. , state.m_numInstances
  3518. ) );
  3519. }
  3520. }
  3521. else
  3522. {
  3523. numPrimsSubmitted = numVertices/primNumVerts;
  3524. numInstances = state.m_numInstances;
  3525. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3526. GL_CHECK(glDrawArraysInstanced(primType
  3527. , 0
  3528. , numVertices
  3529. , state.m_numInstances
  3530. ) );
  3531. }
  3532. statsNumPrimsSubmitted += numPrimsSubmitted;
  3533. statsNumIndices += numIndices;
  3534. statsNumInstances += numInstances;
  3535. statsNumPrimsRendered += numPrimsRendered;
  3536. }
  3537. }
  3538. }
  3539. s_renderCtx->blitMsaaFbo();
  3540. if (0 < m_render->m_num)
  3541. {
  3542. captureElapsed = -bx::getHPCounter();
  3543. s_renderCtx->capture();
  3544. captureElapsed += bx::getHPCounter();
  3545. }
  3546. }
  3547. int64_t now = bx::getHPCounter();
  3548. elapsed += now;
  3549. static int64_t last = now;
  3550. int64_t frameTime = now - last;
  3551. last = now;
  3552. static int64_t min = frameTime;
  3553. static int64_t max = frameTime;
  3554. min = min > frameTime ? frameTime : min;
  3555. max = max < frameTime ? frameTime : max;
  3556. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3557. {
  3558. double elapsedGpuMs = 0.0;
  3559. #if BGFX_CONFIG_RENDERER_OPENGL
  3560. s_renderCtx->m_queries.end(GL_TIME_ELAPSED);
  3561. uint64_t elapsedGl = s_renderCtx->m_queries.getResult(0);
  3562. elapsedGpuMs = double(elapsedGl)/1e6;
  3563. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3564. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  3565. static int64_t next = now;
  3566. if (now >= next)
  3567. {
  3568. next = now + bx::getHPFrequency();
  3569. double freq = double(bx::getHPFrequency() );
  3570. double toMs = 1000.0/freq;
  3571. tvm.clear();
  3572. uint16_t pos = 0;
  3573. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
  3574. tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderCtx->m_vendor);
  3575. tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderCtx->m_renderer);
  3576. tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderCtx->m_version);
  3577. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", s_renderCtx->m_glslVersion);
  3578. pos = 10;
  3579. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3580. , double(frameTime)*toMs
  3581. , double(min)*toMs
  3582. , double(max)*toMs
  3583. , freq/frameTime
  3584. );
  3585. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3586. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  3587. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3588. , 0 != msaa ? '\xfe' : ' '
  3589. , 1<<msaa
  3590. );
  3591. double elapsedCpuMs = double(elapsed)*toMs;
  3592. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  3593. , m_render->m_num
  3594. , elapsedCpuMs
  3595. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  3596. , elapsedGpuMs
  3597. );
  3598. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  3599. , statsNumPrimsRendered
  3600. , statsNumInstances
  3601. , statsNumPrimsSubmitted
  3602. );
  3603. double captureMs = double(captureElapsed)*toMs;
  3604. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3605. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3606. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  3607. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  3608. #if BGFX_CONFIG_RENDERER_OPENGL
  3609. if (s_extension[Extension::ATI_meminfo].m_supported)
  3610. {
  3611. GLint vboFree[4];
  3612. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  3613. GLint texFree[4];
  3614. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  3615. GLint rbfFree[4];
  3616. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  3617. pos++;
  3618. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  3619. tvm.printf(10, pos++, 0x8e, " VBO: %7d, %7d, %7d, %7d", vboFree[0], vboFree[1], vboFree[2], vboFree[3]);
  3620. tvm.printf(10, pos++, 0x8e, " Texture: %7d, %7d, %7d, %7d", texFree[0], texFree[1], texFree[2], texFree[3]);
  3621. tvm.printf(10, pos++, 0x8e, " Render Buffer: %7d, %7d, %7d, %7d", rbfFree[0], rbfFree[1], rbfFree[2], rbfFree[3]);
  3622. }
  3623. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  3624. {
  3625. GLint dedicated;
  3626. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  3627. GLint totalAvail;
  3628. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  3629. GLint currAvail;
  3630. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  3631. GLint evictedCount;
  3632. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  3633. GLint evictedMemory;
  3634. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  3635. pos++;
  3636. tvm.printf(10, pos++, 0x8c, "----------|");
  3637. tvm.printf(10, pos++, 0x8e, " Dedicated: %7d", dedicated);
  3638. tvm.printf(10, pos++, 0x8e, " Available: %7d (%7d)", currAvail, totalAvail);
  3639. tvm.printf(10, pos++, 0x8e, " Eviction: %7d / %7d", evictedCount, evictedMemory);
  3640. }
  3641. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3642. uint8_t attr[2] = { 0x89, 0x8a };
  3643. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  3644. pos++;
  3645. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(m_render->m_waitSubmit)*toMs);
  3646. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(m_render->m_waitRender)*toMs);
  3647. min = frameTime;
  3648. max = frameTime;
  3649. }
  3650. m_textVideoMemBlitter.blit(tvm);
  3651. }
  3652. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  3653. {
  3654. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  3655. }
  3656. GL_CHECK(glFrameTerminatorGREMEDY() );
  3657. }
  3658. }
  3659. #endif // (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)