renderer_gl.cpp 105 KB

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  1. /*
  2. * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)
  7. # include "renderer_gl.h"
  8. # include <bx/timer.h>
  9. # include <bx/uint32_t.h>
  10. namespace bgfx
  11. {
  12. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][256];
  13. static const GLenum s_primType[] =
  14. {
  15. GL_TRIANGLES,
  16. GL_LINES,
  17. GL_POINTS,
  18. };
  19. static const char* s_attribName[Attrib::Count] =
  20. {
  21. "a_position",
  22. "a_normal",
  23. "a_tangent",
  24. "a_color0",
  25. "a_color1",
  26. "a_indices",
  27. "a_weight",
  28. "a_texcoord0",
  29. "a_texcoord1",
  30. "a_texcoord2",
  31. "a_texcoord3",
  32. "a_texcoord4",
  33. "a_texcoord5",
  34. "a_texcoord6",
  35. "a_texcoord7",
  36. };
  37. static const char* s_instanceDataName[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT] =
  38. {
  39. "i_data0",
  40. "i_data1",
  41. "i_data2",
  42. "i_data3",
  43. "i_data4",
  44. };
  45. static const GLenum s_attribType[AttribType::Count] =
  46. {
  47. GL_UNSIGNED_BYTE,
  48. GL_SHORT,
  49. GL_HALF_FLOAT,
  50. GL_FLOAT,
  51. };
  52. struct Blend
  53. {
  54. GLenum m_src;
  55. GLenum m_dst;
  56. bool m_factor;
  57. };
  58. static const Blend s_blendFactor[] =
  59. {
  60. { 0, 0, false }, // ignored
  61. { GL_ZERO, GL_ZERO, false },
  62. { GL_ONE, GL_ONE, false },
  63. { GL_SRC_COLOR, GL_SRC_COLOR, false },
  64. { GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false },
  65. { GL_SRC_ALPHA, GL_SRC_ALPHA, false },
  66. { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false },
  67. { GL_DST_ALPHA, GL_DST_ALPHA, false },
  68. { GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false },
  69. { GL_DST_COLOR, GL_DST_COLOR, false },
  70. { GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false },
  71. { GL_SRC_ALPHA_SATURATE, GL_ONE, false },
  72. { GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true },
  73. { GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true },
  74. };
  75. static const GLenum s_blendEquation[] =
  76. {
  77. GL_FUNC_ADD,
  78. GL_FUNC_SUBTRACT,
  79. GL_FUNC_REVERSE_SUBTRACT,
  80. GL_MIN,
  81. GL_MAX,
  82. };
  83. static const GLenum s_depthFunc[] =
  84. {
  85. 0, // ignored
  86. GL_LESS,
  87. GL_LEQUAL,
  88. GL_EQUAL,
  89. GL_GEQUAL,
  90. GL_GREATER,
  91. GL_NOTEQUAL,
  92. GL_NEVER,
  93. GL_ALWAYS,
  94. };
  95. static const GLenum s_stencilFunc[] =
  96. {
  97. 0, // ignored
  98. GL_LESS,
  99. GL_LEQUAL,
  100. GL_EQUAL,
  101. GL_GEQUAL,
  102. GL_GREATER,
  103. GL_NOTEQUAL,
  104. GL_NEVER,
  105. GL_ALWAYS,
  106. };
  107. static const GLenum s_stencilOp[] =
  108. {
  109. GL_ZERO,
  110. GL_KEEP,
  111. GL_REPLACE,
  112. GL_INCR_WRAP,
  113. GL_INCR,
  114. GL_DECR_WRAP,
  115. GL_DECR,
  116. GL_INVERT,
  117. };
  118. static const GLenum s_stencilFace[] =
  119. {
  120. GL_FRONT_AND_BACK,
  121. GL_FRONT,
  122. GL_BACK,
  123. };
  124. struct RenderTargetColorFormat
  125. {
  126. GLenum m_internalFmt;
  127. GLenum m_type;
  128. uint8_t m_bpp;
  129. };
  130. // Specifies the internal format of the texture.
  131. // Must be one of the following symbolic constants:
  132. // GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA.
  133. static const RenderTargetColorFormat s_colorFormat[] =
  134. {
  135. { 0, 0, 0 }, // ignored
  136. { GL_RGBA8, GL_UNSIGNED_BYTE, 32 },
  137. { GL_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV, 32 },
  138. { GL_RGBA16, GL_UNSIGNED_SHORT, 64 },
  139. { GL_RGBA16F, GL_HALF_FLOAT, 64 },
  140. { GL_R16F, GL_HALF_FLOAT, 16 },
  141. { GL_R32F, GL_FLOAT, 32 },
  142. };
  143. static const GLenum s_depthFormat[] =
  144. {
  145. 0, // ignored
  146. 0,
  147. };
  148. static const GLenum s_textureAddress[] =
  149. {
  150. GL_REPEAT,
  151. GL_MIRRORED_REPEAT,
  152. GL_CLAMP_TO_EDGE,
  153. };
  154. static const GLenum s_textureFilterMag[] =
  155. {
  156. GL_LINEAR,
  157. GL_NEAREST,
  158. GL_LINEAR,
  159. };
  160. static const GLenum s_textureFilterMin[][3] =
  161. {
  162. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  163. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  164. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  165. };
  166. struct TextureFormatInfo
  167. {
  168. GLenum m_internalFmt;
  169. GLenum m_fmt;
  170. GLenum m_type;
  171. uint8_t m_bpp;
  172. bool m_supported;
  173. };
  174. static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  175. {
  176. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, 4, false },
  177. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, 8, false },
  178. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, 8, false },
  179. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, 4, false },
  180. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, 8, false },
  181. { GL_ZERO, GL_ZERO, GL_ZERO, 0, true },
  182. { GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, 8, true },
  183. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, 32, true },
  184. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, 32, true },
  185. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, 64, true },
  186. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, 64, true },
  187. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 16, true },
  188. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, 16, true },
  189. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, 16, true },
  190. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 32, true },
  191. };
  192. struct Extension
  193. {
  194. enum Enum
  195. {
  196. ANGLE_instanced_arrays,
  197. ANGLE_translated_shader_source,
  198. ARB_debug_output,
  199. ARB_framebuffer_sRGB,
  200. ARB_get_program_binary,
  201. ARB_half_float_vertex,
  202. ARB_instanced_arrays,
  203. ARB_multisample,
  204. ARB_sampler_objects,
  205. ARB_seamless_cube_map,
  206. ARB_texture_float,
  207. ARB_texture_multisample,
  208. ARB_texture_swizzle,
  209. ARB_timer_query,
  210. ARB_vertex_array_object,
  211. ARB_vertex_type_2_10_10_10_rev,
  212. ATI_meminfo,
  213. CHROMIUM_framebuffer_multisample,
  214. CHROMIUM_texture_compression_dxt3,
  215. CHROMIUM_texture_compression_dxt5,
  216. EXT_bgra,
  217. EXT_blend_color,
  218. EXT_blend_minmax,
  219. EXT_blend_subtract,
  220. EXT_framebuffer_blit,
  221. EXT_framebuffer_sRGB,
  222. EXT_occlusion_query_boolean,
  223. EXT_texture_compression_dxt1,
  224. EXT_texture_compression_latc,
  225. EXT_texture_compression_rgtc,
  226. EXT_texture_compression_s3tc,
  227. EXT_texture_filter_anisotropic,
  228. EXT_texture_format_BGRA8888,
  229. EXT_texture_sRGB,
  230. EXT_texture_storage,
  231. EXT_texture_swizzle,
  232. EXT_texture_type_2_10_10_10_REV,
  233. EXT_timer_query,
  234. NVX_gpu_memory_info,
  235. OES_get_program_binary,
  236. OES_rgb8_rgba8,
  237. OES_standard_derivatives,
  238. OES_texture_float,
  239. OES_texture_float_linear,
  240. OES_texture_half_float,
  241. OES_texture_half_float_linear,
  242. OES_vertex_array_object,
  243. OES_vertex_half_float,
  244. OES_vertex_type_10_10_10_2,
  245. Count
  246. };
  247. const char* m_name;
  248. bool m_supported;
  249. bool m_initialize;
  250. };
  251. static Extension s_extension[Extension::Count] =
  252. {
  253. { "GL_ANGLE_instanced_arrays", false, true },
  254. { "GL_ANGLE_translated_shader_source", false, true },
  255. { "GL_ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  256. { "GL_ARB_framebuffer_sRGB", false, true },
  257. { "GL_ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  258. { "GL_ARB_half_float_vertex", false, true },
  259. { "GL_ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  260. { "GL_ARB_multisample", false, true },
  261. { "GL_ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  262. { "GL_ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  263. { "GL_ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  264. { "GL_ARB_texture_multisample", false, true },
  265. { "GL_ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  266. { "GL_ARB_timer_query", false, true },
  267. { "GL_ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  268. { "GL_ARB_vertex_type_2_10_10_10_rev", false, true },
  269. { "GL_ATI_meminfo", false, true },
  270. { "GL_CHROMIUM_framebuffer_multisample", false, true },
  271. { "GL_CHROMIUM_texture_compression_dxt3", false, true },
  272. { "GL_CHROMIUM_texture_compression_dxt5", false, true },
  273. { "GL_EXT_bgra", false, true },
  274. { "GL_EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  275. { "GL_EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  276. { "GL_EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  277. { "GL_EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  278. { "GL_EXT_framebuffer_sRGB", false, true },
  279. { "GL_EXT_occlusion_query_boolean", false, true },
  280. { "GL_EXT_texture_compression_dxt1", false, true },
  281. { "GL_EXT_texture_compression_latc", false, true },
  282. { "GL_EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  283. { "GL_EXT_texture_compression_s3tc", false, true },
  284. { "GL_EXT_texture_filter_anisotropic", false, true },
  285. { "GL_EXT_texture_format_BGRA8888", false, true },
  286. { "GL_EXT_texture_sRGB", false, true },
  287. { "GL_EXT_texture_storage", false, true },
  288. { "GL_EXT_texture_swizzle", false, true },
  289. { "GL_EXT_texture_type_2_10_10_10_REV", false, true },
  290. { "GL_EXT_timer_query", false, true },
  291. { "GL_NVX_gpu_memory_info", false, true },
  292. { "GL_OES_get_program_binary", false, false },
  293. { "GL_OES_rgb8_rgba8", false, true },
  294. { "GL_OES_standard_derivatives", false, true },
  295. { "GL_OES_texture_float", false, true },
  296. { "GL_OES_texture_float_linear", false, true },
  297. { "GL_OES_texture_half_float", false, true },
  298. { "GL_OES_texture_half_float_linear", false, true },
  299. { "GL_OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  300. { "GL_OES_vertex_half_float", false, true },
  301. { "GL_OES_vertex_type_10_10_10_2", false, true },
  302. };
  303. #if BGFX_CONFIG_RENDERER_OPENGLES3
  304. # define s_vertexAttribDivisor glVertexAttribDivisor
  305. # define s_drawArraysInstanced glDrawArraysInstanced
  306. # define s_drawElementsInstanced glDrawElementsInstanced
  307. #else
  308. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  309. {
  310. }
  311. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  312. {
  313. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  314. }
  315. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  316. {
  317. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  318. }
  319. static PFNGLVERTEXATTRIBDIVISORBGFXPROC s_vertexAttribDivisor = stubVertexAttribDivisor;
  320. static PFNGLDRAWARRAYSINSTANCEDBGFXPROC s_drawArraysInstanced = stubDrawArraysInstanced;
  321. static PFNGLDRAWELEMENTSINSTANCEDBGFXPROC s_drawElementsInstanced = stubDrawElementsInstanced;
  322. #endif // BGFX_CONFIG_RENDERER_OPENGLES3
  323. #if BGFX_CONFIG_DEBUG_GREMEDY
  324. static void GL_APIENTRY stubStringMarkerGREMEDY(GLsizei /*_len*/, const GLvoid* /*_string*/)
  325. {
  326. }
  327. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  328. {
  329. }
  330. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  331. #if BX_PLATFORM_IOS
  332. PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOES = NULL;
  333. PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOES = NULL;
  334. PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOES = NULL;
  335. PFNGLPROGRAMBINARYOESPROC glProgramBinaryOES = NULL;
  336. PFNGLGETPROGRAMBINARYOESPROC glGetProgramBinaryOES = NULL;
  337. PFLGLDRAWARRAYSINSTANCEDANGLEPROC glDrawArraysInstanced = NULL;
  338. PFLGLDRAWELEMENTSINSTANCEDANGLEPROC glDrawElementsInstanced = NULL;
  339. #endif // BX_PLATFORM_IOS
  340. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  341. static void rgbaToBgra(uint8_t* _data, uint32_t _width, uint32_t _height)
  342. {
  343. uint32_t dstpitch = _width*4;
  344. for (uint32_t yy = 0; yy < _height; ++yy)
  345. {
  346. uint8_t* dst = &_data[yy*dstpitch];
  347. for (uint32_t xx = 0; xx < _width; ++xx)
  348. {
  349. uint8_t tmp = dst[0];
  350. dst[0] = dst[2];
  351. dst[2] = tmp;
  352. dst += 4;
  353. }
  354. }
  355. }
  356. static const char* getGLString(GLenum _name)
  357. {
  358. const char* str = (const char*)glGetString(_name);
  359. glGetError(); // ignore error if glGetString returns NULL.
  360. if (NULL != str)
  361. {
  362. return str;
  363. }
  364. return "<unknown>";
  365. }
  366. static uint32_t getGLStringHash(GLenum _name)
  367. {
  368. const char* str = (const char*)glGetString(_name);
  369. glGetError(); // ignore error if glGetString returns NULL.
  370. if (NULL != str)
  371. {
  372. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  373. }
  374. return 0;
  375. }
  376. void dumpExtensions(const char* _extensions)
  377. {
  378. if (NULL != _extensions)
  379. {
  380. char name[1024];
  381. const char* pos = _extensions;
  382. const char* end = _extensions + strlen(_extensions);
  383. while (pos < end)
  384. {
  385. uint32_t len;
  386. const char* space = strchr(pos, ' ');
  387. if (NULL != space)
  388. {
  389. len = uint32_min(sizeof(name), (uint32_t)(space - pos) );
  390. }
  391. else
  392. {
  393. len = uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  394. }
  395. strncpy(name, pos, len);
  396. name[len] = '\0';
  397. BX_TRACE("\t%s", name);
  398. pos += len+1;
  399. }
  400. }
  401. }
  402. #if BGFX_CONFIG_RENDERER_OPENGL
  403. const char* toString(GLenum _enum)
  404. {
  405. switch (_enum)
  406. {
  407. case GL_DEBUG_SOURCE_API_ARB: return "API";
  408. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  409. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  410. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  411. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  412. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  413. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  414. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  415. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  416. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  417. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  418. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  419. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  420. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  421. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  422. default:
  423. break;
  424. }
  425. return "<unknown>";
  426. }
  427. static void APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, GLvoid* /*_userParam*/)
  428. {
  429. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  430. , toString(_source)
  431. , toString(_type)
  432. , _id
  433. , toString(_severity)
  434. , _message
  435. );
  436. BX_UNUSED(_source, _type, _id, _severity, _message);
  437. }
  438. #endif // BGFX_CONFIG_RENDERER_OPENGL
  439. struct RendererContext
  440. {
  441. RendererContext()
  442. : m_rtMsaa(false)
  443. , m_capture(NULL)
  444. , m_captureSize(0)
  445. , m_maxAnisotropy(0.0f)
  446. , m_maxMsaa(0)
  447. , m_vao(0)
  448. , m_vaoSupport(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  449. , m_programBinarySupport(false)
  450. , m_textureSwizzleSupport(false)
  451. , m_useClearQuad(true)
  452. , m_flip(false)
  453. , m_postSwapBuffers(NULL)
  454. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  455. , m_backBufferFbo(0)
  456. , m_msaaBackBufferFbo(0)
  457. {
  458. m_rt.idx = invalidHandle;
  459. memset(&m_resolution, 0, sizeof(m_resolution) );
  460. }
  461. void updateResolution(const Resolution& _resolution)
  462. {
  463. if (m_resolution.m_width != _resolution.m_width
  464. || m_resolution.m_height != _resolution.m_height
  465. || m_resolution.m_flags != _resolution.m_flags)
  466. {
  467. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  468. m_textVideoMem.clear();
  469. m_resolution = _resolution;
  470. uint32_t msaa = 1<<( (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT);
  471. msaa = uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  472. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  473. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  474. updateCapture();
  475. }
  476. }
  477. uint32_t setRenderTarget(RenderTargetHandle _rt, uint32_t _height, bool _msaa = true)
  478. {
  479. if (m_rt.idx != invalidHandle
  480. && m_rt.idx != _rt.idx
  481. && m_rtMsaa)
  482. {
  483. RenderTarget& renderTarget = m_renderTargets[m_rt.idx];
  484. if (0 != renderTarget.m_fbo[1])
  485. {
  486. renderTarget.resolve();
  487. }
  488. }
  489. if (_rt.idx == invalidHandle)
  490. {
  491. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  492. }
  493. else
  494. {
  495. RenderTarget& renderTarget = m_renderTargets[_rt.idx];
  496. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, renderTarget.m_fbo[0]) );
  497. _height = renderTarget.m_height;
  498. }
  499. m_rt = _rt;
  500. m_rtMsaa = _msaa;
  501. return _height;
  502. }
  503. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  504. {
  505. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  506. if (1 < _msaa)
  507. {
  508. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  509. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  510. GL_CHECK(glGenRenderbuffers(3, m_msaaBackBufferRbos) );
  511. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  512. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  513. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  514. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  515. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  516. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  517. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  518. , "glCheckFramebufferStatus failed 0x%08x"
  519. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  520. );
  521. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  522. }
  523. #else
  524. BX_UNUSED(_width);
  525. BX_UNUSED(_height);
  526. BX_UNUSED(_msaa);
  527. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  528. }
  529. void destroyMsaaFbo()
  530. {
  531. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  532. if (0 != m_msaaBackBufferFbo)
  533. {
  534. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  535. GL_CHECK(glDeleteRenderbuffers(3, m_msaaBackBufferRbos) );
  536. m_msaaBackBufferFbo = 0;
  537. }
  538. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  539. }
  540. void blitMsaaFbo()
  541. {
  542. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  543. if (0 != m_msaaBackBufferFbo)
  544. {
  545. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  546. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  547. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  548. uint32_t width = m_resolution.m_width;
  549. uint32_t height = m_resolution.m_height;
  550. GL_CHECK(glBlitFramebuffer(0
  551. , 0
  552. , width
  553. , height
  554. , 0
  555. , 0
  556. , width
  557. , height
  558. , GL_COLOR_BUFFER_BIT
  559. , GL_LINEAR
  560. ) );
  561. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  562. }
  563. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  564. }
  565. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  566. {
  567. if (_width != 0
  568. || _height != 0)
  569. {
  570. if (!m_glctx.isValid() )
  571. {
  572. m_glctx.create(_width, _height);
  573. #if BX_PLATFORM_IOS
  574. // BK - Temp, need to figure out how to deal with FBO created by context.
  575. m_backBufferFbo = m_glctx.m_fbo;
  576. m_msaaBackBufferFbo = m_glctx.m_fbo;
  577. #endif // BX_PLATFORM_IOS
  578. }
  579. else
  580. {
  581. destroyMsaaFbo();
  582. m_glctx.resize(_width, _height, _vsync);
  583. createMsaaFbo(_width, _height, _msaa);
  584. }
  585. }
  586. m_flip = true;
  587. }
  588. void flip()
  589. {
  590. if (m_flip)
  591. {
  592. m_glctx.swap();
  593. }
  594. if (NULL != m_postSwapBuffers)
  595. {
  596. m_postSwapBuffers(m_resolution.m_width, m_resolution.m_height);
  597. }
  598. }
  599. void invalidateCache()
  600. {
  601. if (m_vaoSupport)
  602. {
  603. m_vaoStateCache.invalidate();
  604. }
  605. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  606. if (m_samplerObjectSupport)
  607. {
  608. m_samplerStateCache.invalidate();
  609. }
  610. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  611. }
  612. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  613. {
  614. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  615. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  616. {
  617. GLuint sampler = m_samplerStateCache.find(_flags);
  618. if (UINT32_MAX == sampler)
  619. {
  620. sampler = m_samplerStateCache.add(_flags);
  621. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  622. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  623. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  624. uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  625. uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  626. uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  627. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  628. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  629. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  630. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  631. && 0.0f < m_maxAnisotropy)
  632. {
  633. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  634. }
  635. }
  636. GL_CHECK(glBindSampler(_stage, sampler) );
  637. }
  638. else
  639. {
  640. GL_CHECK(glBindSampler(_stage, 0) );
  641. }
  642. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  643. }
  644. void updateCapture()
  645. {
  646. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  647. {
  648. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  649. m_capture = g_realloc(m_capture, m_captureSize);
  650. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  651. }
  652. else
  653. {
  654. if (NULL != m_capture)
  655. {
  656. g_callback->captureEnd();
  657. g_free(m_capture);
  658. m_capture = NULL;
  659. m_captureSize = 0;
  660. }
  661. }
  662. }
  663. void capture()
  664. {
  665. if (NULL != m_capture)
  666. {
  667. GLint fmt = s_extension[Extension::EXT_texture_format_BGRA8888].m_supported ? GL_BGRA_EXT : GL_RGBA;
  668. GL_CHECK(glReadPixels(0
  669. , 0
  670. , m_resolution.m_width
  671. , m_resolution.m_height
  672. , fmt
  673. , GL_UNSIGNED_BYTE
  674. , m_capture
  675. ) );
  676. g_callback->captureFrame(m_capture, m_captureSize);
  677. }
  678. }
  679. void saveScreenShot(const char* _filePath)
  680. {
  681. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  682. uint8_t* data = (uint8_t*)g_realloc(NULL, length);
  683. GLint fmt = s_extension[Extension::EXT_texture_format_BGRA8888].m_supported ? GL_BGRA_EXT : GL_RGBA;
  684. uint32_t width = m_resolution.m_width;
  685. uint32_t height = m_resolution.m_height;
  686. GL_CHECK(glReadPixels(0
  687. , 0
  688. , width
  689. , height
  690. , fmt
  691. , GL_UNSIGNED_BYTE
  692. , data
  693. ) );
  694. if (GL_RGBA == fmt)
  695. {
  696. rgbaToBgra(data, width, height);
  697. }
  698. g_callback->screenShot(_filePath
  699. , width
  700. , height
  701. , width*4
  702. , data
  703. , length
  704. , true
  705. );
  706. g_free(data);
  707. }
  708. void init()
  709. {
  710. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  711. m_vendor = getGLString(GL_VENDOR);
  712. m_renderer = getGLString(GL_RENDERER);
  713. m_version = getGLString(GL_VERSION);
  714. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  715. #if BGFX_CONFIG_DEBUG_GREMEDY
  716. if (NULL == glStringMarkerGREMEDY
  717. || NULL == glFrameTerminatorGREMEDY)
  718. {
  719. glStringMarkerGREMEDY = stubStringMarkerGREMEDY;
  720. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  721. }
  722. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  723. #if BGFX_CONFIG_RENDERER_OPENGL
  724. m_queries.create();
  725. #endif // BGFX_CONFIG_RENDERER_OPENGL
  726. }
  727. void shutdown()
  728. {
  729. invalidateCache();
  730. #if BGFX_CONFIG_RENDERER_OPENGL
  731. m_queries.destroy();
  732. #endif // BGFX_CONFIG_RENDERER_OPENGL
  733. destroyMsaaFbo();
  734. m_glctx.destroy();
  735. m_flip = false;
  736. }
  737. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  738. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  739. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  740. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  741. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  742. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  743. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  744. RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS];
  745. UniformRegistry m_uniformReg;
  746. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  747. #if BGFX_CONFIG_RENDERER_OPENGL
  748. Queries m_queries;
  749. #endif // BGFX_CONFIG_RENDERER_OPENGL
  750. VaoStateCache m_vaoStateCache;
  751. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  752. SamplerStateCache m_samplerStateCache;
  753. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  754. TextVideoMem m_textVideoMem;
  755. RenderTargetHandle m_rt;
  756. bool m_rtMsaa;
  757. Resolution m_resolution;
  758. void* m_capture;
  759. uint32_t m_captureSize;
  760. float m_maxAnisotropy;
  761. int32_t m_maxMsaa;
  762. GLuint m_vao;
  763. bool m_vaoSupport;
  764. bool m_samplerObjectSupport;
  765. bool m_programBinarySupport;
  766. bool m_textureSwizzleSupport;
  767. bool m_useClearQuad;
  768. bool m_flip;
  769. PostSwapBuffersFn m_postSwapBuffers;
  770. uint64_t m_hash;
  771. GLuint m_backBufferFbo;
  772. GLuint m_msaaBackBufferFbo;
  773. GLuint m_msaaBackBufferRbos[2];
  774. GlContext m_glctx;
  775. const char* m_vendor;
  776. const char* m_renderer;
  777. const char* m_version;
  778. const char* m_glslVersion;
  779. };
  780. RendererContext s_renderCtx;
  781. #if BX_PLATFORM_NACL
  782. static void GL_APIENTRY naclVertexAttribDivisor(GLuint _index, GLuint _divisor)
  783. {
  784. s_renderCtx.m_glctx.m_instancedArrays->VertexAttribDivisorANGLE(s_renderCtx.m_glctx.m_context, _index, _divisor);
  785. }
  786. static void GL_APIENTRY naclDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei _primcount)
  787. {
  788. s_renderCtx.m_glctx.m_instancedArrays->DrawArraysInstancedANGLE(s_renderCtx.m_glctx.m_context, _mode, _first, _count, _primcount);
  789. }
  790. static void GL_APIENTRY naclDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei _primcount)
  791. {
  792. s_renderCtx.m_glctx.m_instancedArrays->DrawElementsInstancedANGLE(s_renderCtx.m_glctx.m_context, _mode, _count, _type, _indices, _primcount);
  793. }
  794. void naclSetIntefraces(PP_Instance _instance, const PPB_Instance* _instInterface, const PPB_Graphics3D* _graphicsInterface, PostSwapBuffersFn _postSwapBuffers)
  795. {
  796. s_renderCtx.m_glctx.m_instance = _instance;
  797. s_renderCtx.m_glctx.m_instInterface = _instInterface;
  798. s_renderCtx.m_glctx.m_graphicsInterface = _graphicsInterface;
  799. s_renderCtx.m_postSwapBuffers = _postSwapBuffers;
  800. s_renderCtx.m_glctx.m_instancedArrays = glGetInstancedArraysInterfacePPAPI();
  801. s_renderCtx.setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  802. if (NULL != s_renderCtx.m_glctx.m_instancedArrays)
  803. {
  804. s_vertexAttribDivisor = naclVertexAttribDivisor;
  805. s_drawArraysInstanced = naclDrawArraysInstanced;
  806. s_drawElementsInstanced = naclDrawElementsInstanced;
  807. }
  808. }
  809. void naclSwapCompleteCb(void* /*_data*/, int32_t /*_result*/)
  810. {
  811. renderFrame();
  812. }
  813. #endif // BX_PLATFORM_
  814. const char* glslTypeName(GLuint _type)
  815. {
  816. #define GLSL_TYPE(_ty) case _ty: return #_ty
  817. switch (_type)
  818. {
  819. GLSL_TYPE(GL_FLOAT);
  820. GLSL_TYPE(GL_FLOAT_VEC2);
  821. GLSL_TYPE(GL_FLOAT_VEC3);
  822. GLSL_TYPE(GL_FLOAT_VEC4);
  823. GLSL_TYPE(GL_FLOAT_MAT2);
  824. GLSL_TYPE(GL_FLOAT_MAT3);
  825. GLSL_TYPE(GL_FLOAT_MAT4);
  826. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  827. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  828. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  829. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  830. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  831. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  832. // GLSL_TYPE(GL_SAMPLER_1D);
  833. GLSL_TYPE(GL_SAMPLER_2D);
  834. GLSL_TYPE(GL_SAMPLER_3D);
  835. GLSL_TYPE(GL_SAMPLER_CUBE);
  836. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  837. // GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  838. }
  839. #undef GLSL_TYPE
  840. return "UNKNOWN GLSL TYPE!";
  841. }
  842. const char* glEnumName(GLenum _enum)
  843. {
  844. #define GLENUM(_ty) case _ty: return #_ty
  845. switch (_enum)
  846. {
  847. GLENUM(GL_TEXTURE);
  848. GLENUM(GL_RENDERBUFFER);
  849. }
  850. #undef GLENUM
  851. return "UNKNOWN GLENUM!";
  852. }
  853. UniformType::Enum convertGlType(GLenum _type)
  854. {
  855. switch (_type)
  856. {
  857. case GL_FLOAT:
  858. return UniformType::Uniform1fv;
  859. case GL_FLOAT_VEC2:
  860. return UniformType::Uniform2fv;
  861. case GL_FLOAT_VEC3:
  862. return UniformType::Uniform3fv;
  863. case GL_FLOAT_VEC4:
  864. return UniformType::Uniform4fv;
  865. case GL_FLOAT_MAT2:
  866. break;
  867. case GL_FLOAT_MAT3:
  868. return UniformType::Uniform3x3fv;
  869. case GL_FLOAT_MAT4:
  870. return UniformType::Uniform4x4fv;
  871. // case GL_FLOAT_MAT2x3:
  872. // case GL_FLOAT_MAT2x4:
  873. // case GL_FLOAT_MAT3x2:
  874. // case GL_FLOAT_MAT3x4:
  875. // case GL_FLOAT_MAT4x2:
  876. // case GL_FLOAT_MAT4x3:
  877. // break;
  878. // case GL_SAMPLER_1D:
  879. case GL_SAMPLER_2D:
  880. case GL_SAMPLER_3D:
  881. case GL_SAMPLER_CUBE:
  882. // case GL_SAMPLER_1D_SHADOW:
  883. // case GL_SAMPLER_2D_SHADOW:
  884. return UniformType::Uniform1iv;
  885. };
  886. return UniformType::End;
  887. }
  888. void Program::create(const Shader& _vsh, const Shader& _fsh)
  889. {
  890. m_id = glCreateProgram();
  891. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  892. bool cached = false;
  893. uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  894. id ^= s_renderCtx.m_hash;
  895. if (s_renderCtx.m_programBinarySupport)
  896. {
  897. uint32_t length = g_callback->cacheReadSize(id);
  898. cached = length > 0;
  899. if (cached)
  900. {
  901. void* data = g_realloc(NULL, length);
  902. if (g_callback->cacheRead(id, data, length) )
  903. {
  904. bx::MemoryReader reader(data, length);
  905. GLenum format;
  906. bx::read(&reader, format);
  907. GL_CHECK(glProgramBinary(m_id, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  908. }
  909. g_free(data);
  910. }
  911. #if BGFX_CONFIG_RENDERER_OPENGL
  912. GL_CHECK(glProgramParameteri(m_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  913. #endif // BGFX_CONFIG_RENDERER_OPENGL
  914. }
  915. if (!cached)
  916. {
  917. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  918. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  919. GL_CHECK(glLinkProgram(m_id) );
  920. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  921. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  922. GLint linked = 0;
  923. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  924. if (0 == linked)
  925. {
  926. char log[1024];
  927. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  928. BX_TRACE("%d: %s", linked, log);
  929. GL_CHECK(glDeleteProgram(m_id) );
  930. return;
  931. }
  932. if (s_renderCtx.m_programBinarySupport)
  933. {
  934. GLint programLength;
  935. GLenum format;
  936. GL_CHECK(glGetProgramiv(m_id, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  937. if (0 < programLength)
  938. {
  939. uint32_t length = programLength + 4;
  940. uint8_t* data = (uint8_t*)g_realloc(NULL, length);
  941. GL_CHECK(glGetProgramBinary(m_id, programLength, NULL, &format, &data[4]) );
  942. *(uint32_t*)data = format;
  943. g_callback->cacheWrite(id, data, length);
  944. g_free(data);
  945. }
  946. }
  947. }
  948. init();
  949. }
  950. void Program::destroy()
  951. {
  952. GL_CHECK(glUseProgram(0) );
  953. GL_CHECK(glDeleteProgram(m_id) );
  954. m_vcref.invalidate(s_renderCtx.m_vaoStateCache);
  955. }
  956. void Program::init()
  957. {
  958. GLint activeAttribs;
  959. GLint activeUniforms;
  960. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) );
  961. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  962. GLint max0, max1;
  963. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  964. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  965. GLint maxLength = uint32_max(max0, max1);
  966. char* name = (char*)g_realloc(NULL, maxLength + 1);
  967. BX_TRACE("Program %d", m_id);
  968. BX_TRACE("Attributes:");
  969. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  970. {
  971. GLint size;
  972. GLenum type;
  973. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  974. BX_TRACE("\t%s %s is at location %d"
  975. , glslTypeName(type)
  976. , name
  977. , glGetAttribLocation(m_id, name)
  978. );
  979. }
  980. m_numPredefined = 0;
  981. m_constantBuffer = ConstantBuffer::create(1024);
  982. m_numSamplers = 0;
  983. BX_TRACE("Uniforms:");
  984. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  985. {
  986. GLint num;
  987. GLenum gltype;
  988. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  989. GLint loc = glGetUniformLocation(m_id, name);
  990. int offset = 0;
  991. char* array = strchr(name, '[');
  992. if (NULL != array)
  993. {
  994. BX_TRACE("--- %s", name);
  995. *array = '\0';
  996. array++;
  997. char* end = strchr(array, ']');
  998. *end = '\0';
  999. offset = atoi(array);
  1000. }
  1001. if (GL_SAMPLER_2D == gltype)
  1002. {
  1003. BX_TRACE("Sampler %d at %d.", m_numSamplers, loc);
  1004. m_sampler[m_numSamplers] = loc;
  1005. m_numSamplers++;
  1006. }
  1007. const void* data = NULL;
  1008. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1009. if (PredefinedUniform::Count != predefined)
  1010. {
  1011. m_predefined[m_numPredefined].m_loc = loc;
  1012. m_predefined[m_numPredefined].m_type = predefined;
  1013. m_predefined[m_numPredefined].m_count = num;
  1014. m_numPredefined++;
  1015. }
  1016. else
  1017. {
  1018. const UniformInfo* info = s_renderCtx.m_uniformReg.find(name);
  1019. if (NULL != info)
  1020. {
  1021. data = info->m_data;
  1022. UniformType::Enum type = convertGlType(gltype);
  1023. m_constantBuffer->writeUniformRef(type, 0, data, num);
  1024. m_constantBuffer->write(loc);
  1025. BX_TRACE("store %s %p", name, data);
  1026. }
  1027. }
  1028. BX_TRACE("\tuniform %s %s%s is at location %d, size %d (%p), offset %d"
  1029. , glslTypeName(gltype)
  1030. , name
  1031. , PredefinedUniform::Count != predefined ? "*" : ""
  1032. , loc
  1033. , num
  1034. , data
  1035. , offset
  1036. );
  1037. BX_UNUSED(offset);
  1038. }
  1039. m_constantBuffer->finish();
  1040. g_free(name);
  1041. memset(m_attributes, 0xff, sizeof(m_attributes) );
  1042. uint32_t used = 0;
  1043. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1044. {
  1045. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  1046. if (-1 != loc)
  1047. {
  1048. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  1049. m_attributes[ii] = loc;
  1050. m_used[used++] = ii;
  1051. }
  1052. }
  1053. m_used[used] = Attrib::Count;
  1054. used = 0;
  1055. for (uint32_t ii = 0; ii < countof(s_instanceDataName); ++ii)
  1056. {
  1057. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  1058. if (GLuint(-1) != loc )
  1059. {
  1060. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  1061. m_instanceData[used++] = loc;
  1062. }
  1063. }
  1064. m_instanceData[used] = 0xffff;
  1065. }
  1066. void Program::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  1067. {
  1068. uint32_t enabled = 0;
  1069. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  1070. {
  1071. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  1072. GLint loc = m_attributes[attr];
  1073. uint8_t num;
  1074. AttribType::Enum type;
  1075. bool normalized;
  1076. bool asInt;
  1077. _vertexDecl.decode(attr, num, type, normalized, asInt);
  1078. if (-1 != loc
  1079. && 0xff != _vertexDecl.m_attributes[attr])
  1080. {
  1081. GL_CHECK(glEnableVertexAttribArray(loc) );
  1082. enabled |= 1<<attr;
  1083. GL_CHECK(s_vertexAttribDivisor(loc, 0) );
  1084. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  1085. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  1086. }
  1087. else
  1088. {
  1089. // GL_CHECK(glDisableVertexAttribArray(loc) );
  1090. switch (num)
  1091. {
  1092. case 1:
  1093. GL_CHECK(glVertexAttrib1f(loc, 0.0f) );
  1094. break;
  1095. case 2:
  1096. GL_CHECK(glVertexAttrib2f(loc, 0.0f, 0.0f) );
  1097. break;
  1098. case 3:
  1099. GL_CHECK(glVertexAttrib3f(loc, 0.0f, 0.0f, 0.0f) );
  1100. break;
  1101. case 4:
  1102. GL_CHECK(glVertexAttrib4f(loc, 0.0f, 0.0f, 0.0f, 0.0f) );
  1103. break;
  1104. default:
  1105. BX_CHECK(false, "You should not be here!");
  1106. break;
  1107. }
  1108. }
  1109. }
  1110. }
  1111. void Program::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  1112. {
  1113. uint32_t baseVertex = _baseVertex;
  1114. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  1115. {
  1116. GLint loc = m_instanceData[ii];
  1117. GL_CHECK(glEnableVertexAttribArray(loc) );
  1118. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  1119. GL_CHECK(s_vertexAttribDivisor(loc, 1) );
  1120. baseVertex += 16;
  1121. }
  1122. }
  1123. void IndexBuffer::destroy()
  1124. {
  1125. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  1126. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1127. m_vcref.invalidate(s_renderCtx.m_vaoStateCache);
  1128. }
  1129. void VertexBuffer::destroy()
  1130. {
  1131. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  1132. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1133. m_vcref.invalidate(s_renderCtx.m_vaoStateCache);
  1134. }
  1135. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _pixels)
  1136. {
  1137. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1138. if (_target == GL_TEXTURE_3D)
  1139. {
  1140. GL_CHECK(glTexImage3D(_target
  1141. , _level
  1142. , _internalFormat
  1143. , _width
  1144. , _height
  1145. , _depth
  1146. , _border
  1147. , _format
  1148. , _type
  1149. , _pixels
  1150. ) );
  1151. }
  1152. else
  1153. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1154. {
  1155. BX_UNUSED(_depth);
  1156. GL_CHECK(glTexImage2D(_target
  1157. , _level
  1158. , _internalFormat
  1159. , _width
  1160. , _height
  1161. , _border
  1162. , _format
  1163. , _type
  1164. , _pixels
  1165. ) );
  1166. }
  1167. }
  1168. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  1169. {
  1170. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1171. if (_target == GL_TEXTURE_3D)
  1172. {
  1173. GL_CHECK(glCompressedTexImage3D(_target
  1174. , _level
  1175. , _internalformat
  1176. , _width
  1177. , _height
  1178. , _depth
  1179. , _border
  1180. , _imageSize
  1181. , _data
  1182. ) );
  1183. }
  1184. else
  1185. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1186. {
  1187. BX_UNUSED(_depth);
  1188. GL_CHECK(glCompressedTexImage2D(_target
  1189. , _level
  1190. , _internalformat
  1191. , _width
  1192. , _height
  1193. , _border
  1194. , _imageSize
  1195. , _data
  1196. ) );
  1197. }
  1198. }
  1199. void Texture::init(GLenum _target, uint8_t _numMips, uint32_t _flags)
  1200. {
  1201. m_target = _target;
  1202. m_numMips = _numMips;
  1203. m_flags = _flags;
  1204. m_currentFlags = UINT32_MAX;
  1205. GL_CHECK(glGenTextures(1, &m_id) );
  1206. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1207. GL_CHECK(glBindTexture(_target, m_id) );
  1208. setSamplerState(_flags);
  1209. }
  1210. void Texture::create(const Memory* _mem, uint32_t _flags)
  1211. {
  1212. Dds dds;
  1213. if (parseDds(dds, _mem) )
  1214. {
  1215. uint8_t numMips = dds.m_numMips;
  1216. if (dds.m_cubeMap)
  1217. {
  1218. init(GL_TEXTURE_CUBE_MAP, numMips, _flags);
  1219. }
  1220. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1221. else if (dds.m_depth > 1)
  1222. {
  1223. init(GL_TEXTURE_3D, numMips, _flags);
  1224. }
  1225. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1226. else
  1227. {
  1228. init(GL_TEXTURE_2D, numMips, _flags);
  1229. }
  1230. const TextureFormatInfo& tfi = s_textureFormat[dds.m_type];
  1231. GLenum internalFmt = tfi.m_internalFmt;
  1232. m_fmt = tfi.m_fmt;
  1233. m_type = tfi.m_type;
  1234. GLenum target = m_target;
  1235. if (dds.m_cubeMap)
  1236. {
  1237. target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
  1238. }
  1239. if (!tfi.m_supported
  1240. || TextureFormat::Unknown < dds.m_type)
  1241. {
  1242. uint8_t textureFormat = dds.m_type;
  1243. bool decompress = TextureFormat::Unknown > textureFormat;
  1244. uint32_t bpp = tfi.m_bpp;
  1245. if (decompress)
  1246. {
  1247. textureFormat = TextureFormat::BGRA8;
  1248. const TextureFormatInfo& tfi = s_textureFormat[textureFormat];
  1249. internalFmt = tfi.m_internalFmt;
  1250. m_fmt = tfi.m_fmt;
  1251. m_type = tfi.m_type;
  1252. bpp = tfi.m_bpp;
  1253. }
  1254. bool swizzle = GL_RGBA == m_fmt;
  1255. #if BGFX_CONFIG_RENDERER_OPENGL
  1256. if (swizzle
  1257. && s_renderCtx.m_textureSwizzleSupport)
  1258. {
  1259. swizzle = false;
  1260. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  1261. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  1262. }
  1263. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1264. uint8_t* bits = (uint8_t*)g_realloc(NULL, dds.m_width*dds.m_height*bpp/8);
  1265. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1266. {
  1267. uint32_t width = dds.m_width;
  1268. uint32_t height = dds.m_height;
  1269. uint32_t depth = dds.m_depth;
  1270. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1271. {
  1272. width = uint32_max(1, width);
  1273. height = uint32_max(1, height);
  1274. depth = uint32_max(1, depth);
  1275. Mip mip;
  1276. if (getRawImageData(dds, side, lod, _mem, mip) )
  1277. {
  1278. mip.decode(bits);
  1279. if (swizzle)
  1280. {
  1281. rgbaToBgra(bits, width, height);
  1282. }
  1283. texImage(target+side
  1284. , lod
  1285. , internalFmt
  1286. , width
  1287. , height
  1288. , depth
  1289. , 0
  1290. , m_fmt
  1291. , m_type
  1292. , bits
  1293. );
  1294. }
  1295. width >>= 1;
  1296. height >>= 1;
  1297. depth >>= 1;
  1298. }
  1299. }
  1300. g_free(bits);
  1301. }
  1302. else
  1303. {
  1304. m_compressed = true;
  1305. for (uint8_t side = 0, numSides = dds.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1306. {
  1307. uint32_t width = dds.m_width;
  1308. uint32_t height = dds.m_height;
  1309. uint32_t depth = dds.m_depth;
  1310. for (uint32_t ii = 0, num = numMips; ii < num; ++ii)
  1311. {
  1312. width = uint32_max(1, width);
  1313. height = uint32_max(1, height);
  1314. depth = uint32_max(1, depth);
  1315. Mip mip;
  1316. if (getRawImageData(dds, side, ii, _mem, mip) )
  1317. {
  1318. compressedTexImage(target+side
  1319. , ii
  1320. , internalFmt
  1321. , width
  1322. , height
  1323. , depth
  1324. , 0
  1325. , mip.m_size
  1326. , mip.m_data
  1327. );
  1328. }
  1329. width >>= 1;
  1330. height >>= 1;
  1331. depth >>= 1;
  1332. }
  1333. }
  1334. }
  1335. }
  1336. else
  1337. {
  1338. bx::MemoryReader reader(_mem->data, _mem->size);
  1339. uint32_t magic;
  1340. bx::read(&reader, magic);
  1341. if (BGFX_CHUNK_MAGIC_TEX == magic)
  1342. {
  1343. TextureCreate tc;
  1344. bx::read(&reader, tc);
  1345. uint8_t numMips = tc.m_numMips;
  1346. if (tc.m_cubeMap)
  1347. {
  1348. init(GL_TEXTURE_CUBE_MAP, numMips, _flags);
  1349. }
  1350. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1351. else if (tc.m_depth > 1)
  1352. {
  1353. init(GL_TEXTURE_3D, numMips, _flags);
  1354. }
  1355. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1356. else
  1357. {
  1358. init(GL_TEXTURE_2D, numMips, _flags);
  1359. }
  1360. const TextureFormatInfo& tfi = s_textureFormat[tc.m_format];
  1361. GLenum internalFmt = tfi.m_internalFmt;
  1362. m_fmt = tfi.m_fmt;
  1363. m_type = tfi.m_type;
  1364. m_compressed = tc.m_format < TextureFormat::Unknown;
  1365. GLenum target = m_target;
  1366. if (tc.m_cubeMap)
  1367. {
  1368. target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
  1369. }
  1370. uint32_t bpp = tfi.m_bpp;
  1371. uint8_t* data = NULL != tc.m_mem ? tc.m_mem->data : NULL;
  1372. uint32_t min = m_compressed ? 4 : 1;
  1373. bool swizzle = GL_RGBA == m_fmt;
  1374. #if BGFX_CONFIG_RENDERER_OPENGL
  1375. if (swizzle
  1376. && s_renderCtx.m_textureSwizzleSupport)
  1377. {
  1378. swizzle = false;
  1379. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  1380. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  1381. }
  1382. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1383. for (uint8_t side = 0, numSides = tc.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1384. {
  1385. uint32_t width = tc.m_width;
  1386. uint32_t height = tc.m_height;
  1387. uint32_t depth = tc.m_depth;
  1388. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1389. {
  1390. width = uint32_max(width, min);
  1391. height = uint32_max(height, min);
  1392. depth = uint32_max(1, depth);
  1393. uint32_t size = width*height*bpp/8;
  1394. if (m_compressed)
  1395. {
  1396. compressedTexImage(target+side
  1397. , lod
  1398. , internalFmt
  1399. , width
  1400. , height
  1401. , depth
  1402. , 0
  1403. , size
  1404. , data
  1405. );
  1406. }
  1407. else
  1408. {
  1409. if (NULL != data
  1410. && swizzle)
  1411. {
  1412. rgbaToBgra(data, width, height);
  1413. }
  1414. texImage(target+side
  1415. , lod
  1416. , internalFmt
  1417. , width
  1418. , height
  1419. , depth
  1420. , 0
  1421. , m_fmt
  1422. , m_type
  1423. , data
  1424. );
  1425. }
  1426. if (NULL != data)
  1427. {
  1428. data += size;
  1429. }
  1430. width >>= 1;
  1431. height >>= 1;
  1432. depth >>= 1;
  1433. }
  1434. }
  1435. if (NULL != tc.m_mem)
  1436. {
  1437. release(tc.m_mem);
  1438. }
  1439. }
  1440. else
  1441. {
  1442. //
  1443. }
  1444. }
  1445. GL_CHECK(glBindTexture(m_target, 0) );
  1446. }
  1447. void Texture::createColor(uint32_t _colorFormat, uint32_t _width, uint32_t _height, GLenum _min, GLenum _mag)
  1448. {
  1449. const RenderTargetColorFormat& rtcf = s_colorFormat[_colorFormat];
  1450. GLenum internalFormat = rtcf.m_internalFmt;
  1451. GLenum type = rtcf.m_type;
  1452. m_target = GL_TEXTURE_2D;
  1453. m_numMips = 1;
  1454. // m_flags = _flags;
  1455. m_currentFlags = UINT32_MAX;
  1456. GL_CHECK(glGenTextures(1, &m_id) );
  1457. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1458. GL_CHECK(glBindTexture(m_target, m_id) );
  1459. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1460. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
  1461. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1462. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, _min) );
  1463. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, _mag) );
  1464. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
  1465. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
  1466. GL_CHECK(glTexImage2D(m_target
  1467. , 0
  1468. , internalFormat
  1469. , _width
  1470. , _height
  1471. , 0
  1472. , GL_RGBA
  1473. , type
  1474. , NULL
  1475. ) );
  1476. GL_CHECK(glBindTexture(m_target, 0) );
  1477. }
  1478. void Texture::createDepth(uint32_t _width, uint32_t _height)
  1479. {
  1480. m_target = GL_TEXTURE_2D;
  1481. m_numMips = 1;
  1482. GL_CHECK(glGenTextures(1, &m_id) );
  1483. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1484. GL_CHECK(glBindTexture(m_target, m_id) );
  1485. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1486. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
  1487. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1488. // GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  1489. // GL_CHECK(glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE) );
  1490. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
  1491. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR) );
  1492. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
  1493. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) );
  1494. // OpenGL ES 2.0 doesn't support GL_DEPTH_COMPONENT... this will fail.
  1495. GL_CHECK(glTexImage2D(m_target
  1496. , 0
  1497. , GL_DEPTH_COMPONENT
  1498. , _width
  1499. , _height
  1500. , 0
  1501. , GL_DEPTH_COMPONENT
  1502. , GL_FLOAT
  1503. , NULL
  1504. ) );
  1505. GL_CHECK(glBindTexture(m_target, 0) );
  1506. }
  1507. void Texture::destroy()
  1508. {
  1509. if (0 != m_id)
  1510. {
  1511. GL_CHECK(glBindTexture(m_target, 0) );
  1512. GL_CHECK(glDeleteTextures(1, &m_id) );
  1513. m_id = 0;
  1514. }
  1515. }
  1516. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  1517. {
  1518. BX_UNUSED(_z);
  1519. BX_UNUSED(_depth);
  1520. GL_CHECK(glBindTexture(m_target, m_id) );
  1521. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  1522. switch (m_target)
  1523. {
  1524. case GL_TEXTURE_2D:
  1525. if (m_compressed)
  1526. {
  1527. GL_CHECK(glCompressedTexSubImage2D(m_target
  1528. , _mip
  1529. , _rect.m_x
  1530. , _rect.m_y
  1531. , _rect.m_width
  1532. , _rect.m_height
  1533. , m_fmt
  1534. , _mem->size
  1535. , _mem->data
  1536. ) );
  1537. }
  1538. else
  1539. {
  1540. GL_CHECK(glTexSubImage2D(m_target
  1541. , _mip
  1542. , _rect.m_x
  1543. , _rect.m_y
  1544. , _rect.m_width
  1545. , _rect.m_height
  1546. , m_fmt
  1547. , m_type
  1548. , _mem->data
  1549. ) );
  1550. }
  1551. break;
  1552. case GL_TEXTURE_CUBE_MAP:
  1553. if (m_compressed)
  1554. {
  1555. GL_CHECK(glCompressedTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+_side
  1556. , _mip
  1557. , _rect.m_x
  1558. , _rect.m_y
  1559. , _rect.m_width
  1560. , _rect.m_height
  1561. , m_fmt
  1562. , _mem->size
  1563. , _mem->data
  1564. ) );
  1565. }
  1566. else
  1567. {
  1568. GL_CHECK(glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+_side
  1569. , _mip
  1570. , _rect.m_x
  1571. , _rect.m_y
  1572. , _rect.m_width
  1573. , _rect.m_height
  1574. , m_fmt
  1575. , m_type
  1576. , _mem->data
  1577. ) );
  1578. }
  1579. break;
  1580. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1581. case GL_TEXTURE_3D:
  1582. if (m_compressed)
  1583. {
  1584. GL_CHECK(glCompressedTexSubImage3D(m_target
  1585. , _mip
  1586. , _rect.m_x
  1587. , _rect.m_y
  1588. , _z
  1589. , _rect.m_width
  1590. , _rect.m_height
  1591. , _depth
  1592. , m_fmt
  1593. , _mem->size
  1594. , _mem->data
  1595. ) );
  1596. }
  1597. else
  1598. {
  1599. GL_CHECK(glTexSubImage3D(m_target
  1600. , _mip
  1601. , _rect.m_x
  1602. , _rect.m_y
  1603. , _z
  1604. , _rect.m_width
  1605. , _rect.m_height
  1606. , _depth
  1607. , m_fmt
  1608. , m_type
  1609. , _mem->data
  1610. ) );
  1611. }
  1612. break;
  1613. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1614. }
  1615. }
  1616. void Texture::setSamplerState(uint32_t _flags)
  1617. {
  1618. const uint32_t flags = _flags&(~BGFX_TEXTURE_RESERVED_MASK);
  1619. if ( (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) && m_flags != m_currentFlags)
  1620. || m_currentFlags != flags)
  1621. {
  1622. const GLenum target = m_target;
  1623. const uint8_t numMips = m_numMips;
  1624. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  1625. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  1626. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1627. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  1628. if (target == GL_TEXTURE_3D)
  1629. {
  1630. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  1631. }
  1632. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1633. uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  1634. uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  1635. uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  1636. GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  1637. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  1638. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  1639. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  1640. && 0.0f < s_renderCtx.m_maxAnisotropy)
  1641. {
  1642. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderCtx.m_maxAnisotropy) );
  1643. }
  1644. m_currentFlags = flags;
  1645. }
  1646. }
  1647. void Texture::commit(uint32_t _stage, uint32_t _flags)
  1648. {
  1649. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  1650. GL_CHECK(glBindTexture(m_target, m_id) );
  1651. #if BGFX_CONFIG_RENDERER_OPENGLES2
  1652. // GLES2 doesn't have support for sampler object.
  1653. setSamplerState(_flags);
  1654. #elif BGFX_CONFIG_RENDERER_OPENGL < 31
  1655. // In case that GL 2.1 sampler object is supported via extension.
  1656. if (s_renderCtx.m_samplerObjectSupport)
  1657. {
  1658. s_renderCtx.setSamplerState(_stage, m_numMips, _flags);
  1659. }
  1660. else
  1661. {
  1662. setSamplerState(_flags);
  1663. }
  1664. #else
  1665. // Everything else has sampler object.
  1666. s_renderCtx.setSamplerState(_stage, m_numMips, _flags);
  1667. #endif // BGFX_CONFIG_RENDERER_*
  1668. }
  1669. void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  1670. {
  1671. BX_TRACE("Create render target %dx%d 0x%02x", _width, _height, _flags);
  1672. m_width = _width;
  1673. m_height = _height;
  1674. uint32_t msaa = (_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT;
  1675. m_msaa = uint32_min(s_renderCtx.m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  1676. uint32_t colorFormat = (_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
  1677. uint32_t depthFormat = (_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
  1678. GLenum minFilter = s_textureFilterMin[(_textureFlags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT][0];
  1679. GLenum magFilter = s_textureFilterMag[(_textureFlags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  1680. if (0 < colorFormat)
  1681. {
  1682. m_color.createColor(colorFormat, _width, _height, minFilter, magFilter);
  1683. }
  1684. #if 0 // GLES can't create texture with depth texture format...
  1685. if (0 < depthFormat)
  1686. {
  1687. m_depth.createDepth(_width, _height);
  1688. }
  1689. #endif //
  1690. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1691. if (0 < colorFormat
  1692. && 0 != m_msaa)
  1693. {
  1694. GL_CHECK(glGenFramebuffers(2, m_fbo) );
  1695. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1696. GL_CHECK(glGenRenderbuffers(1, &m_colorRbo) );
  1697. BX_CHECK(0 != m_colorRbo, "Failed to generate color renderbuffer id.");
  1698. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_colorRbo) );
  1699. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, s_colorFormat[colorFormat].m_internalFmt, _width, _height) );
  1700. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1701. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1702. , GL_COLOR_ATTACHMENT0
  1703. , GL_RENDERBUFFER
  1704. , m_colorRbo
  1705. ) );
  1706. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  1707. }
  1708. else
  1709. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1710. {
  1711. GL_CHECK(glGenFramebuffers(1, m_fbo) );
  1712. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1713. }
  1714. if (0 < colorFormat)
  1715. {
  1716. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1717. , GL_COLOR_ATTACHMENT0
  1718. , m_color.m_target
  1719. , m_color.m_id
  1720. , 0
  1721. ) );
  1722. }
  1723. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1724. , "glCheckFramebufferStatus failed 0x%08x"
  1725. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1726. );
  1727. if (0 < depthFormat)
  1728. {
  1729. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1730. if (0 < colorFormat)
  1731. {
  1732. #if BGFX_CONFIG_RENDERER_OPENGL
  1733. GLenum depthComponent = GL_DEPTH_COMPONENT32;
  1734. #else
  1735. GLenum depthComponent = GL_DEPTH_COMPONENT16;
  1736. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1737. GL_CHECK(glGenRenderbuffers(1, &m_depthRbo) );
  1738. BX_CHECK(0 != m_depthRbo, "Failed to generate renderbuffer id.");
  1739. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_depthRbo) );
  1740. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1741. if (0 != m_msaa)
  1742. {
  1743. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_msaa, depthComponent, _width, _height) );
  1744. }
  1745. else
  1746. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1747. {
  1748. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, depthComponent, _width, _height) );
  1749. }
  1750. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1751. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1752. , GL_DEPTH_ATTACHMENT
  1753. , GL_RENDERBUFFER
  1754. , m_depthRbo
  1755. ) );
  1756. }
  1757. else
  1758. {
  1759. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1760. , GL_DEPTH_ATTACHMENT
  1761. , m_depth.m_target
  1762. , m_depth.m_id
  1763. , 0
  1764. ) );
  1765. }
  1766. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1767. , "glCheckFramebufferStatus failed 0x%08x"
  1768. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1769. );
  1770. }
  1771. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx.m_msaaBackBufferFbo) );
  1772. }
  1773. void RenderTarget::destroy()
  1774. {
  1775. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  1776. memset(m_fbo, 0, sizeof(m_fbo) );
  1777. if (0 != m_colorRbo)
  1778. {
  1779. GL_CHECK(glDeleteRenderbuffers(1, &m_colorRbo) );
  1780. m_colorRbo = 0;
  1781. }
  1782. if (0 != m_depthRbo)
  1783. {
  1784. GL_CHECK(glDeleteRenderbuffers(1, &m_depthRbo) );
  1785. m_depthRbo = 0;
  1786. }
  1787. m_color.destroy();
  1788. m_depth.destroy();
  1789. }
  1790. void RenderTarget::resolve()
  1791. {
  1792. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1793. BX_CHECK(0 != m_fbo[1], "Can resolve without two framebuffers.");
  1794. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  1795. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  1796. GL_CHECK(glBlitFramebuffer(0
  1797. , 0
  1798. , m_width
  1799. , m_height
  1800. , 0
  1801. , 0
  1802. , m_width
  1803. , m_height
  1804. , GL_COLOR_BUFFER_BIT
  1805. , GL_LINEAR
  1806. ) );
  1807. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx.m_msaaBackBufferFbo) );
  1808. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1809. }
  1810. void ConstantBuffer::commit()
  1811. {
  1812. reset();
  1813. do
  1814. {
  1815. uint32_t opcode = read();
  1816. if (UniformType::End == opcode)
  1817. {
  1818. break;
  1819. }
  1820. UniformType::Enum type;
  1821. uint16_t ignore;
  1822. uint16_t num;
  1823. uint16_t copy;
  1824. decodeOpcode(opcode, type, ignore, num, copy);
  1825. const char* data;
  1826. if (copy)
  1827. {
  1828. data = read(g_uniformTypeSize[type]*num);
  1829. }
  1830. else
  1831. {
  1832. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1833. }
  1834. uint32_t loc = read();
  1835. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1836. case UniformType::_uniform: \
  1837. { \
  1838. _type* value = (_type*)data; \
  1839. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  1840. } \
  1841. break;
  1842. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  1843. case UniformType::_uniform: \
  1844. { \
  1845. _type* value = (_type*)data; \
  1846. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  1847. } \
  1848. break;
  1849. switch (type)
  1850. {
  1851. // case ConstantType::Uniform1iv:
  1852. // {
  1853. // int* value = (int*)data;
  1854. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  1855. // GL_CHECK(glUniform1iv(loc, num, value) );
  1856. // }
  1857. // break;
  1858. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1859. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1860. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1861. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1862. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1863. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1864. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1865. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  1866. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  1867. case UniformType::End:
  1868. break;
  1869. default:
  1870. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1871. break;
  1872. }
  1873. #undef CASE_IMPLEMENT_UNIFORM
  1874. #undef CASE_IMPLEMENT_UNIFORM_T
  1875. } while (true);
  1876. }
  1877. void TextVideoMemBlitter::setup()
  1878. {
  1879. if (0 != s_renderCtx.m_vao)
  1880. {
  1881. GL_CHECK(glBindVertexArray(s_renderCtx.m_vao) );
  1882. }
  1883. uint32_t width = s_renderCtx.m_resolution.m_width;
  1884. uint32_t height = s_renderCtx.m_resolution.m_height;
  1885. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx.m_backBufferFbo) );
  1886. GL_CHECK(glViewport(0, 0, width, height) );
  1887. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1888. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1889. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1890. GL_CHECK(glDisable(GL_CULL_FACE) );
  1891. GL_CHECK(glDisable(GL_BLEND) );
  1892. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1893. Program& program = s_renderCtx.m_program[m_program.idx];
  1894. GL_CHECK(glUseProgram(program.m_id) );
  1895. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  1896. float proj[16];
  1897. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1898. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  1899. , 1
  1900. , GL_FALSE
  1901. , proj
  1902. ) );
  1903. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  1904. GL_CHECK(glBindTexture(GL_TEXTURE_2D, s_renderCtx.m_textures[m_texture.idx].m_id) );
  1905. }
  1906. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1907. {
  1908. uint32_t numVertices = _numIndices*4/6;
  1909. s_renderCtx.m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
  1910. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1911. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1912. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  1913. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
  1914. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  1915. Program& program = s_renderCtx.m_program[m_program.idx];
  1916. program.bindAttributes(m_decl, 0);
  1917. GL_CHECK(glDrawElements(GL_TRIANGLES
  1918. , _numIndices
  1919. , GL_UNSIGNED_SHORT
  1920. , (void*)0
  1921. ) );
  1922. }
  1923. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  1924. {
  1925. #if BGFX_CONFIG_CLEAR_QUAD
  1926. if (s_renderCtx.m_useClearQuad)
  1927. {
  1928. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1929. GL_CHECK(glDisable(GL_CULL_FACE) );
  1930. GL_CHECK(glDisable(GL_BLEND) );
  1931. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  1932. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  1933. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  1934. {
  1935. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  1936. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1937. GL_CHECK(glDepthMask(GL_TRUE) );
  1938. }
  1939. else
  1940. {
  1941. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1942. }
  1943. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  1944. {
  1945. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  1946. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  1947. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  1948. }
  1949. else
  1950. {
  1951. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1952. }
  1953. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx];
  1954. VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[m_vb->decl.idx];
  1955. {
  1956. struct Vertex
  1957. {
  1958. float m_x;
  1959. float m_y;
  1960. float m_z;
  1961. uint32_t m_abgr;
  1962. } * vertex = (Vertex*)m_vb->data;
  1963. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  1964. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1965. const float depth = _clear.m_depth;
  1966. vertex->m_x = -1.0f;
  1967. vertex->m_y = -1.0f;
  1968. vertex->m_z = depth;
  1969. vertex->m_abgr = abgr;
  1970. vertex++;
  1971. vertex->m_x = 1.0f;
  1972. vertex->m_y = -1.0f;
  1973. vertex->m_z = depth;
  1974. vertex->m_abgr = abgr;
  1975. vertex++;
  1976. vertex->m_x = 1.0f;
  1977. vertex->m_y = 1.0f;
  1978. vertex->m_z = depth;
  1979. vertex->m_abgr = abgr;
  1980. vertex++;
  1981. vertex->m_x = -1.0f;
  1982. vertex->m_y = 1.0f;
  1983. vertex->m_z = depth;
  1984. vertex->m_abgr = abgr;
  1985. }
  1986. s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  1987. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  1988. IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
  1989. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  1990. Program& program = s_renderCtx.m_program[m_program.idx];
  1991. GL_CHECK(glUseProgram(program.m_id) );
  1992. program.bindAttributes(vertexDecl, 0);
  1993. GL_CHECK(glDrawElements(GL_TRIANGLES
  1994. , 6
  1995. , GL_UNSIGNED_SHORT
  1996. , (void*)0
  1997. ) );
  1998. }
  1999. else
  2000. #endif // BGFX_CONFIG_CLEAR_QUAD
  2001. {
  2002. GLuint flags = 0;
  2003. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2004. {
  2005. flags |= GL_COLOR_BUFFER_BIT;
  2006. uint32_t rgba = _clear.m_rgba;
  2007. float rr = (rgba>>24)/255.0f;
  2008. float gg = ( (rgba>>16)&0xff)/255.0f;
  2009. float bb = ( (rgba>>8)&0xff)/255.0f;
  2010. float aa = (rgba&0xff)/255.0f;
  2011. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  2012. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2013. }
  2014. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2015. {
  2016. flags |= GL_DEPTH_BUFFER_BIT;
  2017. GL_CHECK(glClearDepth(_clear.m_depth) );
  2018. GL_CHECK(glDepthMask(GL_TRUE) );
  2019. }
  2020. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2021. {
  2022. flags |= GL_STENCIL_BUFFER_BIT;
  2023. GL_CHECK(glClearStencil(_clear.m_stencil) );
  2024. }
  2025. if (0 != flags)
  2026. {
  2027. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2028. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  2029. GL_CHECK(glClear(flags) );
  2030. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2031. }
  2032. }
  2033. }
  2034. void Context::flip()
  2035. {
  2036. s_renderCtx.flip();
  2037. }
  2038. GLint glGet(GLenum _pname)
  2039. {
  2040. GLint result;
  2041. glGetIntegerv(_pname, &result);
  2042. GLenum err = glGetError();
  2043. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  2044. BX_UNUSED(err);
  2045. return result;
  2046. }
  2047. void Context::rendererInit()
  2048. {
  2049. s_renderCtx.init();
  2050. #if BGFX_CONFIG_DEBUG
  2051. GLint numCmpFormats;
  2052. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  2053. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  2054. if (0 < numCmpFormats)
  2055. {
  2056. GLint* formats = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  2057. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats) );
  2058. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  2059. {
  2060. BX_TRACE(" %3d: %8x", ii, formats[ii]);
  2061. }
  2062. }
  2063. # define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  2064. BX_TRACE("Defaults:");
  2065. # if BX_PLATFORM_OSX
  2066. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  2067. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  2068. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  2069. # else
  2070. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  2071. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  2072. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  2073. # endif
  2074. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  2075. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  2076. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  2077. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  2078. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  2079. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  2080. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  2081. BX_TRACE(" Vendor: %s", s_renderCtx.m_vendor);
  2082. BX_TRACE(" Renderer: %s", s_renderCtx.m_renderer);
  2083. BX_TRACE(" Version: %s", s_renderCtx.m_version);
  2084. BX_TRACE("GLSL version: %s", s_renderCtx.m_glslVersion);
  2085. #endif // BGFX_CONFIG_DEBUG
  2086. // Initial binary shader hash depends on driver version.
  2087. s_renderCtx.m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  2088. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  2089. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  2090. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  2091. ;
  2092. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  2093. glGetError(); // ignore error if glGetString returns NULL.
  2094. if (NULL != extensions)
  2095. {
  2096. char name[1024];
  2097. const char* pos = extensions;
  2098. const char* end = extensions + strlen(extensions);
  2099. uint32_t index = 0;
  2100. while (pos < end)
  2101. {
  2102. uint32_t len;
  2103. const char* space = strchr(pos, ' ');
  2104. if (NULL != space)
  2105. {
  2106. len = uint32_min(sizeof(name), (uint32_t)(space - pos) );
  2107. }
  2108. else
  2109. {
  2110. len = uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  2111. }
  2112. strncpy(name, pos, len);
  2113. name[len] = '\0';
  2114. bool supported = false;
  2115. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2116. {
  2117. Extension& extension = s_extension[ii];
  2118. if (!extension.m_supported
  2119. && extension.m_initialize)
  2120. {
  2121. if (0 == strcmp(name, extension.m_name) )
  2122. {
  2123. extension.m_supported = true;
  2124. supported = true;
  2125. break;
  2126. }
  2127. }
  2128. }
  2129. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  2130. BX_UNUSED(supported);
  2131. pos += len+1;
  2132. ++index;
  2133. }
  2134. BX_TRACE("Supported extensions:");
  2135. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2136. {
  2137. if (s_extension[ii].m_supported)
  2138. {
  2139. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  2140. }
  2141. }
  2142. }
  2143. bool bc123Supported = s_extension[Extension::EXT_texture_compression_s3tc].m_supported;
  2144. s_textureFormat[TextureFormat::BC1].m_supported = bc123Supported || s_extension[Extension::EXT_texture_compression_dxt1].m_supported;
  2145. s_textureFormat[TextureFormat::BC2].m_supported = bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported;
  2146. s_textureFormat[TextureFormat::BC3].m_supported = bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported;
  2147. bool bc45Supported = s_extension[Extension::EXT_texture_compression_latc].m_supported
  2148. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported
  2149. ;
  2150. s_textureFormat[TextureFormat::BC4].m_supported = bc45Supported;
  2151. s_textureFormat[TextureFormat::BC5].m_supported = bc45Supported;
  2152. s_renderCtx.m_vaoSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2153. || s_extension[Extension::ARB_vertex_array_object].m_supported
  2154. || s_extension[Extension::OES_vertex_array_object].m_supported
  2155. ;
  2156. s_renderCtx.m_samplerObjectSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2157. || s_extension[Extension::ARB_sampler_objects].m_supported
  2158. ;
  2159. s_renderCtx.m_programBinarySupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2160. || s_extension[Extension::ARB_get_program_binary].m_supported
  2161. || s_extension[Extension::OES_get_program_binary].m_supported
  2162. ;
  2163. s_renderCtx.m_textureSwizzleSupport = false
  2164. || s_extension[Extension::ARB_texture_swizzle].m_supported
  2165. || s_extension[Extension::EXT_texture_swizzle].m_supported
  2166. ;
  2167. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  2168. {
  2169. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &s_renderCtx.m_maxAnisotropy) );
  2170. }
  2171. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2172. if (s_extension[Extension::ARB_texture_multisample].m_supported)
  2173. {
  2174. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &s_renderCtx.m_maxMsaa) );
  2175. }
  2176. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2177. if (s_extension[Extension::EXT_texture_format_BGRA8888].m_supported
  2178. || s_extension[Extension::EXT_bgra].m_supported)
  2179. {
  2180. s_textureFormat[TextureFormat::BGRX8].m_fmt = GL_BGRA_EXT;
  2181. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA_EXT;
  2182. // Mixing GLES and GL extensions here. OpenGL EXT_bgra wants
  2183. // format to be BGRA but internal format to stay RGBA, but
  2184. // EXT_texture_format_BGRA8888 wants both format and internal
  2185. // format to be BGRA.
  2186. //
  2187. // Reference:
  2188. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  2189. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  2190. if (!s_extension[Extension::EXT_bgra].m_supported)
  2191. {
  2192. s_textureFormat[TextureFormat::BGRX8].m_internalFmt = GL_BGRA_EXT;
  2193. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA_EXT;
  2194. }
  2195. }
  2196. if (s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  2197. {
  2198. s_textureFormat[TextureFormat::BC4].m_fmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2199. s_textureFormat[TextureFormat::BC4].m_internalFmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2200. s_textureFormat[TextureFormat::BC5].m_fmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2201. s_textureFormat[TextureFormat::BC5].m_internalFmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2202. }
  2203. #if !BGFX_CONFIG_RENDERER_OPENGLES3
  2204. s_vertexAttribDivisor = stubVertexAttribDivisor;
  2205. s_drawArraysInstanced = stubDrawArraysInstanced;
  2206. s_drawElementsInstanced = stubDrawElementsInstanced;
  2207. # if !BX_PLATFORM_IOS
  2208. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  2209. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  2210. {
  2211. if (NULL != glVertexAttribDivisor
  2212. && NULL != glDrawArraysInstanced
  2213. && NULL != glDrawElementsInstanced)
  2214. {
  2215. s_vertexAttribDivisor = glVertexAttribDivisor;
  2216. s_drawArraysInstanced = glDrawArraysInstanced;
  2217. s_drawElementsInstanced = glDrawElementsInstanced;
  2218. }
  2219. }
  2220. # endif // !BX_PLATFORM_IOS
  2221. #endif // !BGFX_CONFIG_RENDERER_OPENGLES3
  2222. if (s_renderCtx.m_vaoSupport)
  2223. {
  2224. GL_CHECK(glGenVertexArrays(1, &s_renderCtx.m_vao) );
  2225. }
  2226. #if BGFX_CONFIG_RENDERER_OPENGL
  2227. # if BGFX_CONFIG_RENDERER_OPENGL >= 31
  2228. s_textureFormat[TextureFormat::L8].m_internalFmt = GL_R8;
  2229. s_textureFormat[TextureFormat::L8].m_fmt = GL_RED;
  2230. # endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  2231. if (s_extension[Extension::ARB_debug_output].m_supported)
  2232. {
  2233. GL_CHECK(glDebugMessageCallbackARB(debugProcCb, NULL) );
  2234. GL_CHECK(glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  2235. }
  2236. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  2237. {
  2238. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  2239. }
  2240. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2241. }
  2242. void Context::rendererShutdown()
  2243. {
  2244. if (s_renderCtx.m_vaoSupport)
  2245. {
  2246. GL_CHECK(glBindVertexArray(0) );
  2247. GL_CHECK(glDeleteVertexArrays(1, &s_renderCtx.m_vao) );
  2248. s_renderCtx.m_vao = 0;
  2249. }
  2250. s_renderCtx.shutdown();
  2251. }
  2252. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  2253. {
  2254. s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  2255. }
  2256. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  2257. {
  2258. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  2259. }
  2260. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  2261. {
  2262. VertexDecl& decl = s_renderCtx.m_vertexDecls[_handle.idx];
  2263. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  2264. dump(decl);
  2265. }
  2266. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  2267. {
  2268. }
  2269. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  2270. {
  2271. s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  2272. }
  2273. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  2274. {
  2275. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  2276. }
  2277. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  2278. {
  2279. s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL);
  2280. }
  2281. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2282. {
  2283. s_renderCtx.m_indexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  2284. }
  2285. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  2286. {
  2287. s_renderCtx.m_indexBuffers[_handle.idx].destroy();
  2288. }
  2289. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  2290. {
  2291. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  2292. s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  2293. }
  2294. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2295. {
  2296. s_renderCtx.m_vertexBuffers[_handle.idx].update(_offset, uint32_min(_size, _mem->size), _mem->data);
  2297. }
  2298. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  2299. {
  2300. s_renderCtx.m_vertexBuffers[_handle.idx].destroy();
  2301. }
  2302. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  2303. {
  2304. s_renderCtx.m_vertexShaders[_handle.idx].create(GL_VERTEX_SHADER, _mem);
  2305. }
  2306. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  2307. {
  2308. s_renderCtx.m_vertexShaders[_handle.idx].destroy();
  2309. }
  2310. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  2311. {
  2312. s_renderCtx.m_fragmentShaders[_handle.idx].create(GL_FRAGMENT_SHADER, _mem);
  2313. }
  2314. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  2315. {
  2316. s_renderCtx.m_fragmentShaders[_handle.idx].destroy();
  2317. }
  2318. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  2319. {
  2320. s_renderCtx.m_program[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]);
  2321. }
  2322. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  2323. {
  2324. s_renderCtx.m_program[_handle.idx].destroy();
  2325. }
  2326. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  2327. {
  2328. s_renderCtx.m_textures[_handle.idx].create(_mem, _flags);
  2329. }
  2330. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  2331. {
  2332. }
  2333. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem)
  2334. {
  2335. s_renderCtx.m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _mem);
  2336. }
  2337. void Context::rendererUpdateTextureEnd()
  2338. {
  2339. }
  2340. void Context::rendererDestroyTexture(TextureHandle _handle)
  2341. {
  2342. s_renderCtx.m_textures[_handle.idx].destroy();
  2343. }
  2344. void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags)
  2345. {
  2346. s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags, _textureFlags);
  2347. }
  2348. void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle)
  2349. {
  2350. s_renderCtx.m_renderTargets[_handle.idx].destroy();
  2351. }
  2352. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  2353. {
  2354. uint32_t size = g_uniformTypeSize[_type]*_num;
  2355. void* data = g_realloc(NULL, size);
  2356. memset(data, 0, size);
  2357. s_renderCtx.m_uniforms[_handle.idx] = data;
  2358. s_renderCtx.m_uniformReg.add(_name, s_renderCtx.m_uniforms[_handle.idx]);
  2359. }
  2360. void Context::rendererDestroyUniform(UniformHandle _handle)
  2361. {
  2362. g_free(s_renderCtx.m_uniforms[_handle.idx]);
  2363. }
  2364. void Context::rendererSaveScreenShot(const char* _filePath)
  2365. {
  2366. s_renderCtx.saveScreenShot(_filePath);
  2367. }
  2368. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  2369. {
  2370. bx::strlcpy(&s_viewName[_id][0], _name, sizeof(s_viewName[0][0]) );
  2371. }
  2372. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  2373. {
  2374. memcpy(s_renderCtx.m_uniforms[_loc], _data, _size);
  2375. }
  2376. void Context::rendererSetMarker(const char* _marker, uint32_t /*_size*/)
  2377. {
  2378. GREMEDY_SETMARKER(_marker);
  2379. }
  2380. void Context::rendererSubmit()
  2381. {
  2382. const GLuint defaultVao = s_renderCtx.m_vao;
  2383. if (0 != defaultVao)
  2384. {
  2385. GL_CHECK(glBindVertexArray(defaultVao) );
  2386. }
  2387. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx.m_backBufferFbo) );
  2388. s_renderCtx.updateResolution(m_render->m_resolution);
  2389. int64_t elapsed = -bx::getHPCounter();
  2390. int64_t captureElapsed = 0;
  2391. #if BGFX_CONFIG_RENDERER_OPENGL
  2392. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2393. {
  2394. s_renderCtx.m_queries.begin(0, GL_TIME_ELAPSED);
  2395. }
  2396. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2397. if (0 < m_render->m_iboffset)
  2398. {
  2399. TransientIndexBuffer* ib = m_render->m_transientIb;
  2400. s_renderCtx.m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  2401. }
  2402. if (0 < m_render->m_vboffset)
  2403. {
  2404. TransientVertexBuffer* vb = m_render->m_transientVb;
  2405. s_renderCtx.m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  2406. }
  2407. m_render->sort();
  2408. RenderState currentState;
  2409. currentState.reset();
  2410. currentState.m_flags = BGFX_STATE_NONE;
  2411. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2412. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2413. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2414. {
  2415. mtxMul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val);
  2416. }
  2417. uint16_t programIdx = invalidHandle;
  2418. SortKey key;
  2419. uint8_t view = 0xff;
  2420. RenderTargetHandle rt = BGFX_INVALID_HANDLE;
  2421. int32_t height = m_render->m_resolution.m_height;
  2422. float alphaRef = 0.0f;
  2423. uint32_t blendFactor = 0;
  2424. GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
  2425. uint32_t primNumVerts = 3;
  2426. uint32_t baseVertex = 0;
  2427. GLuint currentVao = 0;
  2428. uint32_t statsNumPrimsSubmitted = 0;
  2429. uint32_t statsNumIndices = 0;
  2430. uint32_t statsNumInstances = 0;
  2431. uint32_t statsNumPrimsRendered = 0;
  2432. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  2433. {
  2434. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx.m_msaaBackBufferFbo) );
  2435. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  2436. {
  2437. key.decode(m_render->m_sortKeys[item]);
  2438. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  2439. const uint64_t newFlags = state.m_flags;
  2440. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  2441. currentState.m_flags = newFlags;
  2442. const uint64_t newStencil = state.m_stencil;
  2443. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  2444. currentState.m_stencil = newStencil;
  2445. if (key.m_view != view)
  2446. {
  2447. currentState.clear();
  2448. currentState.m_scissor = !state.m_scissor;
  2449. changedFlags = BGFX_STATE_MASK;
  2450. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2451. currentState.m_flags = newFlags;
  2452. currentState.m_stencil = newStencil;
  2453. GREMEDY_SETMARKER(s_viewName[key.m_view]);
  2454. view = key.m_view;
  2455. programIdx = invalidHandle;
  2456. if (m_render->m_rt[view].idx != rt.idx)
  2457. {
  2458. rt = m_render->m_rt[view];
  2459. height = s_renderCtx.setRenderTarget(rt, m_render->m_resolution.m_height);
  2460. }
  2461. Rect& rect = m_render->m_rect[view];
  2462. GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
  2463. Clear& clear = m_render->m_clear[view];
  2464. if (BGFX_CLEAR_NONE != clear.m_flags)
  2465. {
  2466. m_clearQuad.clear(rect, clear, height);
  2467. }
  2468. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2469. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2470. GL_CHECK(glDepthFunc(GL_LESS) );
  2471. GL_CHECK(glEnable(GL_CULL_FACE) );
  2472. GL_CHECK(glDisable(GL_BLEND) );
  2473. }
  2474. uint16_t scissor = state.m_scissor;
  2475. if (currentState.m_scissor != scissor)
  2476. {
  2477. currentState.m_scissor = scissor;
  2478. if (UINT16_MAX == scissor)
  2479. {
  2480. const Rect& scissorRect = m_render->m_scissor[view];
  2481. bool scissor = !scissorRect.isZero();
  2482. if (scissor)
  2483. {
  2484. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2485. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  2486. }
  2487. else
  2488. {
  2489. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2490. }
  2491. }
  2492. else
  2493. {
  2494. const Rect& scissorRect = m_render->m_rectCache.m_cache[scissor];
  2495. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2496. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  2497. }
  2498. }
  2499. if (0 != changedStencil)
  2500. {
  2501. if (0 != newStencil)
  2502. {
  2503. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2504. uint32_t bstencil = unpackStencil(1, newStencil);
  2505. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  2506. // uint32_t bchanged = unpackStencil(1, changedStencil);
  2507. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  2508. // {
  2509. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2510. // GL_CHECK(glStencilMask(wmask) );
  2511. // }
  2512. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  2513. {
  2514. uint32_t stencil = unpackStencil(ii, newStencil);
  2515. uint32_t changed = unpackStencil(ii, changedStencil);
  2516. GLenum face = s_stencilFace[frontAndBack+ii];
  2517. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  2518. {
  2519. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2520. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2521. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  2522. GL_CHECK(glStencilFuncSeparate(face, s_stencilFunc[func], ref, mask));
  2523. }
  2524. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  2525. {
  2526. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  2527. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  2528. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  2529. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  2530. }
  2531. }
  2532. }
  2533. else
  2534. {
  2535. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2536. }
  2537. }
  2538. if ( (0
  2539. | BGFX_STATE_CULL_MASK
  2540. | BGFX_STATE_DEPTH_WRITE
  2541. | BGFX_STATE_DEPTH_TEST_MASK
  2542. | BGFX_STATE_ALPHA_MASK
  2543. | BGFX_STATE_RGB_WRITE
  2544. | BGFX_STATE_BLEND_MASK
  2545. | BGFX_STATE_BLEND_EQUATION_MASK
  2546. | BGFX_STATE_ALPHA_REF_MASK
  2547. | BGFX_STATE_PT_MASK
  2548. | BGFX_STATE_POINT_SIZE_MASK
  2549. | BGFX_STATE_MSAA
  2550. ) & changedFlags)
  2551. {
  2552. if (BGFX_STATE_CULL_MASK & changedFlags)
  2553. {
  2554. if (BGFX_STATE_CULL_CW & newFlags)
  2555. {
  2556. GL_CHECK(glEnable(GL_CULL_FACE) );
  2557. GL_CHECK(glCullFace(GL_BACK) );
  2558. }
  2559. else if (BGFX_STATE_CULL_CCW & newFlags)
  2560. {
  2561. GL_CHECK(glEnable(GL_CULL_FACE) );
  2562. GL_CHECK(glCullFace(GL_FRONT) );
  2563. }
  2564. else
  2565. {
  2566. GL_CHECK(glDisable(GL_CULL_FACE) );
  2567. }
  2568. }
  2569. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  2570. {
  2571. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  2572. }
  2573. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  2574. {
  2575. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2576. if (0 != func)
  2577. {
  2578. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2579. GL_CHECK(glDepthFunc(s_depthFunc[func]) );
  2580. }
  2581. else
  2582. {
  2583. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2584. }
  2585. }
  2586. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2587. {
  2588. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2589. alphaRef = ref/255.0f;
  2590. }
  2591. #if BGFX_CONFIG_RENDERER_OPENGL
  2592. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  2593. {
  2594. float pointSize = (float)(uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  2595. GL_CHECK(glPointSize(pointSize) );
  2596. }
  2597. if (BGFX_STATE_MSAA & changedFlags)
  2598. {
  2599. if (BGFX_STATE_MSAA & newFlags)
  2600. {
  2601. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  2602. }
  2603. else
  2604. {
  2605. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  2606. }
  2607. }
  2608. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2609. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2610. {
  2611. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  2612. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  2613. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  2614. }
  2615. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
  2616. {
  2617. if (BGFX_STATE_BLEND_MASK & newFlags)
  2618. {
  2619. uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  2620. uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  2621. uint32_t src = blend&0xf;
  2622. uint32_t dst = (blend>>4)&0xf;
  2623. GL_CHECK(glEnable(GL_BLEND) );
  2624. GL_CHECK(glBlendFunc(s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  2625. GL_CHECK(glBlendEquation(s_blendEquation[equation]) );
  2626. if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
  2627. && blendFactor != state.m_rgba)
  2628. {
  2629. blendFactor = state.m_rgba;
  2630. GLclampf rr = (blendFactor>>24)/255.0f;
  2631. GLclampf gg = ( (blendFactor>>16)&0xff)/255.0f;
  2632. GLclampf bb = ( (blendFactor>>8)&0xff)/255.0f;
  2633. GLclampf aa = (blendFactor&0xff)/255.0f;
  2634. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  2635. }
  2636. }
  2637. else
  2638. {
  2639. GL_CHECK(glDisable(GL_BLEND) );
  2640. }
  2641. }
  2642. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  2643. primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : s_primType[primIndex];
  2644. primNumVerts = 3-primIndex;
  2645. }
  2646. bool programChanged = false;
  2647. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  2648. bool bindAttribs = false;
  2649. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  2650. if (key.m_program != programIdx)
  2651. {
  2652. programIdx = key.m_program;
  2653. GLuint id = invalidHandle == programIdx ? 0 : s_renderCtx.m_program[programIdx].m_id;
  2654. GL_CHECK(glUseProgram(id) );
  2655. programChanged =
  2656. constantsChanged =
  2657. bindAttribs = true;
  2658. }
  2659. if (invalidHandle != programIdx)
  2660. {
  2661. Program& program = s_renderCtx.m_program[programIdx];
  2662. if (constantsChanged)
  2663. {
  2664. program.commit();
  2665. }
  2666. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2667. {
  2668. PredefinedUniform& predefined = program.m_predefined[ii];
  2669. switch (predefined.m_type)
  2670. {
  2671. case PredefinedUniform::ViewRect:
  2672. {
  2673. float rect[4];
  2674. rect[0] = m_render->m_rect[view].m_x;
  2675. rect[1] = m_render->m_rect[view].m_y;
  2676. rect[2] = m_render->m_rect[view].m_width;
  2677. rect[3] = m_render->m_rect[view].m_height;
  2678. GL_CHECK(glUniform4fv(predefined.m_loc
  2679. , 1
  2680. , &rect[0]
  2681. ) );
  2682. }
  2683. break;
  2684. case PredefinedUniform::ViewTexel:
  2685. {
  2686. float rect[4];
  2687. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2688. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2689. GL_CHECK(glUniform4fv(predefined.m_loc
  2690. , 1
  2691. , &rect[0]
  2692. ) );
  2693. }
  2694. break;
  2695. case PredefinedUniform::View:
  2696. {
  2697. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2698. , 1
  2699. , GL_FALSE
  2700. , m_render->m_view[view].val
  2701. ) );
  2702. }
  2703. break;
  2704. case PredefinedUniform::ViewProj:
  2705. {
  2706. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2707. , 1
  2708. , GL_FALSE
  2709. , viewProj[view].val
  2710. ) );
  2711. }
  2712. break;
  2713. case PredefinedUniform::Model:
  2714. {
  2715. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2716. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2717. , uint32_min(predefined.m_count, state.m_num)
  2718. , GL_FALSE
  2719. , model.val
  2720. ) );
  2721. }
  2722. break;
  2723. case PredefinedUniform::ModelView:
  2724. {
  2725. Matrix4 modelView;
  2726. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2727. mtxMul(modelView.val, model.val, m_render->m_view[view].val);
  2728. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2729. , 1
  2730. , GL_FALSE
  2731. , modelView.val
  2732. ) );
  2733. }
  2734. break;
  2735. case PredefinedUniform::ModelViewProj:
  2736. {
  2737. Matrix4 modelViewProj;
  2738. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2739. mtxMul(modelViewProj.val, model.val, viewProj[view].val);
  2740. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2741. , 1
  2742. , GL_FALSE
  2743. , modelViewProj.val
  2744. ) );
  2745. }
  2746. break;
  2747. case PredefinedUniform::ModelViewProjX:
  2748. {
  2749. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2750. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2751. {
  2752. 0.5f, 0.0f, 0.0f, 0.0f,
  2753. 0.0f, 0.5f, 0.0f, 0.0f,
  2754. 0.0f, 0.0f, 0.5f, 0.0f,
  2755. 0.5f, 0.5f, 0.5f, 1.0f,
  2756. };
  2757. uint8_t other = m_render->m_other[view];
  2758. Matrix4 viewProjBias;
  2759. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2760. Matrix4 modelViewProj;
  2761. mtxMul(modelViewProj.val, model.val, viewProjBias.val);
  2762. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2763. , 1
  2764. , GL_FALSE
  2765. , modelViewProj.val
  2766. ) );
  2767. }
  2768. break;
  2769. case PredefinedUniform::ViewProjX:
  2770. {
  2771. static const BX_ALIGN_STRUCT_16(float) s_bias[16] =
  2772. {
  2773. 0.5f, 0.0f, 0.0f, 0.0f,
  2774. 0.0f, 0.5f, 0.0f, 0.0f,
  2775. 0.0f, 0.0f, 0.5f, 0.0f,
  2776. 0.5f, 0.5f, 0.5f, 1.0f,
  2777. };
  2778. uint8_t other = m_render->m_other[view];
  2779. Matrix4 viewProjBias;
  2780. mtxMul(viewProjBias.val, viewProj[other].val, s_bias);
  2781. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2782. , 1
  2783. , GL_FALSE
  2784. , viewProjBias.val
  2785. ) );
  2786. }
  2787. break;
  2788. case PredefinedUniform::AlphaRef:
  2789. {
  2790. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  2791. }
  2792. break;
  2793. case PredefinedUniform::Count:
  2794. break;
  2795. }
  2796. }
  2797. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2798. {
  2799. uint64_t flag = BGFX_STATE_TEX0;
  2800. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2801. {
  2802. const Sampler& sampler = state.m_sampler[stage];
  2803. Sampler& current = currentState.m_sampler[stage];
  2804. if (current.m_idx != sampler.m_idx
  2805. || current.m_flags != sampler.m_flags
  2806. || programChanged)
  2807. {
  2808. if (invalidHandle != sampler.m_idx)
  2809. {
  2810. switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK)
  2811. {
  2812. case BGFX_SAMPLER_TEXTURE:
  2813. {
  2814. Texture& texture = s_renderCtx.m_textures[sampler.m_idx];
  2815. texture.commit(stage, sampler.m_flags);
  2816. }
  2817. break;
  2818. case BGFX_SAMPLER_RENDERTARGET_COLOR:
  2819. {
  2820. RenderTarget& rt = s_renderCtx.m_renderTargets[sampler.m_idx];
  2821. rt.m_color.commit(stage, sampler.m_flags);
  2822. }
  2823. break;
  2824. case BGFX_SAMPLER_RENDERTARGET_DEPTH:
  2825. {
  2826. RenderTarget& rt = s_renderCtx.m_renderTargets[sampler.m_idx];
  2827. rt.m_depth.commit(stage, sampler.m_flags);
  2828. }
  2829. break;
  2830. }
  2831. }
  2832. }
  2833. current = sampler;
  2834. flag <<= 1;
  2835. }
  2836. }
  2837. if (0 != defaultVao
  2838. && 0 == state.m_startVertex
  2839. && 0 == state.m_instanceDataOffset)
  2840. {
  2841. if (programChanged
  2842. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  2843. || currentState.m_indexBuffer.idx != state.m_indexBuffer.idx
  2844. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  2845. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  2846. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  2847. {
  2848. bx::HashMurmur2A murmur;
  2849. murmur.begin();
  2850. murmur.add(state.m_vertexBuffer.idx);
  2851. murmur.add(state.m_indexBuffer.idx);
  2852. murmur.add(state.m_instanceDataBuffer.idx);
  2853. murmur.add(state.m_instanceDataOffset);
  2854. murmur.add(state.m_instanceDataStride);
  2855. murmur.add(programIdx);
  2856. uint32_t hash = murmur.end();
  2857. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2858. currentState.m_indexBuffer = state.m_indexBuffer;
  2859. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  2860. currentState.m_instanceDataStride = state.m_instanceDataStride;
  2861. baseVertex = state.m_startVertex;
  2862. GLuint id = s_renderCtx.m_vaoStateCache.find(hash);
  2863. if (UINT32_MAX != id)
  2864. {
  2865. currentVao = id;
  2866. GL_CHECK(glBindVertexArray(id) );
  2867. }
  2868. else
  2869. {
  2870. id = s_renderCtx.m_vaoStateCache.add(hash);
  2871. currentVao = id;
  2872. GL_CHECK(glBindVertexArray(id) );
  2873. Program& program = s_renderCtx.m_program[programIdx];
  2874. program.add(hash);
  2875. if (invalidHandle != state.m_vertexBuffer.idx)
  2876. {
  2877. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[state.m_vertexBuffer.idx];
  2878. vb.add(hash);
  2879. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2880. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2881. program.bindAttributes(s_renderCtx.m_vertexDecls[decl], state.m_startVertex);
  2882. if (invalidHandle != state.m_instanceDataBuffer.idx)
  2883. {
  2884. VertexBuffer& instanceVb = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
  2885. instanceVb.add(hash);
  2886. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  2887. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  2888. }
  2889. }
  2890. else
  2891. {
  2892. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  2893. }
  2894. if (invalidHandle != state.m_indexBuffer.idx)
  2895. {
  2896. IndexBuffer& ib = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx];
  2897. ib.add(hash);
  2898. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2899. }
  2900. else
  2901. {
  2902. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  2903. }
  2904. }
  2905. }
  2906. }
  2907. else
  2908. {
  2909. if (0 != defaultVao
  2910. && 0 != currentVao)
  2911. {
  2912. GL_CHECK(glBindVertexArray(defaultVao) );
  2913. currentState.m_vertexBuffer.idx = invalidHandle;
  2914. currentState.m_indexBuffer.idx = invalidHandle;
  2915. bindAttribs = true;
  2916. currentVao = 0;
  2917. }
  2918. if (programChanged
  2919. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  2920. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  2921. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  2922. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  2923. {
  2924. currentState.m_vertexBuffer = state.m_vertexBuffer;
  2925. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  2926. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  2927. currentState.m_instanceDataStride = state.m_instanceDataStride;
  2928. uint16_t handle = state.m_vertexBuffer.idx;
  2929. if (invalidHandle != handle)
  2930. {
  2931. VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle];
  2932. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2933. bindAttribs = true;
  2934. }
  2935. else
  2936. {
  2937. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  2938. }
  2939. }
  2940. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  2941. {
  2942. currentState.m_indexBuffer = state.m_indexBuffer;
  2943. uint16_t handle = state.m_indexBuffer.idx;
  2944. if (invalidHandle != handle)
  2945. {
  2946. IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle];
  2947. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2948. }
  2949. else
  2950. {
  2951. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  2952. }
  2953. }
  2954. if (invalidHandle != currentState.m_vertexBuffer.idx)
  2955. {
  2956. if (baseVertex != state.m_startVertex
  2957. || bindAttribs)
  2958. {
  2959. baseVertex = state.m_startVertex;
  2960. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[state.m_vertexBuffer.idx];
  2961. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2962. const Program& program = s_renderCtx.m_program[programIdx];
  2963. program.bindAttributes(s_renderCtx.m_vertexDecls[decl], state.m_startVertex);
  2964. if (invalidHandle != state.m_instanceDataBuffer.idx)
  2965. {
  2966. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx].m_id) );
  2967. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  2968. }
  2969. }
  2970. }
  2971. }
  2972. if (invalidHandle != currentState.m_vertexBuffer.idx)
  2973. {
  2974. uint32_t numVertices = state.m_numVertices;
  2975. if (UINT32_C(0xffffffff) == numVertices)
  2976. {
  2977. const VertexBuffer& vb = s_renderCtx.m_vertexBuffers[currentState.m_vertexBuffer.idx];
  2978. uint16_t decl = vb.m_decl.idx == invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx;
  2979. const VertexDecl& vertexDecl = s_renderCtx.m_vertexDecls[decl];
  2980. numVertices = vb.m_size/vertexDecl.m_stride;
  2981. }
  2982. uint32_t numIndices = 0;
  2983. uint32_t numPrimsSubmitted = 0;
  2984. uint32_t numInstances = 0;
  2985. uint32_t numPrimsRendered = 0;
  2986. if (invalidHandle != state.m_indexBuffer.idx)
  2987. {
  2988. if (UINT32_MAX == state.m_numIndices)
  2989. {
  2990. numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  2991. numPrimsSubmitted = numIndices/primNumVerts;
  2992. numInstances = state.m_numInstances;
  2993. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  2994. GL_CHECK(s_drawElementsInstanced(primType
  2995. , numIndices
  2996. , GL_UNSIGNED_SHORT
  2997. , (void*)0
  2998. , state.m_numInstances
  2999. ) );
  3000. }
  3001. else if (primNumVerts <= state.m_numIndices)
  3002. {
  3003. numIndices = state.m_numIndices;
  3004. numPrimsSubmitted = numIndices/primNumVerts;
  3005. numInstances = state.m_numInstances;
  3006. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3007. GL_CHECK(s_drawElementsInstanced(primType
  3008. , numIndices
  3009. , GL_UNSIGNED_SHORT
  3010. , (void*)(uintptr_t)(state.m_startIndex*2)
  3011. , state.m_numInstances
  3012. ) );
  3013. }
  3014. }
  3015. else
  3016. {
  3017. numPrimsSubmitted = numVertices/primNumVerts;
  3018. numInstances = state.m_numInstances;
  3019. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3020. GL_CHECK(s_drawArraysInstanced(primType
  3021. , 0
  3022. , numVertices
  3023. , state.m_numInstances
  3024. ) );
  3025. }
  3026. statsNumPrimsSubmitted += numPrimsSubmitted;
  3027. statsNumIndices += numIndices;
  3028. statsNumInstances += numInstances;
  3029. statsNumPrimsRendered += numPrimsRendered;
  3030. }
  3031. }
  3032. }
  3033. s_renderCtx.blitMsaaFbo();
  3034. if (0 < m_render->m_num)
  3035. {
  3036. captureElapsed = -bx::getHPCounter();
  3037. s_renderCtx.capture();
  3038. captureElapsed += bx::getHPCounter();
  3039. }
  3040. }
  3041. int64_t now = bx::getHPCounter();
  3042. elapsed += now;
  3043. static int64_t last = now;
  3044. int64_t frameTime = now - last;
  3045. last = now;
  3046. static int64_t min = frameTime;
  3047. static int64_t max = frameTime;
  3048. min = min > frameTime ? frameTime : min;
  3049. max = max < frameTime ? frameTime : max;
  3050. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3051. {
  3052. double elapsedGpuMs = 0.0;
  3053. #if BGFX_CONFIG_RENDERER_OPENGL
  3054. s_renderCtx.m_queries.end(GL_TIME_ELAPSED);
  3055. uint64_t elapsedGl = s_renderCtx.m_queries.getResult(0);
  3056. elapsedGpuMs = double(elapsedGl)/1e6;
  3057. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3058. TextVideoMem& tvm = s_renderCtx.m_textVideoMem;
  3059. static int64_t next = now;
  3060. if (now >= next)
  3061. {
  3062. next = now + bx::getHPFrequency();
  3063. double freq = double(bx::getHPFrequency() );
  3064. double toMs = 1000.0/freq;
  3065. tvm.clear();
  3066. uint16_t pos = 0;
  3067. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " ");
  3068. tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderCtx.m_vendor);
  3069. tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderCtx.m_renderer);
  3070. tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderCtx.m_version);
  3071. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", s_renderCtx.m_glslVersion);
  3072. pos = 10;
  3073. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS%s"
  3074. , double(frameTime)*toMs
  3075. , double(min)*toMs
  3076. , double(max)*toMs
  3077. , freq/frameTime
  3078. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? " (vsync)" : ""
  3079. );
  3080. double elapsedCpuMs = double(elapsed)*toMs;
  3081. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  3082. , m_render->m_num
  3083. , elapsedCpuMs
  3084. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  3085. , elapsedGpuMs
  3086. );
  3087. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  3088. , statsNumPrimsRendered
  3089. , statsNumInstances
  3090. , statsNumPrimsSubmitted
  3091. );
  3092. double captureMs = double(captureElapsed)*toMs;
  3093. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3094. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3095. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  3096. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  3097. #if BGFX_CONFIG_RENDERER_OPENGL
  3098. if (s_extension[Extension::ATI_meminfo].m_supported)
  3099. {
  3100. GLint vboFree[4];
  3101. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  3102. GLint texFree[4];
  3103. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  3104. GLint rbfFree[4];
  3105. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  3106. pos++;
  3107. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  3108. tvm.printf(10, pos++, 0x8e, " VBO: %7d, %7d, %7d, %7d", vboFree[0], vboFree[1], vboFree[2], vboFree[3]);
  3109. tvm.printf(10, pos++, 0x8e, " Texture: %7d, %7d, %7d, %7d", texFree[0], texFree[1], texFree[2], texFree[3]);
  3110. tvm.printf(10, pos++, 0x8e, " Render Buffer: %7d, %7d, %7d, %7d", rbfFree[0], rbfFree[1], rbfFree[2], rbfFree[3]);
  3111. }
  3112. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  3113. {
  3114. GLint dedicated;
  3115. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  3116. GLint totalAvail;
  3117. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  3118. GLint currAvail;
  3119. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  3120. GLint evictedCount;
  3121. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  3122. GLint evictedMemory;
  3123. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  3124. pos++;
  3125. tvm.printf(10, pos++, 0x8c, "----------|");
  3126. tvm.printf(10, pos++, 0x8e, " Dedicated: %7d", dedicated);
  3127. tvm.printf(10, pos++, 0x8e, " Available: %7d (%7d)", currAvail, totalAvail);
  3128. tvm.printf(10, pos++, 0x8e, " Eviction: %7d / %7d", evictedCount, evictedMemory);
  3129. }
  3130. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3131. uint8_t attr[2] = { 0x89, 0x8a };
  3132. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  3133. pos++;
  3134. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(m_render->m_waitSubmit)*toMs);
  3135. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(m_render->m_waitRender)*toMs);
  3136. min = frameTime;
  3137. max = frameTime;
  3138. }
  3139. m_textVideoMemBlitter.blit(tvm);
  3140. }
  3141. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  3142. {
  3143. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  3144. }
  3145. GREMEDY_FRAMETERMINATOR();
  3146. }
  3147. }
  3148. #endif // (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)