renderer_gl.cpp 146 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if (BGFX_CONFIG_RENDERER_OPENGLES|BGFX_CONFIG_RENDERER_OPENGL)
  7. # include "renderer_gl.h"
  8. # include <bx/timer.h>
  9. # include <bx/uint32_t.h>
  10. namespace bgfx
  11. {
  12. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][256];
  13. struct PrimInfo
  14. {
  15. GLenum m_type;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { GL_TRIANGLES, 3, 3, 0 },
  23. { GL_TRIANGLE_STRIP, 3, 1, 2 },
  24. { GL_LINES, 2, 2, 0 },
  25. { GL_POINTS, 1, 1, 0 },
  26. };
  27. static const char* s_primName[] =
  28. {
  29. "TriList",
  30. "TriStrip",
  31. "Line",
  32. "Point",
  33. };
  34. static const char* s_attribName[] =
  35. {
  36. "a_position",
  37. "a_normal",
  38. "a_tangent",
  39. "a_color0",
  40. "a_color1",
  41. "a_indices",
  42. "a_weight",
  43. "a_texcoord0",
  44. "a_texcoord1",
  45. "a_texcoord2",
  46. "a_texcoord3",
  47. "a_texcoord4",
  48. "a_texcoord5",
  49. "a_texcoord6",
  50. "a_texcoord7",
  51. };
  52. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attribName) );
  53. static const char* s_instanceDataName[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT] =
  54. {
  55. "i_data0",
  56. "i_data1",
  57. "i_data2",
  58. "i_data3",
  59. "i_data4",
  60. };
  61. static const GLenum s_access[Access::Count] =
  62. {
  63. GL_READ_ONLY,
  64. GL_WRITE_ONLY,
  65. GL_READ_WRITE,
  66. };
  67. static const GLenum s_attribType[AttribType::Count] =
  68. {
  69. GL_UNSIGNED_BYTE,
  70. GL_SHORT,
  71. GL_HALF_FLOAT,
  72. GL_FLOAT,
  73. };
  74. struct Blend
  75. {
  76. GLenum m_src;
  77. GLenum m_dst;
  78. bool m_factor;
  79. };
  80. static const Blend s_blendFactor[] =
  81. {
  82. { 0, 0, false }, // ignored
  83. { GL_ZERO, GL_ZERO, false }, // ZERO
  84. { GL_ONE, GL_ONE, false }, // ONE
  85. { GL_SRC_COLOR, GL_SRC_COLOR, false }, // SRC_COLOR
  86. { GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false }, // INV_SRC_COLOR
  87. { GL_SRC_ALPHA, GL_SRC_ALPHA, false }, // SRC_ALPHA
  88. { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false }, // INV_SRC_ALPHA
  89. { GL_DST_ALPHA, GL_DST_ALPHA, false }, // DST_ALPHA
  90. { GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false }, // INV_DST_ALPHA
  91. { GL_DST_COLOR, GL_DST_COLOR, false }, // DST_COLOR
  92. { GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false }, // INV_DST_COLOR
  93. { GL_SRC_ALPHA_SATURATE, GL_ONE, false }, // SRC_ALPHA_SAT
  94. { GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true }, // FACTOR
  95. { GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true }, // INV_FACTOR
  96. };
  97. static const GLenum s_blendEquation[] =
  98. {
  99. GL_FUNC_ADD,
  100. GL_FUNC_SUBTRACT,
  101. GL_FUNC_REVERSE_SUBTRACT,
  102. GL_MIN,
  103. GL_MAX,
  104. };
  105. static const GLenum s_cmpFunc[] =
  106. {
  107. 0, // ignored
  108. GL_LESS,
  109. GL_LEQUAL,
  110. GL_EQUAL,
  111. GL_GEQUAL,
  112. GL_GREATER,
  113. GL_NOTEQUAL,
  114. GL_NEVER,
  115. GL_ALWAYS,
  116. };
  117. static const GLenum s_stencilOp[] =
  118. {
  119. GL_ZERO,
  120. GL_KEEP,
  121. GL_REPLACE,
  122. GL_INCR_WRAP,
  123. GL_INCR,
  124. GL_DECR_WRAP,
  125. GL_DECR,
  126. GL_INVERT,
  127. };
  128. static const GLenum s_stencilFace[] =
  129. {
  130. GL_FRONT_AND_BACK,
  131. GL_FRONT,
  132. GL_BACK,
  133. };
  134. static const GLenum s_textureAddress[] =
  135. {
  136. GL_REPEAT,
  137. GL_MIRRORED_REPEAT,
  138. GL_CLAMP_TO_EDGE,
  139. };
  140. static const GLenum s_textureFilterMag[] =
  141. {
  142. GL_LINEAR,
  143. GL_NEAREST,
  144. GL_LINEAR,
  145. };
  146. static const GLenum s_textureFilterMin[][3] =
  147. {
  148. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  149. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  150. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  151. };
  152. struct TextureFormatInfo
  153. {
  154. GLenum m_internalFmt;
  155. GLenum m_fmt;
  156. GLenum m_type;
  157. bool m_supported;
  158. };
  159. static TextureFormatInfo s_textureFormat[] =
  160. {
  161. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
  162. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
  163. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, false }, // BC3
  164. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, false }, // BC4
  165. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, false }, // BC5
  166. { GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_ZERO, false }, // BC6H
  167. { GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_ZERO, false }, // BC7
  168. { GL_ETC1_RGB8_OES, GL_ETC1_RGB8_OES, GL_ZERO, false }, // ETC1
  169. { GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, false }, // ETC2
  170. { GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_ZERO, false }, // ETC2A
  171. { GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_ZERO, false }, // ETC2A1
  172. { GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12
  173. { GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14
  174. { GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12A
  175. { GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14A
  176. { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
  177. { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
  178. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
  179. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // R1
  180. { GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // R8
  181. { GL_R16, GL_RED, GL_UNSIGNED_SHORT, true }, // R16
  182. { GL_R16F, GL_RED, GL_HALF_FLOAT, true }, // R16F
  183. { GL_R32UI, GL_RED, GL_UNSIGNED_INT, true }, // R32
  184. { GL_R32F, GL_RED, GL_FLOAT, true }, // R32F
  185. { GL_RG8, GL_RG, GL_UNSIGNED_BYTE, true }, // RG8
  186. { GL_RG16, GL_RG, GL_UNSIGNED_SHORT, true }, // RG16
  187. { GL_RG16F, GL_RG, GL_FLOAT, true }, // RG16F
  188. { GL_RG32UI, GL_RG, GL_UNSIGNED_INT, true }, // RG32
  189. { GL_RG32F, GL_RG, GL_FLOAT, true }, // RG32F
  190. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
  191. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
  192. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
  193. { GL_RGBA32UI, GL_RGBA, GL_UNSIGNED_INT, true }, // RGBA32
  194. { GL_RGBA32F, GL_RGBA, GL_FLOAT, true }, // RGBA32F
  195. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, true }, // R5G6B5
  196. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, true }, // RGBA4
  197. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, true }, // RGB5A1
  198. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, true }, // RGB10A2
  199. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // UnknownDepth
  200. { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, false }, // D16
  201. { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D24
  202. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false }, // D24S8
  203. { GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D32
  204. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D16F
  205. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D24F
  206. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
  207. { GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
  208. };
  209. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  210. static GLenum s_imageFormat[] =
  211. {
  212. GL_ZERO, // BC1
  213. GL_ZERO, // BC2
  214. GL_ZERO, // BC3
  215. GL_ZERO, // BC4
  216. GL_ZERO, // BC5
  217. GL_ZERO, // BC6H
  218. GL_ZERO, // BC7
  219. GL_ZERO, // ETC1
  220. GL_ZERO, // ETC2
  221. GL_ZERO, // ETC2A
  222. GL_ZERO, // ETC2A1
  223. GL_ZERO, // PTC12
  224. GL_ZERO, // PTC14
  225. GL_ZERO, // PTC12A
  226. GL_ZERO, // PTC14A
  227. GL_ZERO, // PTC22
  228. GL_ZERO, // PTC24
  229. GL_ZERO, // Unknown
  230. GL_ZERO, // R1
  231. GL_R8, // R8
  232. GL_R16, // R16
  233. GL_R16F, // R16F
  234. GL_R32UI, // R32
  235. GL_R32F, // R32F
  236. GL_RG8, // RG8
  237. GL_RG16, // RG16
  238. GL_RG16F, // RG16F
  239. GL_RG32UI, // RG32
  240. GL_RG32F, // RG32F
  241. GL_RGBA8, // BGRA8
  242. GL_RGBA16, // RGBA16
  243. GL_RGBA16F, // RGBA16F
  244. GL_RGBA32UI, // RGBA32
  245. GL_RGBA32F, // RGBA32F
  246. GL_RGB565, // R5G6B5
  247. GL_RGBA4, // RGBA4
  248. GL_RGB5_A1, // RGB5A1
  249. GL_RGB10_A2, // RGB10A2
  250. GL_ZERO, // UnknownDepth
  251. GL_ZERO, // D16
  252. GL_ZERO, // D24
  253. GL_ZERO, // D24S8
  254. GL_ZERO, // D32
  255. GL_ZERO, // D16F
  256. GL_ZERO, // D24F
  257. GL_ZERO, // D32F
  258. GL_ZERO, // D0S8
  259. };
  260. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_imageFormat) );
  261. struct Extension
  262. {
  263. enum Enum
  264. {
  265. ANGLE_depth_texture,
  266. ANGLE_framebuffer_blit,
  267. ANGLE_framebuffer_multisample,
  268. ANGLE_instanced_arrays,
  269. ANGLE_texture_compression_dxt1,
  270. ANGLE_texture_compression_dxt3,
  271. ANGLE_texture_compression_dxt5,
  272. ANGLE_translated_shader_source,
  273. APPLE_texture_format_BGRA8888,
  274. APPLE_texture_max_level,
  275. ARB_compute_shader,
  276. ARB_debug_label,
  277. ARB_debug_output,
  278. ARB_depth_clamp,
  279. ARB_draw_buffers_blend,
  280. ARB_ES3_compatibility,
  281. ARB_framebuffer_object,
  282. ARB_framebuffer_sRGB,
  283. ARB_get_program_binary,
  284. ARB_half_float_pixel,
  285. ARB_half_float_vertex,
  286. ARB_instanced_arrays,
  287. ARB_map_buffer_range,
  288. ARB_multisample,
  289. ARB_program_interface_query,
  290. ARB_sampler_objects,
  291. ARB_seamless_cube_map,
  292. ARB_shader_image_load_store,
  293. ARB_shader_storage_buffer_object,
  294. ARB_shader_texture_lod,
  295. ARB_texture_compression_bptc,
  296. ARB_texture_compression_rgtc,
  297. ARB_texture_float,
  298. ARB_texture_multisample,
  299. ARB_texture_rg,
  300. ARB_texture_rgb10_a2ui,
  301. ARB_texture_stencil8,
  302. ARB_texture_storage,
  303. ARB_texture_swizzle,
  304. ARB_timer_query,
  305. ARB_uniform_buffer_object,
  306. ARB_vertex_array_object,
  307. ARB_vertex_type_2_10_10_10_rev,
  308. ATI_meminfo,
  309. CHROMIUM_depth_texture,
  310. CHROMIUM_framebuffer_multisample,
  311. CHROMIUM_texture_compression_dxt3,
  312. CHROMIUM_texture_compression_dxt5,
  313. EXT_bgra,
  314. EXT_blend_color,
  315. EXT_blend_minmax,
  316. EXT_blend_subtract,
  317. EXT_compressed_ETC1_RGB8_sub_texture,
  318. EXT_debug_label,
  319. EXT_debug_marker,
  320. EXT_frag_depth,
  321. EXT_framebuffer_blit,
  322. EXT_framebuffer_object,
  323. EXT_framebuffer_sRGB,
  324. EXT_occlusion_query_boolean,
  325. EXT_read_format_bgra,
  326. EXT_shader_image_load_store,
  327. EXT_shader_texture_lod,
  328. EXT_shadow_samplers,
  329. EXT_texture_array,
  330. EXT_texture_compression_dxt1,
  331. EXT_texture_compression_latc,
  332. EXT_texture_compression_rgtc,
  333. EXT_texture_compression_s3tc,
  334. EXT_texture_filter_anisotropic,
  335. EXT_texture_format_BGRA8888,
  336. EXT_texture_rg,
  337. EXT_texture_sRGB,
  338. EXT_texture_storage,
  339. EXT_texture_swizzle,
  340. EXT_texture_type_2_10_10_10_REV,
  341. EXT_timer_query,
  342. EXT_unpack_subimage,
  343. GOOGLE_depth_texture,
  344. GREMEDY_string_marker,
  345. GREMEDY_frame_terminator,
  346. IMG_multisampled_render_to_texture,
  347. IMG_read_format,
  348. IMG_shader_binary,
  349. IMG_texture_compression_pvrtc,
  350. IMG_texture_compression_pvrtc2,
  351. IMG_texture_format_BGRA8888,
  352. INTEL_fragment_shader_ordering,
  353. KHR_debug,
  354. MOZ_WEBGL_compressed_texture_s3tc,
  355. MOZ_WEBGL_depth_texture,
  356. NV_draw_buffers,
  357. NVX_gpu_memory_info,
  358. OES_compressed_ETC1_RGB8_texture,
  359. OES_depth24,
  360. OES_depth32,
  361. OES_depth_texture,
  362. OES_fragment_precision_high,
  363. OES_get_program_binary,
  364. OES_required_internalformat,
  365. OES_packed_depth_stencil,
  366. OES_read_format,
  367. OES_rgb8_rgba8,
  368. OES_standard_derivatives,
  369. OES_texture_3D,
  370. OES_texture_float,
  371. OES_texture_float_linear,
  372. OES_texture_npot,
  373. OES_texture_half_float,
  374. OES_texture_half_float_linear,
  375. OES_vertex_array_object,
  376. OES_vertex_half_float,
  377. OES_vertex_type_10_10_10_2,
  378. WEBGL_compressed_texture_etc1,
  379. WEBGL_compressed_texture_s3tc,
  380. WEBGL_compressed_texture_pvrtc,
  381. WEBGL_depth_texture,
  382. WEBKIT_EXT_texture_filter_anisotropic,
  383. WEBKIT_WEBGL_compressed_texture_s3tc,
  384. WEBKIT_WEBGL_depth_texture,
  385. Count
  386. };
  387. const char* m_name;
  388. bool m_supported;
  389. bool m_initialize;
  390. };
  391. static Extension s_extension[Extension::Count] =
  392. {
  393. { "ANGLE_depth_texture", false, true },
  394. { "ANGLE_framebuffer_blit", false, true },
  395. { "ANGLE_framebuffer_multisample", false, false },
  396. { "ANGLE_instanced_arrays", false, true },
  397. { "ANGLE_texture_compression_dxt1", false, true },
  398. { "ANGLE_texture_compression_dxt3", false, true },
  399. { "ANGLE_texture_compression_dxt5", false, true },
  400. { "ANGLE_translated_shader_source", false, true },
  401. { "APPLE_texture_format_BGRA8888", false, true },
  402. { "APPLE_texture_max_level", false, true },
  403. { "ARB_compute_shader", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  404. { "ARB_debug_label", false, true },
  405. { "ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  406. { "ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  407. { "ARB_draw_buffers_blend", BGFX_CONFIG_RENDERER_OPENGL >= 40, true },
  408. { "ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  409. { "ARB_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  410. { "ARB_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  411. { "ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  412. { "ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  413. { "ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  414. { "ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  415. { "ARB_map_buffer_range", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  416. { "ARB_multisample", false, true },
  417. { "ARB_program_interface_query", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  418. { "ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  419. { "ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  420. { "ARB_shader_image_load_store", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  421. { "ARB_shader_storage_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  422. { "ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  423. { "ARB_texture_compression_bptc", BGFX_CONFIG_RENDERER_OPENGL >= 44, true },
  424. { "ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  425. { "ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  426. { "ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  427. { "ARB_texture_rg", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  428. { "ARB_texture_rgb10_a2ui", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  429. { "ARB_texture_stencil8", false, true },
  430. { "ARB_texture_storage", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  431. { "ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  432. { "ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  433. { "ARB_uniform_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  434. { "ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  435. { "ARB_vertex_type_2_10_10_10_rev", false, true },
  436. { "ATI_meminfo", false, true },
  437. { "CHROMIUM_depth_texture", false, true },
  438. { "CHROMIUM_framebuffer_multisample", false, true },
  439. { "CHROMIUM_texture_compression_dxt3", false, true },
  440. { "CHROMIUM_texture_compression_dxt5", false, true },
  441. { "EXT_bgra", false, true },
  442. { "EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  443. { "EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  444. { "EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  445. { "EXT_compressed_ETC1_RGB8_sub_texture", false, true }, // GLES2 extension.
  446. { "EXT_debug_label", false, true },
  447. { "EXT_debug_marker", false, true },
  448. { "EXT_frag_depth", false, true }, // GLES2 extension.
  449. { "EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  450. { "EXT_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  451. { "EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  452. { "EXT_occlusion_query_boolean", false, true },
  453. { "EXT_read_format_bgra", false, true },
  454. { "EXT_shader_image_load_store", false, true },
  455. { "EXT_shader_texture_lod", false, true }, // GLES2 extension.
  456. { "EXT_shadow_samplers", false, true },
  457. { "EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  458. { "EXT_texture_compression_dxt1", false, true },
  459. { "EXT_texture_compression_latc", false, true },
  460. { "EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  461. { "EXT_texture_compression_s3tc", false, true },
  462. { "EXT_texture_filter_anisotropic", false, true },
  463. { "EXT_texture_format_BGRA8888", false, true },
  464. { "EXT_texture_rg", false, true }, // GLES2 extension.
  465. { "EXT_texture_sRGB", false, true },
  466. { "EXT_texture_storage", false, true },
  467. { "EXT_texture_swizzle", false, true },
  468. { "EXT_texture_type_2_10_10_10_REV", false, true },
  469. { "EXT_timer_query", false, true },
  470. { "EXT_unpack_subimage", false, true },
  471. { "GOOGLE_depth_texture", false, true },
  472. { "GREMEDY_string_marker", false, true },
  473. { "GREMEDY_frame_terminator", false, true },
  474. { "IMG_multisampled_render_to_texture", false, true },
  475. { "IMG_read_format", false, true },
  476. { "IMG_shader_binary", false, true },
  477. { "IMG_texture_compression_pvrtc", false, true },
  478. { "IMG_texture_compression_pvrtc2", false, true },
  479. { "IMG_texture_format_BGRA8888", false, true },
  480. { "INTEL_fragment_shader_ordering", false, true },
  481. { "KHR_debug", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  482. { "MOZ_WEBGL_compressed_texture_s3tc", false, true },
  483. { "MOZ_WEBGL_depth_texture", false, true },
  484. { "NV_draw_buffers", false, true }, // GLES2 extension.
  485. { "NVX_gpu_memory_info", false, true },
  486. { "OES_compressed_ETC1_RGB8_texture", false, true },
  487. { "OES_depth24", false, true },
  488. { "OES_depth32", false, true },
  489. { "OES_depth_texture", false, true },
  490. { "OES_fragment_precision_high", false, true },
  491. { "OES_get_program_binary", false, true },
  492. { "OES_required_internalformat", false, true },
  493. { "OES_packed_depth_stencil", false, true },
  494. { "OES_read_format", false, true },
  495. { "OES_rgb8_rgba8", false, true },
  496. { "OES_standard_derivatives", false, true },
  497. { "OES_texture_3D", false, true },
  498. { "OES_texture_float", false, true },
  499. { "OES_texture_float_linear", false, true },
  500. { "OES_texture_npot", false, true },
  501. { "OES_texture_half_float", false, true },
  502. { "OES_texture_half_float_linear", false, true },
  503. { "OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  504. { "OES_vertex_half_float", false, true },
  505. { "OES_vertex_type_10_10_10_2", false, true },
  506. { "WEBGL_compressed_texture_etc1", false, true },
  507. { "WEBGL_compressed_texture_s3tc", false, true },
  508. { "WEBGL_compressed_texture_pvrtc", false, true },
  509. { "WEBGL_depth_texture", false, true },
  510. { "WEBKIT_EXT_texture_filter_anisotropic", false, true },
  511. { "WEBKIT_WEBGL_compressed_texture_s3tc", false, true },
  512. { "WEBKIT_WEBGL_depth_texture", false, true },
  513. };
  514. static const char* s_ARB_shader_texture_lod[] =
  515. {
  516. "texture2DLod",
  517. "texture2DProjLod",
  518. "texture3DLod",
  519. "texture3DProjLod",
  520. "textureCubeLod",
  521. "shadow2DLod",
  522. "shadow2DProjLod",
  523. NULL
  524. // "texture1DLod",
  525. // "texture1DProjLod",
  526. // "shadow1DLod",
  527. // "shadow1DProjLod",
  528. };
  529. static const char* s_EXT_shader_texture_lod[] =
  530. {
  531. "texture2DLod",
  532. "texture2DProjLod",
  533. "textureCubeLod",
  534. NULL
  535. // "texture2DGrad",
  536. // "texture2DProjGrad",
  537. // "textureCubeGrad",
  538. };
  539. static const char* s_EXT_shadow_samplers[] =
  540. {
  541. "shadow2D",
  542. "shadow2DProj",
  543. NULL
  544. };
  545. static const char* s_OES_standard_derivatives[] =
  546. {
  547. "dFdx",
  548. "dFdy",
  549. "fwidth",
  550. NULL
  551. };
  552. static const char* s_OES_texture_3D[] =
  553. {
  554. "texture3D",
  555. "texture3DProj",
  556. "texture3DLod",
  557. "texture3DProjLod",
  558. NULL
  559. };
  560. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  561. {
  562. }
  563. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  564. {
  565. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  566. }
  567. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  568. {
  569. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  570. }
  571. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  572. {
  573. }
  574. static void GL_APIENTRY stubInsertEventMarker(GLsizei /*_length*/, const char* /*_marker*/)
  575. {
  576. }
  577. static void GL_APIENTRY stubInsertEventMarkerGREMEDY(GLsizei _length, const char* _marker)
  578. {
  579. // If <marker> is a null-terminated string then <length> should not
  580. // include the terminator.
  581. //
  582. // If <length> is 0 then <marker> is assumed to be null-terminated.
  583. uint32_t size = (0 == _length ? (uint32_t)strlen(_marker) : _length) + 1;
  584. size *= sizeof(wchar_t);
  585. wchar_t* name = (wchar_t*)alloca(size);
  586. mbstowcs(name, _marker, size-2);
  587. GL_CHECK(glStringMarkerGREMEDY(_length, _marker) );
  588. }
  589. static void GL_APIENTRY stubObjectLabel(GLenum /*_identifier*/, GLuint /*_name*/, GLsizei /*_length*/, const char* /*_label*/)
  590. {
  591. }
  592. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  593. static const char* getGLString(GLenum _name)
  594. {
  595. const char* str = (const char*)glGetString(_name);
  596. glGetError(); // ignore error if glGetString returns NULL.
  597. if (NULL != str)
  598. {
  599. return str;
  600. }
  601. return "<unknown>";
  602. }
  603. static uint32_t getGLStringHash(GLenum _name)
  604. {
  605. const char* str = (const char*)glGetString(_name);
  606. glGetError(); // ignore error if glGetString returns NULL.
  607. if (NULL != str)
  608. {
  609. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  610. }
  611. return 0;
  612. }
  613. void dumpExtensions(const char* _extensions)
  614. {
  615. if (NULL != _extensions)
  616. {
  617. char name[1024];
  618. const char* pos = _extensions;
  619. const char* end = _extensions + strlen(_extensions);
  620. while (pos < end)
  621. {
  622. uint32_t len;
  623. const char* space = strchr(pos, ' ');
  624. if (NULL != space)
  625. {
  626. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  627. }
  628. else
  629. {
  630. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  631. }
  632. strncpy(name, pos, len);
  633. name[len] = '\0';
  634. BX_TRACE("\t%s", name);
  635. pos += len+1;
  636. }
  637. }
  638. }
  639. const char* toString(GLenum _enum)
  640. {
  641. #if defined(GL_DEBUG_SOURCE_API_ARB)
  642. switch (_enum)
  643. {
  644. case GL_DEBUG_SOURCE_API_ARB: return "API";
  645. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  646. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  647. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  648. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  649. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  650. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  651. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  652. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  653. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  654. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  655. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  656. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  657. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  658. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  659. default:
  660. break;
  661. }
  662. #else
  663. BX_UNUSED(_enum);
  664. #endif // defined(GL_DEBUG_SOURCE_API_ARB)
  665. return "<unknown>";
  666. }
  667. void GL_APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  668. {
  669. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  670. , toString(_source)
  671. , toString(_type)
  672. , _id
  673. , toString(_severity)
  674. , _message
  675. );
  676. BX_UNUSED(_source, _type, _id, _severity, _message);
  677. }
  678. GLint glGet(GLenum _pname)
  679. {
  680. GLint result = 0;
  681. glGetIntegerv(_pname, &result);
  682. GLenum err = glGetError();
  683. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  684. return 0 == err ? result : 0;
  685. }
  686. void setTextureFormat(TextureFormat::Enum _format, GLenum _internalFmt, GLenum _fmt, GLenum _type = GL_ZERO)
  687. {
  688. TextureFormatInfo& tfi = s_textureFormat[_format];
  689. tfi.m_internalFmt = _internalFmt;
  690. tfi.m_fmt = _fmt;
  691. tfi.m_type = _type;
  692. }
  693. bool isTextureFormatValid(TextureFormat::Enum _format)
  694. {
  695. GLuint id;
  696. GL_CHECK(glGenTextures(1, &id) );
  697. GL_CHECK(glBindTexture(GL_TEXTURE_2D, id) );
  698. const TextureFormatInfo& tfi = s_textureFormat[_format];
  699. GLsizei size = (16*16*getBitsPerPixel(_format) )/8;
  700. void* data = alloca(size);
  701. if (isCompressed(_format) )
  702. {
  703. glCompressedTexImage2D(GL_TEXTURE_2D, 0, tfi.m_internalFmt, 16, 16, 0, size, data);
  704. }
  705. else
  706. {
  707. glTexImage2D(GL_TEXTURE_2D, 0, tfi.m_internalFmt, 16, 16, 0, tfi.m_fmt, tfi.m_type, data);
  708. }
  709. GLenum err = glGetError();
  710. BX_WARN(0 == err, "TextureFormat::%s is not supported (%x: %s).", getName(_format), err, glEnumName(err) );
  711. GL_CHECK(glDeleteTextures(1, &id) );
  712. return 0 == err;
  713. }
  714. struct RendererContextGL : public RendererContextI
  715. {
  716. RendererContextGL()
  717. : m_rtMsaa(false)
  718. , m_capture(NULL)
  719. , m_captureSize(0)
  720. , m_maxAnisotropy(0.0f)
  721. , m_maxMsaa(0)
  722. , m_vao(0)
  723. , m_vaoSupport(false)
  724. , m_samplerObjectSupport(false)
  725. , m_shadowSamplersSupport(false)
  726. , m_programBinarySupport(false)
  727. , m_textureSwizzleSupport(false)
  728. , m_depthTextureSupport(false)
  729. , m_useClearQuad(!!BGFX_CONFIG_RENDERER_OPENGL)
  730. , m_flip(false)
  731. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  732. , m_backBufferFbo(0)
  733. , m_msaaBackBufferFbo(0)
  734. {
  735. m_fbh.idx = invalidHandle;
  736. memset(m_uniforms, 0, sizeof(m_uniforms) );
  737. memset(&m_resolution, 0, sizeof(m_resolution) );
  738. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  739. m_vendor = getGLString(GL_VENDOR);
  740. m_renderer = getGLString(GL_RENDERER);
  741. m_version = getGLString(GL_VERSION);
  742. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  743. GLint numCmpFormats = 0;
  744. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  745. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  746. GLint* cmpFormat = NULL;
  747. if (0 < numCmpFormats)
  748. {
  749. numCmpFormats = numCmpFormats > 256 ? 256 : numCmpFormats;
  750. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  751. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  752. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  753. {
  754. GLint internalFmt = cmpFormat[ii];
  755. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  756. for (uint32_t jj = 0; jj < fmt; ++jj)
  757. {
  758. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  759. {
  760. s_textureFormat[jj].m_supported = true;
  761. fmt = jj;
  762. }
  763. }
  764. BX_TRACE(" %3d: %8x %s", ii, internalFmt, getName( (TextureFormat::Enum)fmt) );
  765. }
  766. }
  767. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  768. {
  769. #define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  770. BX_TRACE("Defaults:");
  771. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES
  772. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  773. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  774. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  775. #else
  776. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  777. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  778. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  779. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES
  780. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  781. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  782. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  783. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  784. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  785. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  786. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  787. #undef GL_GET
  788. BX_TRACE(" Vendor: %s", m_vendor);
  789. BX_TRACE(" Renderer: %s", m_renderer);
  790. BX_TRACE(" Version: %s", m_version);
  791. BX_TRACE("GLSL version: %s", m_glslVersion);
  792. }
  793. // Initial binary shader hash depends on driver version.
  794. m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  795. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  796. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  797. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  798. ;
  799. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  800. {
  801. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  802. glGetError(); // ignore error if glGetString returns NULL.
  803. if (NULL != extensions)
  804. {
  805. char name[1024];
  806. const char* pos = extensions;
  807. const char* end = extensions + strlen(extensions);
  808. uint32_t index = 0;
  809. while (pos < end)
  810. {
  811. uint32_t len;
  812. const char* space = strchr(pos, ' ');
  813. if (NULL != space)
  814. {
  815. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  816. }
  817. else
  818. {
  819. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  820. }
  821. strncpy(name, pos, len);
  822. name[len] = '\0';
  823. bool supported = false;
  824. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  825. {
  826. Extension& extension = s_extension[ii];
  827. if (!extension.m_supported
  828. && extension.m_initialize)
  829. {
  830. const char* ext = name;
  831. if (0 == strncmp(ext, "GL_", 3) ) // skip GL_
  832. {
  833. ext += 3;
  834. }
  835. if (0 == strcmp(ext, extension.m_name) )
  836. {
  837. extension.m_supported = true;
  838. supported = true;
  839. break;
  840. }
  841. }
  842. }
  843. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  844. BX_UNUSED(supported);
  845. pos += len+1;
  846. ++index;
  847. }
  848. BX_TRACE("Supported extensions:");
  849. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  850. {
  851. if (s_extension[ii].m_supported)
  852. {
  853. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  854. }
  855. }
  856. }
  857. }
  858. bool bc123Supported = 0
  859. || s_extension[Extension::EXT_texture_compression_s3tc ].m_supported
  860. || s_extension[Extension::MOZ_WEBGL_compressed_texture_s3tc ].m_supported
  861. || s_extension[Extension::WEBGL_compressed_texture_s3tc ].m_supported
  862. || s_extension[Extension::WEBKIT_WEBGL_compressed_texture_s3tc].m_supported
  863. ;
  864. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported
  865. || s_extension[Extension::ANGLE_texture_compression_dxt1].m_supported
  866. || s_extension[Extension::EXT_texture_compression_dxt1 ].m_supported
  867. ;
  868. if (!s_textureFormat[TextureFormat::BC1].m_supported
  869. && ( s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  870. {
  871. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  872. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  873. {
  874. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  875. {
  876. setTextureFormat(TextureFormat::BC1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
  877. s_textureFormat[TextureFormat::BC1].m_supported = true;
  878. break;
  879. }
  880. }
  881. }
  882. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported
  883. || s_extension[Extension::ANGLE_texture_compression_dxt3 ].m_supported
  884. || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported
  885. ;
  886. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported
  887. || s_extension[Extension::ANGLE_texture_compression_dxt5 ].m_supported
  888. || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported
  889. ;
  890. if (s_extension[Extension::EXT_texture_compression_latc].m_supported)
  891. {
  892. setTextureFormat(TextureFormat::BC4, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT);
  893. setTextureFormat(TextureFormat::BC5, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT);
  894. }
  895. if (s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  896. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  897. {
  898. setTextureFormat(TextureFormat::BC4, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1);
  899. setTextureFormat(TextureFormat::BC5, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2);
  900. }
  901. bool etc1Supported = 0
  902. || s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported
  903. || s_extension[Extension::WEBGL_compressed_texture_etc1 ].m_supported
  904. ;
  905. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  906. bool etc2Supported = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  907. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  908. ;
  909. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  910. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  911. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  912. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  913. && s_textureFormat[TextureFormat::ETC2].m_supported)
  914. {
  915. // When ETC2 is supported override ETC1 texture format settings.
  916. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  917. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  918. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  919. }
  920. bool ptc1Supported = 0
  921. || s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported
  922. || s_extension[Extension::WEBGL_compressed_texture_pvrtc].m_supported
  923. ;
  924. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  925. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  926. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  927. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  928. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  929. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  930. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  931. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES) )
  932. {
  933. setTextureFormat(TextureFormat::D32, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
  934. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  935. {
  936. setTextureFormat(TextureFormat::R16, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT);
  937. setTextureFormat(TextureFormat::RGBA16, GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT);
  938. }
  939. else
  940. {
  941. setTextureFormat(TextureFormat::RGBA16F, GL_RGBA, GL_RGBA, GL_HALF_FLOAT);
  942. if (BX_ENABLED(BX_PLATFORM_IOS) )
  943. {
  944. setTextureFormat(TextureFormat::D16, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);
  945. setTextureFormat(TextureFormat::D24S8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
  946. }
  947. }
  948. }
  949. if (s_extension[Extension::EXT_texture_format_BGRA8888 ].m_supported
  950. || s_extension[Extension::EXT_bgra ].m_supported
  951. || s_extension[Extension::IMG_texture_format_BGRA8888 ].m_supported
  952. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  953. {
  954. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  955. {
  956. m_readPixelsFmt = GL_BGRA;
  957. }
  958. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA;
  959. // Mixing GLES and GL extensions here. OpenGL EXT_bgra and
  960. // APPLE_texture_format_BGRA8888 wants
  961. // format to be BGRA but internal format to stay RGBA, but
  962. // EXT_texture_format_BGRA8888 wants both format and internal
  963. // format to be BGRA.
  964. //
  965. // Reference:
  966. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  967. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  968. // https://www.khronos.org/registry/gles/extensions/APPLE/APPLE_texture_format_BGRA8888.txt
  969. if (!s_extension[Extension::EXT_bgra ].m_supported
  970. && !s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  971. {
  972. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA;
  973. }
  974. if (!isTextureFormatValid(TextureFormat::BGRA8) )
  975. {
  976. // Revert back to RGBA if texture can't be created.
  977. setTextureFormat(TextureFormat::BGRA8, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
  978. }
  979. }
  980. if (!BX_ENABLED(BX_PLATFORM_EMSCRIPTEN) )
  981. {
  982. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  983. {
  984. if (TextureFormat::Unknown != ii
  985. && TextureFormat::UnknownDepth != ii)
  986. {
  987. s_textureFormat[ii].m_supported = isTextureFormatValid( (TextureFormat::Enum)ii);
  988. }
  989. }
  990. }
  991. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  992. {
  993. g_caps.formats[ii] = s_textureFormat[ii].m_supported ? 1 : 0;
  994. }
  995. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::OES_texture_3D].m_supported
  996. ? BGFX_CAPS_TEXTURE_3D
  997. : 0
  998. ;
  999. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::EXT_shadow_samplers].m_supported
  1000. ? BGFX_CAPS_TEXTURE_COMPARE_ALL
  1001. : 0
  1002. ;
  1003. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::OES_vertex_half_float].m_supported
  1004. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  1005. : 0
  1006. ;
  1007. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::EXT_frag_depth].m_supported
  1008. ? BGFX_CAPS_FRAGMENT_DEPTH
  1009. : 0
  1010. ;
  1011. g_caps.supported |= s_extension[Extension::ARB_draw_buffers_blend].m_supported
  1012. ? BGFX_CAPS_BLEND_INDEPENDENT
  1013. : 0
  1014. ;
  1015. g_caps.supported |= s_extension[Extension::INTEL_fragment_shader_ordering].m_supported
  1016. ? BGFX_CAPS_FRAGMENT_ORDERING
  1017. : 0
  1018. ;
  1019. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  1020. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  1021. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1022. {
  1023. g_caps.maxFBAttachments = bx::uint32_min(glGet(GL_MAX_COLOR_ATTACHMENTS), BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1024. }
  1025. m_vaoSupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1026. || s_extension[Extension::ARB_vertex_array_object].m_supported
  1027. || s_extension[Extension::OES_vertex_array_object].m_supported
  1028. ;
  1029. if (BX_ENABLED(BX_PLATFORM_NACL) )
  1030. {
  1031. m_vaoSupport &= NULL != glGenVertexArrays
  1032. && NULL != glDeleteVertexArrays
  1033. && NULL != glBindVertexArray
  1034. ;
  1035. }
  1036. if (m_vaoSupport)
  1037. {
  1038. GL_CHECK(glGenVertexArrays(1, &m_vao) );
  1039. }
  1040. m_samplerObjectSupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1041. || s_extension[Extension::ARB_sampler_objects].m_supported
  1042. ;
  1043. m_shadowSamplersSupport = !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1044. || s_extension[Extension::EXT_shadow_samplers].m_supported
  1045. ;
  1046. m_programBinarySupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1047. || s_extension[Extension::ARB_get_program_binary].m_supported
  1048. || s_extension[Extension::OES_get_program_binary].m_supported
  1049. || s_extension[Extension::IMG_shader_binary ].m_supported
  1050. ;
  1051. m_textureSwizzleSupport = false
  1052. || s_extension[Extension::ARB_texture_swizzle].m_supported
  1053. || s_extension[Extension::EXT_texture_swizzle].m_supported
  1054. ;
  1055. m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1056. || s_extension[Extension::ANGLE_depth_texture ].m_supported
  1057. || s_extension[Extension::CHROMIUM_depth_texture ].m_supported
  1058. || s_extension[Extension::GOOGLE_depth_texture ].m_supported
  1059. || s_extension[Extension::OES_depth_texture ].m_supported
  1060. || s_extension[Extension::MOZ_WEBGL_depth_texture ].m_supported
  1061. || s_extension[Extension::WEBGL_depth_texture ].m_supported
  1062. || s_extension[Extension::WEBKIT_WEBGL_depth_texture].m_supported
  1063. ;
  1064. g_caps.supported |= m_depthTextureSupport
  1065. ? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  1066. : 0
  1067. ;
  1068. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  1069. || s_extension[Extension::ARB_compute_shader].m_supported
  1070. ? BGFX_CAPS_COMPUTE
  1071. : 0
  1072. ;
  1073. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  1074. {
  1075. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_maxAnisotropy) );
  1076. }
  1077. if (s_extension[Extension::ARB_texture_multisample].m_supported
  1078. || s_extension[Extension::ANGLE_framebuffer_multisample].m_supported)
  1079. {
  1080. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &m_maxMsaa) );
  1081. }
  1082. if (s_extension[Extension::OES_read_format].m_supported
  1083. && (s_extension[Extension::IMG_read_format].m_supported || s_extension[Extension::EXT_read_format_bgra].m_supported) )
  1084. {
  1085. m_readPixelsFmt = GL_BGRA;
  1086. }
  1087. else
  1088. {
  1089. m_readPixelsFmt = GL_RGBA;
  1090. }
  1091. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1092. {
  1093. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1094. }
  1095. else
  1096. {
  1097. if (!BX_ENABLED(BX_PLATFORM_IOS) )
  1098. {
  1099. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  1100. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  1101. {
  1102. if (NULL != glVertexAttribDivisor
  1103. && NULL != glDrawArraysInstanced
  1104. && NULL != glDrawElementsInstanced)
  1105. {
  1106. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1107. }
  1108. }
  1109. }
  1110. if (0 == (g_caps.supported & BGFX_CAPS_INSTANCING) )
  1111. {
  1112. glVertexAttribDivisor = stubVertexAttribDivisor;
  1113. glDrawArraysInstanced = stubDrawArraysInstanced;
  1114. glDrawElementsInstanced = stubDrawElementsInstanced;
  1115. }
  1116. }
  1117. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  1118. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1119. {
  1120. s_textureFormat[TextureFormat::R8].m_internalFmt = GL_R8;
  1121. s_textureFormat[TextureFormat::R8].m_fmt = GL_RED;
  1122. }
  1123. #if BGFX_CONFIG_RENDERER_OPENGL
  1124. if (s_extension[Extension::ARB_debug_output].m_supported
  1125. || s_extension[Extension::KHR_debug].m_supported)
  1126. {
  1127. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  1128. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  1129. }
  1130. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  1131. {
  1132. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  1133. }
  1134. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  1135. {
  1136. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  1137. }
  1138. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1139. if (NULL == glFrameTerminatorGREMEDY
  1140. || !s_extension[Extension::GREMEDY_frame_terminator].m_supported)
  1141. {
  1142. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  1143. }
  1144. if (NULL == glInsertEventMarker
  1145. || !s_extension[Extension::EXT_debug_marker].m_supported)
  1146. {
  1147. glInsertEventMarker = (NULL != glStringMarkerGREMEDY && s_extension[Extension::GREMEDY_string_marker].m_supported)
  1148. ? stubInsertEventMarkerGREMEDY
  1149. : stubInsertEventMarker
  1150. ;
  1151. }
  1152. if (NULL == glObjectLabel)
  1153. {
  1154. glObjectLabel = stubObjectLabel;
  1155. }
  1156. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1157. {
  1158. m_queries.create();
  1159. }
  1160. }
  1161. ~RendererContextGL()
  1162. {
  1163. if (m_vaoSupport)
  1164. {
  1165. GL_CHECK(glBindVertexArray(0) );
  1166. GL_CHECK(glDeleteVertexArrays(1, &m_vao) );
  1167. m_vao = 0;
  1168. }
  1169. captureFinish();
  1170. invalidateCache();
  1171. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1172. {
  1173. m_queries.destroy();
  1174. }
  1175. destroyMsaaFbo();
  1176. m_glctx.destroy();
  1177. m_flip = false;
  1178. }
  1179. RendererType::Enum getRendererType() const BX_OVERRIDE
  1180. {
  1181. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1182. {
  1183. return RendererType::OpenGL;
  1184. }
  1185. return RendererType::OpenGLES;
  1186. }
  1187. const char* getRendererName() const BX_OVERRIDE
  1188. {
  1189. return BGFX_RENDERER_OPENGL_NAME;
  1190. }
  1191. void flip()
  1192. {
  1193. if (m_flip)
  1194. {
  1195. m_glctx.swap();
  1196. }
  1197. }
  1198. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
  1199. {
  1200. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1201. }
  1202. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1203. {
  1204. m_indexBuffers[_handle.idx].destroy();
  1205. }
  1206. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1207. {
  1208. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1209. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1210. dump(decl);
  1211. }
  1212. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1213. {
  1214. }
  1215. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) BX_OVERRIDE
  1216. {
  1217. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1218. }
  1219. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1220. {
  1221. m_vertexBuffers[_handle.idx].destroy();
  1222. }
  1223. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  1224. {
  1225. m_indexBuffers[_handle.idx].create(_size, NULL);
  1226. }
  1227. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1228. {
  1229. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1230. }
  1231. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1232. {
  1233. m_indexBuffers[_handle.idx].destroy();
  1234. }
  1235. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  1236. {
  1237. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1238. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1239. }
  1240. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1241. {
  1242. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1243. }
  1244. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1245. {
  1246. m_vertexBuffers[_handle.idx].destroy();
  1247. }
  1248. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1249. {
  1250. m_shaders[_handle.idx].create(_mem);
  1251. }
  1252. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1253. {
  1254. m_shaders[_handle.idx].destroy();
  1255. }
  1256. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1257. {
  1258. ShaderGL dummyFragmentShader;
  1259. m_program[_handle.idx].create(m_shaders[_vsh.idx], isValid(_fsh) ? m_shaders[_fsh.idx] : dummyFragmentShader);
  1260. }
  1261. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1262. {
  1263. m_program[_handle.idx].destroy();
  1264. }
  1265. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1266. {
  1267. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1268. }
  1269. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1270. {
  1271. }
  1272. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1273. {
  1274. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1275. }
  1276. void updateTextureEnd() BX_OVERRIDE
  1277. {
  1278. }
  1279. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1280. {
  1281. m_textures[_handle.idx].destroy();
  1282. }
  1283. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1284. {
  1285. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1286. }
  1287. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1288. {
  1289. m_frameBuffers[_handle.idx].destroy();
  1290. }
  1291. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1292. {
  1293. if (NULL != m_uniforms[_handle.idx])
  1294. {
  1295. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1296. }
  1297. uint32_t size = g_uniformTypeSize[_type]*_num;
  1298. void* data = BX_ALLOC(g_allocator, size);
  1299. memset(data, 0, size);
  1300. m_uniforms[_handle.idx] = data;
  1301. m_uniformReg.add(_handle, _name, m_uniforms[_handle.idx]);
  1302. }
  1303. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1304. {
  1305. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1306. m_uniforms[_handle.idx] = NULL;
  1307. }
  1308. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1309. {
  1310. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  1311. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1312. uint32_t width = m_resolution.m_width;
  1313. uint32_t height = m_resolution.m_height;
  1314. GL_CHECK(glReadPixels(0
  1315. , 0
  1316. , width
  1317. , height
  1318. , m_readPixelsFmt
  1319. , GL_UNSIGNED_BYTE
  1320. , data
  1321. ) );
  1322. if (GL_RGBA == m_readPixelsFmt)
  1323. {
  1324. imageSwizzleBgra8(width, height, width*4, data, data);
  1325. }
  1326. g_callback->screenShot(_filePath
  1327. , width
  1328. , height
  1329. , width*4
  1330. , data
  1331. , length
  1332. , true
  1333. );
  1334. BX_FREE(g_allocator, data);
  1335. }
  1336. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1337. {
  1338. bx::strlcpy(&s_viewName[_id][0], _name, BX_COUNTOF(s_viewName[0]) );
  1339. }
  1340. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1341. {
  1342. memcpy(m_uniforms[_loc], _data, _size);
  1343. }
  1344. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1345. {
  1346. GL_CHECK(glInsertEventMarker(_size, _marker) );
  1347. }
  1348. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1349. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1350. {
  1351. if (0 != m_vao)
  1352. {
  1353. GL_CHECK(glBindVertexArray(m_vao) );
  1354. }
  1355. uint32_t width = m_resolution.m_width;
  1356. uint32_t height = m_resolution.m_height;
  1357. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1358. GL_CHECK(glViewport(0, 0, width, height) );
  1359. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1360. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1361. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1362. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1363. GL_CHECK(glDisable(GL_CULL_FACE) );
  1364. GL_CHECK(glDisable(GL_BLEND) );
  1365. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1366. ProgramGL& program = m_program[_blitter.m_program.idx];
  1367. GL_CHECK(glUseProgram(program.m_id) );
  1368. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  1369. float proj[16];
  1370. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1371. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  1372. , 1
  1373. , GL_FALSE
  1374. , proj
  1375. ) );
  1376. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  1377. GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_textures[_blitter.m_texture.idx].m_id) );
  1378. }
  1379. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1380. {
  1381. uint32_t numVertices = _numIndices*4/6;
  1382. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1383. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data);
  1384. VertexBufferGL& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1385. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  1386. IndexBufferGL& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1387. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  1388. ProgramGL& program = m_program[_blitter.m_program.idx];
  1389. program.bindAttributes(_blitter.m_decl, 0);
  1390. GL_CHECK(glDrawElements(GL_TRIANGLES
  1391. , _numIndices
  1392. , GL_UNSIGNED_SHORT
  1393. , (void*)0
  1394. ) );
  1395. }
  1396. void updateResolution(const Resolution& _resolution)
  1397. {
  1398. if (m_resolution.m_width != _resolution.m_width
  1399. || m_resolution.m_height != _resolution.m_height
  1400. || m_resolution.m_flags != _resolution.m_flags)
  1401. {
  1402. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1403. m_textVideoMem.clear();
  1404. m_resolution = _resolution;
  1405. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  1406. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  1407. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  1408. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  1409. updateCapture();
  1410. }
  1411. }
  1412. uint32_t setFrameBuffer(FrameBufferHandle _fbh, uint32_t _height, bool _msaa = true)
  1413. {
  1414. if (isValid(m_fbh)
  1415. && m_fbh.idx != _fbh.idx
  1416. && m_rtMsaa)
  1417. {
  1418. FrameBufferGL& frameBuffer = m_frameBuffers[m_fbh.idx];
  1419. frameBuffer.resolve();
  1420. }
  1421. if (!isValid(_fbh) )
  1422. {
  1423. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1424. }
  1425. else
  1426. {
  1427. FrameBufferGL& frameBuffer = m_frameBuffers[_fbh.idx];
  1428. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.m_fbo[0]) );
  1429. _height = frameBuffer.m_height;
  1430. }
  1431. m_fbh = _fbh;
  1432. m_rtMsaa = _msaa;
  1433. return _height;
  1434. }
  1435. uint32_t getNumRt() const
  1436. {
  1437. if (isValid(m_fbh) )
  1438. {
  1439. const FrameBufferGL& frameBuffer = m_frameBuffers[m_fbh.idx];
  1440. return frameBuffer.m_num;
  1441. }
  1442. return 1;
  1443. }
  1444. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  1445. {
  1446. if (0 == m_msaaBackBufferFbo // iOS
  1447. && 1 < _msaa)
  1448. {
  1449. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  1450. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1451. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  1452. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  1453. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  1454. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  1455. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  1456. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  1457. GLenum attachment = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1458. ? GL_DEPTH_STENCIL_ATTACHMENT
  1459. : GL_DEPTH_ATTACHMENT
  1460. ;
  1461. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  1462. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1463. , "glCheckFramebufferStatus failed 0x%08x"
  1464. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1465. );
  1466. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1467. }
  1468. }
  1469. void destroyMsaaFbo()
  1470. {
  1471. if (m_backBufferFbo != m_msaaBackBufferFbo // iOS
  1472. && 0 != m_msaaBackBufferFbo)
  1473. {
  1474. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  1475. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  1476. m_msaaBackBufferFbo = 0;
  1477. }
  1478. }
  1479. void blitMsaaFbo()
  1480. {
  1481. if (m_backBufferFbo != m_msaaBackBufferFbo // iOS
  1482. && 0 != m_msaaBackBufferFbo)
  1483. {
  1484. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1485. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1486. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1487. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  1488. uint32_t width = m_resolution.m_width;
  1489. uint32_t height = m_resolution.m_height;
  1490. GLenum filter = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30)
  1491. ? GL_NEAREST
  1492. : GL_LINEAR
  1493. ;
  1494. GL_CHECK(glBlitFramebuffer(0
  1495. , 0
  1496. , width
  1497. , height
  1498. , 0
  1499. , 0
  1500. , width
  1501. , height
  1502. , GL_COLOR_BUFFER_BIT
  1503. , filter
  1504. ) );
  1505. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1506. }
  1507. }
  1508. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  1509. {
  1510. if (_width != 0
  1511. || _height != 0)
  1512. {
  1513. if (!m_glctx.isValid() )
  1514. {
  1515. m_glctx.create(_width, _height);
  1516. #if BX_PLATFORM_IOS
  1517. // iOS: need to figure out how to deal with FBO created by context.
  1518. m_backBufferFbo = m_glctx.m_fbo;
  1519. m_msaaBackBufferFbo = m_glctx.m_fbo;
  1520. #endif // BX_PLATFORM_IOS
  1521. }
  1522. else
  1523. {
  1524. destroyMsaaFbo();
  1525. m_glctx.resize(_width, _height, _vsync);
  1526. createMsaaFbo(_width, _height, _msaa);
  1527. }
  1528. }
  1529. m_flip = true;
  1530. }
  1531. void invalidateCache()
  1532. {
  1533. if (m_vaoSupport)
  1534. {
  1535. m_vaoStateCache.invalidate();
  1536. }
  1537. if ( (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1538. && m_samplerObjectSupport)
  1539. {
  1540. m_samplerStateCache.invalidate();
  1541. }
  1542. }
  1543. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  1544. {
  1545. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  1546. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1547. {
  1548. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  1549. {
  1550. _flags &= ~BGFX_TEXTURE_RESERVED_MASK;
  1551. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1552. _flags |= _numMips<<BGFX_TEXTURE_RESERVED_SHIFT;
  1553. GLuint sampler = m_samplerStateCache.find(_flags);
  1554. if (UINT32_MAX == sampler)
  1555. {
  1556. sampler = m_samplerStateCache.add(_flags);
  1557. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  1558. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  1559. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  1560. const uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  1561. const uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  1562. const uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  1563. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  1564. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  1565. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  1566. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  1567. && 0.0f < m_maxAnisotropy)
  1568. {
  1569. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  1570. }
  1571. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1572. || m_shadowSamplersSupport)
  1573. {
  1574. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1575. if (0 == cmpFunc)
  1576. {
  1577. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  1578. }
  1579. else
  1580. {
  1581. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  1582. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  1583. }
  1584. }
  1585. }
  1586. GL_CHECK(glBindSampler(_stage, sampler) );
  1587. }
  1588. else
  1589. {
  1590. GL_CHECK(glBindSampler(_stage, 0) );
  1591. }
  1592. }
  1593. }
  1594. void updateCapture()
  1595. {
  1596. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  1597. {
  1598. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  1599. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  1600. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  1601. }
  1602. else
  1603. {
  1604. captureFinish();
  1605. }
  1606. }
  1607. void capture()
  1608. {
  1609. if (NULL != m_capture)
  1610. {
  1611. GL_CHECK(glReadPixels(0
  1612. , 0
  1613. , m_resolution.m_width
  1614. , m_resolution.m_height
  1615. , m_readPixelsFmt
  1616. , GL_UNSIGNED_BYTE
  1617. , m_capture
  1618. ) );
  1619. g_callback->captureFrame(m_capture, m_captureSize);
  1620. }
  1621. }
  1622. void captureFinish()
  1623. {
  1624. if (NULL != m_capture)
  1625. {
  1626. g_callback->captureEnd();
  1627. BX_FREE(g_allocator, m_capture);
  1628. m_capture = NULL;
  1629. m_captureSize = 0;
  1630. }
  1631. }
  1632. bool programFetchFromCache(GLuint programId, uint64_t _id)
  1633. {
  1634. _id ^= m_hash;
  1635. bool cached = false;
  1636. if (m_programBinarySupport)
  1637. {
  1638. uint32_t length = g_callback->cacheReadSize(_id);
  1639. cached = length > 0;
  1640. if (cached)
  1641. {
  1642. void* data = BX_ALLOC(g_allocator, length);
  1643. if (g_callback->cacheRead(_id, data, length) )
  1644. {
  1645. bx::MemoryReader reader(data, length);
  1646. GLenum format;
  1647. bx::read(&reader, format);
  1648. GL_CHECK(glProgramBinary(programId, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  1649. }
  1650. BX_FREE(g_allocator, data);
  1651. }
  1652. #if BGFX_CONFIG_RENDERER_OPENGL
  1653. GL_CHECK(glProgramParameteri(programId, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  1654. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1655. }
  1656. return cached;
  1657. }
  1658. void programCache(GLuint programId, uint64_t _id)
  1659. {
  1660. _id ^= m_hash;
  1661. if (m_programBinarySupport)
  1662. {
  1663. GLint programLength;
  1664. GLenum format;
  1665. GL_CHECK(glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  1666. if (0 < programLength)
  1667. {
  1668. uint32_t length = programLength + 4;
  1669. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1670. GL_CHECK(glGetProgramBinary(programId, programLength, NULL, &format, &data[4]) );
  1671. *(uint32_t*)data = format;
  1672. g_callback->cacheWrite(_id, data, length);
  1673. BX_FREE(g_allocator, data);
  1674. }
  1675. }
  1676. }
  1677. void commit(ConstantBuffer& _constantBuffer)
  1678. {
  1679. _constantBuffer.reset();
  1680. for (;;)
  1681. {
  1682. uint32_t opcode = _constantBuffer.read();
  1683. if (UniformType::End == opcode)
  1684. {
  1685. break;
  1686. }
  1687. UniformType::Enum type;
  1688. uint16_t ignore;
  1689. uint16_t num;
  1690. uint16_t copy;
  1691. ConstantBuffer::decodeOpcode(opcode, type, ignore, num, copy);
  1692. const char* data;
  1693. if (copy)
  1694. {
  1695. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1696. }
  1697. else
  1698. {
  1699. UniformHandle handle;
  1700. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1701. data = (const char*)m_uniforms[handle.idx];
  1702. }
  1703. uint32_t loc = _constantBuffer.read();
  1704. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1705. case UniformType::_uniform: \
  1706. { \
  1707. _type* value = (_type*)data; \
  1708. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  1709. } \
  1710. break;
  1711. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  1712. case UniformType::_uniform: \
  1713. { \
  1714. _type* value = (_type*)data; \
  1715. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  1716. } \
  1717. break;
  1718. switch (type)
  1719. {
  1720. // case ConstantType::Uniform1iv:
  1721. // {
  1722. // int* value = (int*)data;
  1723. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  1724. // GL_CHECK(glUniform1iv(loc, num, value) );
  1725. // }
  1726. // break;
  1727. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1728. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1729. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1730. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1731. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1732. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1733. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1734. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  1735. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  1736. case UniformType::End:
  1737. break;
  1738. default:
  1739. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1740. break;
  1741. }
  1742. #undef CASE_IMPLEMENT_UNIFORM
  1743. #undef CASE_IMPLEMENT_UNIFORM_T
  1744. }
  1745. }
  1746. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, uint32_t _height)
  1747. {
  1748. if (BX_ENABLED(BGFX_CONFIG_CLEAR_QUAD)
  1749. && m_useClearQuad)
  1750. {
  1751. const GLuint defaultVao = m_vao;
  1752. if (0 != defaultVao)
  1753. {
  1754. GL_CHECK(glBindVertexArray(defaultVao) );
  1755. }
  1756. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1757. GL_CHECK(glDisable(GL_CULL_FACE) );
  1758. GL_CHECK(glDisable(GL_BLEND) );
  1759. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  1760. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  1761. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  1762. {
  1763. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  1764. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1765. GL_CHECK(glDepthMask(GL_TRUE) );
  1766. }
  1767. else
  1768. {
  1769. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1770. }
  1771. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  1772. {
  1773. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  1774. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  1775. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  1776. }
  1777. else
  1778. {
  1779. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1780. }
  1781. VertexBufferGL& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  1782. VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  1783. {
  1784. struct Vertex
  1785. {
  1786. float m_x;
  1787. float m_y;
  1788. float m_z;
  1789. uint32_t m_abgr;
  1790. } * vertex = (Vertex*)_clearQuad.m_vb->data;
  1791. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  1792. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  1793. const float depth = _clear.m_depth;
  1794. vertex->m_x = -1.0f;
  1795. vertex->m_y = -1.0f;
  1796. vertex->m_z = depth;
  1797. vertex->m_abgr = abgr;
  1798. vertex++;
  1799. vertex->m_x = 1.0f;
  1800. vertex->m_y = -1.0f;
  1801. vertex->m_z = depth;
  1802. vertex->m_abgr = abgr;
  1803. vertex++;
  1804. vertex->m_x = 1.0f;
  1805. vertex->m_y = 1.0f;
  1806. vertex->m_z = depth;
  1807. vertex->m_abgr = abgr;
  1808. vertex++;
  1809. vertex->m_x = -1.0f;
  1810. vertex->m_y = 1.0f;
  1811. vertex->m_z = depth;
  1812. vertex->m_abgr = abgr;
  1813. }
  1814. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  1815. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  1816. IndexBufferGL& ib = m_indexBuffers[_clearQuad.m_ib.idx];
  1817. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  1818. uint32_t numMrt = 0;
  1819. FrameBufferHandle fbh = m_fbh;
  1820. if (isValid(fbh) )
  1821. {
  1822. const FrameBufferGL& fb = m_frameBuffers[fbh.idx];
  1823. numMrt = bx::uint32_max(1, fb.m_num)-1;
  1824. }
  1825. ProgramGL& program = m_program[_clearQuad.m_program[numMrt].idx];
  1826. GL_CHECK(glUseProgram(program.m_id) );
  1827. program.bindAttributes(vertexDecl, 0);
  1828. GL_CHECK(glDrawElements(GL_TRIANGLES
  1829. , 6
  1830. , GL_UNSIGNED_SHORT
  1831. , (void*)0
  1832. ) );
  1833. }
  1834. else
  1835. {
  1836. GLuint flags = 0;
  1837. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  1838. {
  1839. flags |= GL_COLOR_BUFFER_BIT;
  1840. uint32_t rgba = _clear.m_rgba;
  1841. float rr = (rgba>>24)/255.0f;
  1842. float gg = ( (rgba>>16)&0xff)/255.0f;
  1843. float bb = ( (rgba>>8)&0xff)/255.0f;
  1844. float aa = (rgba&0xff)/255.0f;
  1845. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  1846. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1847. }
  1848. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  1849. {
  1850. flags |= GL_DEPTH_BUFFER_BIT;
  1851. GL_CHECK(glClearDepth(_clear.m_depth) );
  1852. GL_CHECK(glDepthMask(GL_TRUE) );
  1853. }
  1854. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  1855. {
  1856. flags |= GL_STENCIL_BUFFER_BIT;
  1857. GL_CHECK(glClearStencil(_clear.m_stencil) );
  1858. }
  1859. if (0 != flags)
  1860. {
  1861. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  1862. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  1863. GL_CHECK(glClear(flags) );
  1864. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1865. }
  1866. }
  1867. }
  1868. IndexBufferGL m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1869. VertexBufferGL m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1870. ShaderGL m_shaders[BGFX_CONFIG_MAX_SHADERS];
  1871. ProgramGL m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1872. TextureGL m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1873. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1874. FrameBufferGL m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1875. UniformRegistry m_uniformReg;
  1876. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1877. QueriesGL m_queries;
  1878. VaoStateCache m_vaoStateCache;
  1879. SamplerStateCache m_samplerStateCache;
  1880. TextVideoMem m_textVideoMem;
  1881. bool m_rtMsaa;
  1882. FrameBufferHandle m_fbh;
  1883. Resolution m_resolution;
  1884. void* m_capture;
  1885. uint32_t m_captureSize;
  1886. float m_maxAnisotropy;
  1887. int32_t m_maxMsaa;
  1888. GLuint m_vao;
  1889. bool m_vaoSupport;
  1890. bool m_samplerObjectSupport;
  1891. bool m_shadowSamplersSupport;
  1892. bool m_programBinarySupport;
  1893. bool m_textureSwizzleSupport;
  1894. bool m_depthTextureSupport;
  1895. bool m_useClearQuad;
  1896. bool m_flip;
  1897. uint64_t m_hash;
  1898. GLenum m_readPixelsFmt;
  1899. GLuint m_backBufferFbo;
  1900. GLuint m_msaaBackBufferFbo;
  1901. GLuint m_msaaBackBufferRbos[2];
  1902. GlContext m_glctx;
  1903. const char* m_vendor;
  1904. const char* m_renderer;
  1905. const char* m_version;
  1906. const char* m_glslVersion;
  1907. };
  1908. RendererContextGL* s_renderGL;
  1909. RendererContextI* rendererCreateGL()
  1910. {
  1911. s_renderGL = BX_NEW(g_allocator, RendererContextGL);
  1912. return s_renderGL;
  1913. }
  1914. void rendererDestroyGL()
  1915. {
  1916. BX_DELETE(g_allocator, s_renderGL);
  1917. s_renderGL = NULL;
  1918. }
  1919. const char* glslTypeName(GLuint _type)
  1920. {
  1921. #define GLSL_TYPE(_ty) case _ty: return #_ty
  1922. switch (_type)
  1923. {
  1924. GLSL_TYPE(GL_INT);
  1925. GLSL_TYPE(GL_INT_VEC2);
  1926. GLSL_TYPE(GL_INT_VEC3);
  1927. GLSL_TYPE(GL_INT_VEC4);
  1928. GLSL_TYPE(GL_UNSIGNED_INT);
  1929. GLSL_TYPE(GL_UNSIGNED_INT_VEC2);
  1930. GLSL_TYPE(GL_UNSIGNED_INT_VEC3);
  1931. GLSL_TYPE(GL_UNSIGNED_INT_VEC4);
  1932. GLSL_TYPE(GL_FLOAT);
  1933. GLSL_TYPE(GL_FLOAT_VEC2);
  1934. GLSL_TYPE(GL_FLOAT_VEC3);
  1935. GLSL_TYPE(GL_FLOAT_VEC4);
  1936. GLSL_TYPE(GL_FLOAT_MAT2);
  1937. GLSL_TYPE(GL_FLOAT_MAT3);
  1938. GLSL_TYPE(GL_FLOAT_MAT4);
  1939. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  1940. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  1941. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  1942. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  1943. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  1944. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  1945. // GLSL_TYPE(GL_SAMPLER_1D);
  1946. GLSL_TYPE(GL_SAMPLER_2D);
  1947. GLSL_TYPE(GL_SAMPLER_3D);
  1948. GLSL_TYPE(GL_SAMPLER_CUBE);
  1949. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  1950. GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  1951. GLSL_TYPE(GL_IMAGE_1D);
  1952. GLSL_TYPE(GL_IMAGE_2D);
  1953. GLSL_TYPE(GL_IMAGE_3D);
  1954. GLSL_TYPE(GL_IMAGE_CUBE);
  1955. }
  1956. #undef GLSL_TYPE
  1957. BX_CHECK(false, "Unknown GLSL type? %x", _type);
  1958. return "UNKNOWN GLSL TYPE!";
  1959. }
  1960. const char* glEnumName(GLenum _enum)
  1961. {
  1962. #define GLENUM(_ty) case _ty: return #_ty
  1963. switch (_enum)
  1964. {
  1965. GLENUM(GL_TEXTURE);
  1966. GLENUM(GL_RENDERBUFFER);
  1967. GLENUM(GL_INVALID_ENUM);
  1968. GLENUM(GL_INVALID_VALUE);
  1969. GLENUM(GL_INVALID_OPERATION);
  1970. GLENUM(GL_OUT_OF_MEMORY);
  1971. GLENUM(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
  1972. GLENUM(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
  1973. // GLENUM(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
  1974. // GLENUM(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
  1975. GLENUM(GL_FRAMEBUFFER_UNSUPPORTED);
  1976. }
  1977. #undef GLENUM
  1978. BX_WARN(false, "Unknown enum? %x", _enum);
  1979. return "<GLenum?>";
  1980. }
  1981. UniformType::Enum convertGlType(GLenum _type)
  1982. {
  1983. switch (_type)
  1984. {
  1985. case GL_INT:
  1986. case GL_UNSIGNED_INT:
  1987. return UniformType::Uniform1iv;
  1988. case GL_FLOAT:
  1989. return UniformType::Uniform1fv;
  1990. case GL_FLOAT_VEC2:
  1991. return UniformType::Uniform2fv;
  1992. case GL_FLOAT_VEC3:
  1993. return UniformType::Uniform3fv;
  1994. case GL_FLOAT_VEC4:
  1995. return UniformType::Uniform4fv;
  1996. case GL_FLOAT_MAT2:
  1997. break;
  1998. case GL_FLOAT_MAT3:
  1999. return UniformType::Uniform3x3fv;
  2000. case GL_FLOAT_MAT4:
  2001. return UniformType::Uniform4x4fv;
  2002. // case GL_FLOAT_MAT2x3:
  2003. // case GL_FLOAT_MAT2x4:
  2004. // case GL_FLOAT_MAT3x2:
  2005. // case GL_FLOAT_MAT3x4:
  2006. // case GL_FLOAT_MAT4x2:
  2007. // case GL_FLOAT_MAT4x3:
  2008. // break;
  2009. // case GL_SAMPLER_1D:
  2010. case GL_SAMPLER_2D:
  2011. case GL_SAMPLER_3D:
  2012. case GL_SAMPLER_CUBE:
  2013. // case GL_SAMPLER_1D_SHADOW:
  2014. case GL_SAMPLER_2D_SHADOW:
  2015. case GL_IMAGE_1D:
  2016. case GL_IMAGE_2D:
  2017. case GL_IMAGE_3D:
  2018. case GL_IMAGE_CUBE:
  2019. return UniformType::Uniform1iv;
  2020. };
  2021. BX_CHECK(false, "Unrecognized GL type 0x%04x.", _type);
  2022. return UniformType::End;
  2023. }
  2024. void ProgramGL::create(const ShaderGL& _vsh, const ShaderGL& _fsh)
  2025. {
  2026. m_id = glCreateProgram();
  2027. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  2028. const uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  2029. const bool cached = s_renderGL->programFetchFromCache(m_id, id);
  2030. if (!cached)
  2031. {
  2032. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  2033. if (0 != _fsh.m_id)
  2034. {
  2035. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  2036. }
  2037. GL_CHECK(glLinkProgram(m_id) );
  2038. GLint linked = 0;
  2039. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  2040. if (0 == linked)
  2041. {
  2042. char log[1024];
  2043. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  2044. BX_TRACE("%d: %s", linked, log);
  2045. GL_CHECK(glDeleteProgram(m_id) );
  2046. return;
  2047. }
  2048. s_renderGL->programCache(m_id, id);
  2049. }
  2050. init();
  2051. if (!cached)
  2052. {
  2053. // Must be after init, otherwise init might fail to lookup shader
  2054. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  2055. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  2056. if (0 != _fsh.m_id)
  2057. {
  2058. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  2059. }
  2060. }
  2061. }
  2062. void ProgramGL::destroy()
  2063. {
  2064. if (NULL != m_constantBuffer)
  2065. {
  2066. ConstantBuffer::destroy(m_constantBuffer);
  2067. m_constantBuffer = NULL;
  2068. }
  2069. m_numPredefined = 0;
  2070. if (0 != m_id)
  2071. {
  2072. GL_CHECK(glUseProgram(0) );
  2073. GL_CHECK(glDeleteProgram(m_id) );
  2074. m_id = 0;
  2075. }
  2076. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2077. }
  2078. void ProgramGL::init()
  2079. {
  2080. GLint activeAttribs = 0;
  2081. GLint activeUniforms = 0;
  2082. GLint activeBuffers = 0;
  2083. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  2084. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  2085. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  2086. if (s_extension[Extension::ARB_program_interface_query].m_supported
  2087. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
  2088. {
  2089. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES, &activeAttribs ) );
  2090. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_UNIFORM, GL_ACTIVE_RESOURCES, &activeUniforms) );
  2091. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &activeBuffers ) );
  2092. }
  2093. else
  2094. {
  2095. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs ) );
  2096. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  2097. }
  2098. GLint max0, max1;
  2099. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  2100. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  2101. uint32_t maxLength = bx::uint32_max(max0, max1);
  2102. char* name = (char*)alloca(maxLength + 1);
  2103. BX_TRACE("Program %d", m_id);
  2104. BX_TRACE("Attributes (%d):", activeAttribs);
  2105. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  2106. {
  2107. GLint size;
  2108. GLenum type;
  2109. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  2110. BX_TRACE("\t%s %s is at location %d"
  2111. , glslTypeName(type)
  2112. , name
  2113. , glGetAttribLocation(m_id, name)
  2114. );
  2115. }
  2116. m_numPredefined = 0;
  2117. m_constantBuffer = ConstantBuffer::create(1024);
  2118. m_numSamplers = 0;
  2119. struct VariableInfo
  2120. {
  2121. GLenum type;
  2122. GLint loc;
  2123. GLint num;
  2124. };
  2125. VariableInfo vi;
  2126. GLenum props[] = { GL_TYPE, GL_LOCATION, GL_ARRAY_SIZE };
  2127. const bool piqSupported = s_extension[Extension::ARB_program_interface_query].m_supported;
  2128. BX_TRACE("Uniforms (%d):", activeUniforms);
  2129. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  2130. {
  2131. GLenum gltype;
  2132. GLint num;
  2133. GLint loc;
  2134. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  2135. || piqSupported)
  2136. {
  2137. GL_CHECK(glGetProgramResourceiv(m_id
  2138. , GL_UNIFORM
  2139. , ii
  2140. , BX_COUNTOF(props)
  2141. , props
  2142. , BX_COUNTOF(props)
  2143. , NULL
  2144. , (GLint*)&vi
  2145. ) );
  2146. GL_CHECK(glGetProgramResourceName(m_id
  2147. , GL_UNIFORM
  2148. , ii
  2149. , maxLength + 1
  2150. , NULL
  2151. , name
  2152. ) );
  2153. gltype = vi.type;
  2154. loc = vi.loc;
  2155. num = vi.num;
  2156. }
  2157. else
  2158. {
  2159. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  2160. loc = glGetUniformLocation(m_id, name);
  2161. }
  2162. num = bx::uint32_max(num, 1);
  2163. int offset = 0;
  2164. char* array = strchr(name, '[');
  2165. if (NULL != array)
  2166. {
  2167. BX_TRACE("--- %s", name);
  2168. *array = '\0';
  2169. array++;
  2170. char* end = strchr(array, ']');
  2171. *end = '\0';
  2172. offset = atoi(array);
  2173. }
  2174. switch (gltype)
  2175. {
  2176. case GL_SAMPLER_2D:
  2177. case GL_SAMPLER_3D:
  2178. case GL_SAMPLER_CUBE:
  2179. case GL_SAMPLER_2D_SHADOW:
  2180. case GL_IMAGE_1D:
  2181. case GL_IMAGE_2D:
  2182. case GL_IMAGE_3D:
  2183. case GL_IMAGE_CUBE:
  2184. BX_TRACE("Sampler #%d at location %d.", m_numSamplers, loc);
  2185. m_sampler[m_numSamplers] = loc;
  2186. m_numSamplers++;
  2187. break;
  2188. default:
  2189. break;
  2190. }
  2191. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2192. if (PredefinedUniform::Count != predefined)
  2193. {
  2194. m_predefined[m_numPredefined].m_loc = loc;
  2195. m_predefined[m_numPredefined].m_type = predefined;
  2196. m_predefined[m_numPredefined].m_count = num;
  2197. m_numPredefined++;
  2198. }
  2199. else
  2200. {
  2201. const UniformInfo* info = s_renderGL->m_uniformReg.find(name);
  2202. if (NULL != info)
  2203. {
  2204. UniformType::Enum type = convertGlType(gltype);
  2205. m_constantBuffer->writeUniformHandle(type, 0, info->m_handle, num);
  2206. m_constantBuffer->write(loc);
  2207. BX_TRACE("store %s %d", name, info->m_handle);
  2208. }
  2209. }
  2210. BX_TRACE("\tuniform %s %s%s is at location %d, size %d, offset %d"
  2211. , glslTypeName(gltype)
  2212. , name
  2213. , PredefinedUniform::Count != predefined ? "*" : ""
  2214. , loc
  2215. , num
  2216. , offset
  2217. );
  2218. BX_UNUSED(offset);
  2219. }
  2220. if (s_extension[Extension::ARB_program_interface_query].m_supported
  2221. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
  2222. {
  2223. struct VariableInfo
  2224. {
  2225. GLenum type;
  2226. };
  2227. VariableInfo vi;
  2228. GLenum props[] = { GL_TYPE };
  2229. BX_TRACE("Buffers (%d):", activeBuffers);
  2230. for (int32_t ii = 0; ii < activeBuffers; ++ii)
  2231. {
  2232. GL_CHECK(glGetProgramResourceiv(m_id
  2233. , GL_BUFFER_VARIABLE
  2234. , ii
  2235. , BX_COUNTOF(props)
  2236. , props
  2237. , BX_COUNTOF(props)
  2238. , NULL
  2239. , (GLint*)&vi
  2240. ) );
  2241. GL_CHECK(glGetProgramResourceName(m_id
  2242. , GL_BUFFER_VARIABLE
  2243. , ii
  2244. , maxLength + 1
  2245. , NULL
  2246. , name
  2247. ) );
  2248. BX_TRACE("\t%s %s at %d"
  2249. , glslTypeName(vi.type)
  2250. , name
  2251. , 0 //vi.loc
  2252. );
  2253. }
  2254. }
  2255. m_constantBuffer->finish();
  2256. memset(m_attributes, 0xff, sizeof(m_attributes) );
  2257. uint32_t used = 0;
  2258. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2259. {
  2260. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  2261. if (-1 != loc)
  2262. {
  2263. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  2264. m_attributes[ii] = loc;
  2265. m_used[used++] = ii;
  2266. }
  2267. }
  2268. m_used[used] = Attrib::Count;
  2269. used = 0;
  2270. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  2271. {
  2272. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  2273. if (GLuint(-1) != loc )
  2274. {
  2275. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  2276. m_instanceData[used++] = loc;
  2277. }
  2278. }
  2279. m_instanceData[used] = 0xffff;
  2280. }
  2281. void ProgramGL::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  2282. {
  2283. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  2284. {
  2285. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  2286. GLint loc = m_attributes[attr];
  2287. uint8_t num;
  2288. AttribType::Enum type;
  2289. bool normalized;
  2290. bool asInt;
  2291. _vertexDecl.decode(attr, num, type, normalized, asInt);
  2292. if (-1 != loc)
  2293. {
  2294. if (0xff != _vertexDecl.m_attributes[attr])
  2295. {
  2296. GL_CHECK(glEnableVertexAttribArray(loc) );
  2297. GL_CHECK(glVertexAttribDivisor(loc, 0) );
  2298. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  2299. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  2300. }
  2301. else
  2302. {
  2303. GL_CHECK(glDisableVertexAttribArray(loc) );
  2304. }
  2305. }
  2306. }
  2307. }
  2308. void ProgramGL::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  2309. {
  2310. uint32_t baseVertex = _baseVertex;
  2311. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  2312. {
  2313. GLint loc = m_instanceData[ii];
  2314. GL_CHECK(glEnableVertexAttribArray(loc) );
  2315. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  2316. GL_CHECK(glVertexAttribDivisor(loc, 1) );
  2317. baseVertex += 16;
  2318. }
  2319. }
  2320. void IndexBufferGL::destroy()
  2321. {
  2322. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  2323. GL_CHECK(glDeleteBuffers(1, &m_id) );
  2324. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2325. }
  2326. void VertexBufferGL::destroy()
  2327. {
  2328. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  2329. GL_CHECK(glDeleteBuffers(1, &m_id) );
  2330. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2331. }
  2332. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  2333. {
  2334. if (_target == GL_TEXTURE_3D)
  2335. {
  2336. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  2337. }
  2338. else
  2339. {
  2340. BX_UNUSED(_depth);
  2341. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  2342. }
  2343. }
  2344. static void texSubImage(GLenum _target, GLint _level, GLint _xoffset, GLint _yoffset, GLint _zoffset, GLsizei _width, GLsizei _height, GLsizei _depth, GLenum _format, GLenum _type, const GLvoid* _data)
  2345. {
  2346. if (_target == GL_TEXTURE_3D)
  2347. {
  2348. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  2349. }
  2350. else
  2351. {
  2352. BX_UNUSED(_zoffset, _depth);
  2353. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  2354. }
  2355. }
  2356. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  2357. {
  2358. if (_target == GL_TEXTURE_3D)
  2359. {
  2360. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  2361. }
  2362. else
  2363. {
  2364. BX_UNUSED(_depth);
  2365. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  2366. }
  2367. }
  2368. static void compressedTexSubImage(GLenum _target, GLint _level, GLint _xoffset, GLint _yoffset, GLint _zoffset, GLsizei _width, GLsizei _height, GLsizei _depth, GLenum _format, GLsizei _imageSize, const GLvoid* _data)
  2369. {
  2370. if (_target == GL_TEXTURE_3D)
  2371. {
  2372. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  2373. }
  2374. else
  2375. {
  2376. BX_UNUSED(_zoffset, _depth);
  2377. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  2378. }
  2379. }
  2380. bool TextureGL::init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  2381. {
  2382. m_target = _target;
  2383. m_numMips = _numMips;
  2384. m_flags = _flags;
  2385. m_currentFlags = UINT32_MAX;
  2386. m_width = _width;
  2387. m_height = _height;
  2388. m_requestedFormat = _format;
  2389. m_textureFormat = _format;
  2390. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2391. if (!bufferOnly)
  2392. {
  2393. GL_CHECK(glGenTextures(1, &m_id) );
  2394. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  2395. GL_CHECK(glBindTexture(_target, m_id) );
  2396. setSamplerState(_flags);
  2397. const TextureFormatInfo& tfi = s_textureFormat[_format];
  2398. m_fmt = tfi.m_fmt;
  2399. m_type = tfi.m_type;
  2400. const bool compressed = isCompressed(TextureFormat::Enum(_format) );
  2401. const bool decompress = !tfi.m_supported && compressed;
  2402. if (decompress)
  2403. {
  2404. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2405. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  2406. m_fmt = tfi.m_fmt;
  2407. m_type = tfi.m_type;
  2408. }
  2409. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2410. && TextureFormat::BGRA8 == m_textureFormat
  2411. && GL_RGBA == m_fmt
  2412. && s_renderGL->m_textureSwizzleSupport)
  2413. {
  2414. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  2415. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  2416. }
  2417. }
  2418. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2419. if (renderTarget)
  2420. {
  2421. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2422. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2423. msaaQuality = bx::uint32_min(s_renderGL->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
  2424. if (0 != msaaQuality
  2425. || bufferOnly)
  2426. {
  2427. GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
  2428. BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
  2429. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) );
  2430. if (0 == msaaQuality)
  2431. {
  2432. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER
  2433. , s_textureFormat[m_textureFormat].m_internalFmt
  2434. , _width
  2435. , _height
  2436. ) );
  2437. }
  2438. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  2439. {
  2440. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER
  2441. , msaaQuality
  2442. , s_textureFormat[m_textureFormat].m_internalFmt
  2443. , _width
  2444. , _height
  2445. ) );
  2446. }
  2447. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  2448. if (bufferOnly)
  2449. {
  2450. // This is render buffer, there is no sampling, no need
  2451. // to create texture.
  2452. return false;
  2453. }
  2454. }
  2455. }
  2456. return true;
  2457. }
  2458. void TextureGL::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2459. {
  2460. ImageContainer imageContainer;
  2461. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2462. {
  2463. uint8_t numMips = imageContainer.m_numMips;
  2464. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2465. numMips -= uint8_t(startLod);
  2466. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2467. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2468. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2469. GLenum target = GL_TEXTURE_2D;
  2470. if (imageContainer.m_cubeMap)
  2471. {
  2472. target = GL_TEXTURE_CUBE_MAP;
  2473. }
  2474. else if (imageContainer.m_depth > 1)
  2475. {
  2476. target = GL_TEXTURE_3D;
  2477. }
  2478. if (!init(target
  2479. , textureWidth
  2480. , textureHeight
  2481. , imageContainer.m_format
  2482. , numMips
  2483. , _flags
  2484. ) )
  2485. {
  2486. return;
  2487. }
  2488. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  2489. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  2490. const bool swizzle = true
  2491. && TextureFormat::BGRA8 == m_textureFormat
  2492. && GL_RGBA == m_fmt
  2493. && !s_renderGL->m_textureSwizzleSupport
  2494. ;
  2495. const bool convert = m_textureFormat != m_requestedFormat;
  2496. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2497. uint32_t blockWidth = 1;
  2498. uint32_t blockHeight = 1;
  2499. if (convert && compressed)
  2500. {
  2501. blockWidth = blockInfo.blockWidth;
  2502. blockHeight = blockInfo.blockHeight;
  2503. }
  2504. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2505. , this - s_renderGL->m_textures
  2506. , getName( (TextureFormat::Enum)m_textureFormat)
  2507. , getName( (TextureFormat::Enum)m_requestedFormat)
  2508. , textureWidth
  2509. , textureHeight
  2510. , imageContainer.m_cubeMap ? "x6" : ""
  2511. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2512. );
  2513. BX_WARN(!swizzle && !convert, "Texture %s%s%s from %s to %s."
  2514. , swizzle ? "swizzle" : ""
  2515. , swizzle&&convert ? " and " : ""
  2516. , convert ? "convert" : ""
  2517. , getName( (TextureFormat::Enum)m_requestedFormat)
  2518. , getName( (TextureFormat::Enum)m_textureFormat)
  2519. );
  2520. uint8_t* temp = NULL;
  2521. if (convert || swizzle)
  2522. {
  2523. temp = (uint8_t*)BX_ALLOC(g_allocator, textureWidth*textureHeight*4);
  2524. }
  2525. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2526. {
  2527. uint32_t width = textureWidth;
  2528. uint32_t height = textureHeight;
  2529. uint32_t depth = imageContainer.m_depth;
  2530. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2531. {
  2532. width = bx::uint32_max(blockWidth, width);
  2533. height = bx::uint32_max(blockHeight, height);
  2534. depth = bx::uint32_max(1, depth);
  2535. ImageMip mip;
  2536. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2537. {
  2538. if (compressed)
  2539. {
  2540. compressedTexImage(target+side
  2541. , lod
  2542. , internalFmt
  2543. , width
  2544. , height
  2545. , depth
  2546. , 0
  2547. , mip.m_size
  2548. , mip.m_data
  2549. );
  2550. }
  2551. else
  2552. {
  2553. const uint8_t* data = mip.m_data;
  2554. if (convert)
  2555. {
  2556. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  2557. data = temp;
  2558. }
  2559. if (swizzle)
  2560. {
  2561. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2562. data = temp;
  2563. }
  2564. texImage(target+side
  2565. , lod
  2566. , internalFmt
  2567. , width
  2568. , height
  2569. , depth
  2570. , 0
  2571. , m_fmt
  2572. , m_type
  2573. , data
  2574. );
  2575. }
  2576. }
  2577. else
  2578. {
  2579. if (compressed)
  2580. {
  2581. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  2582. * bx::uint32_max(1, (height + 3)>>2)
  2583. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  2584. ;
  2585. compressedTexImage(target+side
  2586. , lod
  2587. , internalFmt
  2588. , width
  2589. , height
  2590. , depth
  2591. , 0
  2592. , size
  2593. , NULL
  2594. );
  2595. }
  2596. else
  2597. {
  2598. texImage(target+side
  2599. , lod
  2600. , internalFmt
  2601. , width
  2602. , height
  2603. , depth
  2604. , 0
  2605. , m_fmt
  2606. , m_type
  2607. , NULL
  2608. );
  2609. }
  2610. }
  2611. width >>= 1;
  2612. height >>= 1;
  2613. depth >>= 1;
  2614. }
  2615. }
  2616. if (NULL != temp)
  2617. {
  2618. BX_FREE(g_allocator, temp);
  2619. }
  2620. }
  2621. GL_CHECK(glBindTexture(m_target, 0) );
  2622. }
  2623. void TextureGL::destroy()
  2624. {
  2625. if (0 != m_id)
  2626. {
  2627. GL_CHECK(glBindTexture(m_target, 0) );
  2628. GL_CHECK(glDeleteTextures(1, &m_id) );
  2629. m_id = 0;
  2630. }
  2631. if (0 != m_rbo)
  2632. {
  2633. GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) );
  2634. m_rbo = 0;
  2635. }
  2636. }
  2637. void TextureGL::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2638. {
  2639. BX_UNUSED(_z, _depth);
  2640. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2641. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2642. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2643. GL_CHECK(glBindTexture(m_target, m_id) );
  2644. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  2645. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  2646. const bool swizzle = true
  2647. && TextureFormat::BGRA8 == m_textureFormat
  2648. && GL_RGBA == m_fmt
  2649. && !s_renderGL->m_textureSwizzleSupport
  2650. ;
  2651. const bool unpackRowLength = BX_IGNORE_C4127(!!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported);
  2652. const bool convert = m_textureFormat != m_requestedFormat;
  2653. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2654. const uint32_t width = _rect.m_width;
  2655. const uint32_t height = _rect.m_height;
  2656. uint8_t* temp = NULL;
  2657. if (convert
  2658. || swizzle
  2659. || !unpackRowLength)
  2660. {
  2661. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  2662. }
  2663. else if (unpackRowLength)
  2664. {
  2665. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  2666. }
  2667. if (compressed)
  2668. {
  2669. const uint8_t* data = _mem->data;
  2670. if (!unpackRowLength)
  2671. {
  2672. imageCopy(width, height, bpp, srcpitch, data, temp);
  2673. data = temp;
  2674. }
  2675. GL_CHECK(compressedTexSubImage(target+_side
  2676. , _mip
  2677. , _rect.m_x
  2678. , _rect.m_y
  2679. , _z
  2680. , _rect.m_width
  2681. , _rect.m_height
  2682. , _depth
  2683. , m_fmt
  2684. , _mem->size
  2685. , data
  2686. ) );
  2687. }
  2688. else
  2689. {
  2690. const uint8_t* data = _mem->data;
  2691. if (convert)
  2692. {
  2693. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  2694. data = temp;
  2695. srcpitch = rectpitch;
  2696. }
  2697. if (swizzle)
  2698. {
  2699. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  2700. data = temp;
  2701. }
  2702. else if (!unpackRowLength && !convert)
  2703. {
  2704. imageCopy(width, height, bpp, srcpitch, data, temp);
  2705. data = temp;
  2706. }
  2707. GL_CHECK(texSubImage(target+_side
  2708. , _mip
  2709. , _rect.m_x
  2710. , _rect.m_y
  2711. , _z
  2712. , _rect.m_width
  2713. , _rect.m_height
  2714. , _depth
  2715. , m_fmt
  2716. , m_type
  2717. , data
  2718. ) );
  2719. }
  2720. if (NULL != temp)
  2721. {
  2722. BX_FREE(g_allocator, temp);
  2723. }
  2724. }
  2725. void TextureGL::setSamplerState(uint32_t _flags)
  2726. {
  2727. const uint32_t flags = (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? m_flags : _flags) & BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2728. if (flags != m_currentFlags)
  2729. {
  2730. const GLenum target = m_target;
  2731. const uint8_t numMips = m_numMips;
  2732. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  2733. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  2734. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  2735. || s_extension[Extension::APPLE_texture_max_level].m_supported)
  2736. {
  2737. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  2738. }
  2739. if (target == GL_TEXTURE_3D)
  2740. {
  2741. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  2742. }
  2743. const uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  2744. const uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  2745. const uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  2746. const GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  2747. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  2748. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  2749. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2750. && 0.0f < s_renderGL->m_maxAnisotropy)
  2751. {
  2752. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderGL->m_maxAnisotropy) );
  2753. }
  2754. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  2755. || s_renderGL->m_shadowSamplersSupport)
  2756. {
  2757. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2758. if (0 == cmpFunc)
  2759. {
  2760. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  2761. }
  2762. else
  2763. {
  2764. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  2765. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  2766. }
  2767. }
  2768. m_currentFlags = flags;
  2769. }
  2770. }
  2771. void TextureGL::commit(uint32_t _stage, uint32_t _flags)
  2772. {
  2773. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  2774. GL_CHECK(glBindTexture(m_target, m_id) );
  2775. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES)
  2776. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30) )
  2777. {
  2778. // GLES2 doesn't have support for sampler object.
  2779. setSamplerState(_flags);
  2780. }
  2781. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2782. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL < 31) )
  2783. {
  2784. // In case that GL 2.1 sampler object is supported via extension.
  2785. if (s_renderGL->m_samplerObjectSupport)
  2786. {
  2787. s_renderGL->setSamplerState(_stage, m_numMips, _flags);
  2788. }
  2789. else
  2790. {
  2791. setSamplerState(_flags);
  2792. }
  2793. }
  2794. else
  2795. {
  2796. // Everything else has sampler object.
  2797. s_renderGL->setSamplerState(_stage, m_numMips, _flags);
  2798. }
  2799. }
  2800. void writeString(bx::WriterI* _writer, const char* _str)
  2801. {
  2802. bx::write(_writer, _str, (int32_t)strlen(_str) );
  2803. }
  2804. void writeStringf(bx::WriterI* _writer, const char* _format, ...)
  2805. {
  2806. char temp[512];
  2807. va_list argList;
  2808. va_start(argList, _format);
  2809. int len = bx::vsnprintf(temp, BX_COUNTOF(temp), _format, argList);
  2810. va_end(argList);
  2811. bx::write(_writer, temp, len);
  2812. }
  2813. void strins(char* _str, const char* _insert)
  2814. {
  2815. size_t len = strlen(_insert);
  2816. memmove(&_str[len], _str, strlen(_str)+1);
  2817. memcpy(_str, _insert, len);
  2818. }
  2819. void ShaderGL::create(Memory* _mem)
  2820. {
  2821. bx::MemoryReader reader(_mem->data, _mem->size);
  2822. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  2823. uint32_t magic;
  2824. bx::read(&reader, magic);
  2825. switch (magic)
  2826. {
  2827. case BGFX_CHUNK_MAGIC_CSH: m_type = GL_COMPUTE_SHADER; break;
  2828. case BGFX_CHUNK_MAGIC_FSH: m_type = GL_FRAGMENT_SHADER; break;
  2829. case BGFX_CHUNK_MAGIC_VSH: m_type = GL_VERTEX_SHADER; break;
  2830. default:
  2831. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  2832. break;
  2833. }
  2834. uint32_t iohash;
  2835. bx::read(&reader, iohash);
  2836. uint16_t count;
  2837. bx::read(&reader, count);
  2838. BX_TRACE("%s Shader consts %d"
  2839. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  2840. , count
  2841. );
  2842. for (uint32_t ii = 0; ii < count; ++ii)
  2843. {
  2844. uint8_t nameSize;
  2845. bx::read(&reader, nameSize);
  2846. char name[256];
  2847. bx::read(&reader, &name, nameSize);
  2848. name[nameSize] = '\0';
  2849. uint8_t type;
  2850. bx::read(&reader, type);
  2851. uint8_t num;
  2852. bx::read(&reader, num);
  2853. uint16_t regIndex;
  2854. bx::read(&reader, regIndex);
  2855. uint16_t regCount;
  2856. bx::read(&reader, regCount);
  2857. }
  2858. uint32_t shaderSize;
  2859. bx::read(&reader, shaderSize);
  2860. m_id = glCreateShader(m_type);
  2861. const char* code = (const char*)reader.getDataPtr();
  2862. if (0 != m_id)
  2863. {
  2864. if (GL_COMPUTE_SHADER != m_type)
  2865. {
  2866. int32_t codeLen = (int32_t)strlen(code);
  2867. int32_t tempLen = codeLen + (4<<10);
  2868. char* temp = (char*)alloca(tempLen);
  2869. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  2870. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES)
  2871. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30) )
  2872. {
  2873. writeString(&writer
  2874. , "#define flat\n"
  2875. "#define smooth\n"
  2876. "#define noperspective\n"
  2877. );
  2878. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported
  2879. && bx::findIdentifierMatch(code, s_OES_standard_derivatives)
  2880. ;
  2881. bool usesFragDepth = !!bx::findIdentifierMatch(code, "gl_FragDepth");
  2882. bool usesShadowSamplers = !!bx::findIdentifierMatch(code, s_EXT_shadow_samplers);
  2883. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported
  2884. && bx::findIdentifierMatch(code, s_OES_texture_3D)
  2885. ;
  2886. bool usesTextureLod = !!bx::findIdentifierMatch(code, s_EXT_shader_texture_lod);
  2887. bool usesFragmentOrdering = !!bx::findIdentifierMatch(code, "beginFragmentShaderOrdering");
  2888. if (usesDerivatives)
  2889. {
  2890. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  2891. }
  2892. bool insertFragDepth = false;
  2893. if (usesFragDepth)
  2894. {
  2895. BX_WARN(s_extension[Extension::EXT_frag_depth].m_supported, "EXT_frag_depth is used but not supported by GLES2 driver.");
  2896. if (s_extension[Extension::EXT_frag_depth].m_supported)
  2897. {
  2898. writeString(&writer
  2899. , "#extension GL_EXT_frag_depth : enable\n"
  2900. "#define bgfx_FragDepth gl_FragDepthEXT\n"
  2901. );
  2902. char str[128];
  2903. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  2904. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  2905. );
  2906. writeString(&writer, str);
  2907. }
  2908. else
  2909. {
  2910. insertFragDepth = true;
  2911. }
  2912. }
  2913. if (usesShadowSamplers)
  2914. {
  2915. if (s_renderGL->m_shadowSamplersSupport)
  2916. {
  2917. writeString(&writer
  2918. , "#extension GL_EXT_shadow_samplers : enable\n"
  2919. "#define shadow2D shadow2DEXT\n"
  2920. "#define shadow2DProj shadow2DProjEXT\n"
  2921. );
  2922. }
  2923. else
  2924. {
  2925. writeString(&writer
  2926. , "#define sampler2DShadow sampler2D\n"
  2927. "#define shadow2D(_sampler, _coord) step(_coord.z, texture2D(_sampler, _coord.xy).x)\n"
  2928. "#define shadow2DProj(_sampler, _coord) step(_coord.z/_coord.w, texture2DProj(_sampler, _coord).x)\n"
  2929. );
  2930. }
  2931. }
  2932. if (usesTexture3D)
  2933. {
  2934. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  2935. }
  2936. if (usesTextureLod)
  2937. {
  2938. BX_WARN(s_extension[Extension::EXT_shader_texture_lod].m_supported, "EXT_shader_texture_lod is used but not supported by GLES2 driver.");
  2939. if (s_extension[Extension::EXT_shader_texture_lod].m_supported)
  2940. {
  2941. writeString(&writer
  2942. , "#extension GL_EXT_shader_texture_lod : enable\n"
  2943. "#define texture2DLod texture2DLodEXT\n"
  2944. "#define texture2DProjLod texture2DProjLodEXT\n"
  2945. "#define textureCubeLod textureCubeLodEXT\n"
  2946. );
  2947. }
  2948. else
  2949. {
  2950. writeString(&writer
  2951. , "#define texture2DLod(_sampler, _coord, _level) texture2D(_sampler, _coord)\n"
  2952. "#define texture2DProjLod(_sampler, _coord, _level) texture2DProj(_sampler, _coord)\n"
  2953. "#define textureCubeLod(_sampler, _coord, _level) textureCube(_sampler, _coord)\n"
  2954. );
  2955. }
  2956. }
  2957. if (usesFragmentOrdering)
  2958. {
  2959. if (s_extension[Extension::INTEL_fragment_shader_ordering].m_supported)
  2960. {
  2961. writeString(&writer, "#extension GL_INTEL_fragment_shader_ordering : enable\n");
  2962. }
  2963. else
  2964. {
  2965. writeString(&writer, "#define beginFragmentShaderOrdering()\n");
  2966. }
  2967. }
  2968. writeString(&writer, "precision mediump float;\n");
  2969. bx::write(&writer, code, codeLen);
  2970. bx::write(&writer, '\0');
  2971. if (insertFragDepth)
  2972. {
  2973. char* entry = strstr(temp, "void main ()");
  2974. if (NULL != entry)
  2975. {
  2976. char* brace = strstr(entry, "{");
  2977. if (NULL != brace)
  2978. {
  2979. const char* end = bx::strmb(brace, '{', '}');
  2980. if (NULL != end)
  2981. {
  2982. strins(brace+1, "\n float bgfx_FragDepth = 0.0;\n");
  2983. }
  2984. }
  2985. }
  2986. }
  2987. // Replace all instances of gl_FragDepth with bgfx_FragDepth.
  2988. for (const char* fragDepth = bx::findIdentifierMatch(temp, "gl_FragDepth"); NULL != fragDepth; fragDepth = bx::findIdentifierMatch(fragDepth, "gl_FragDepth") )
  2989. {
  2990. char* insert = const_cast<char*>(fragDepth);
  2991. strins(insert, "bg");
  2992. memcpy(insert + 2, "fx", 2);
  2993. }
  2994. }
  2995. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2996. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL <= 21) )
  2997. {
  2998. bool usesTextureLod = s_extension[Extension::ARB_shader_texture_lod].m_supported
  2999. && bx::findIdentifierMatch(code, s_ARB_shader_texture_lod)
  3000. ;
  3001. if (usesTextureLod)
  3002. {
  3003. writeString(&writer, "#version 120\n");
  3004. if (m_type == GL_FRAGMENT_SHADER)
  3005. {
  3006. writeString(&writer, "#extension GL_ARB_shader_texture_lod : enable\n");
  3007. }
  3008. }
  3009. writeString(&writer
  3010. , "#define lowp\n"
  3011. "#define mediump\n"
  3012. "#define highp\n"
  3013. "#define flat\n"
  3014. "#define smooth\n"
  3015. "#define noperspective\n"
  3016. );
  3017. bx::write(&writer, code, codeLen);
  3018. bx::write(&writer, '\0');
  3019. }
  3020. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  3021. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3022. {
  3023. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3024. {
  3025. writeString(&writer
  3026. , "#version 300 es\n"
  3027. "precision mediump float;\n"
  3028. );
  3029. }
  3030. else
  3031. {
  3032. writeString(&writer, "#version 140\n");
  3033. }
  3034. if (m_type == GL_FRAGMENT_SHADER)
  3035. {
  3036. writeString(&writer, "#define varying in\n");
  3037. writeString(&writer, "#define texture2D texture\n");
  3038. writeString(&writer, "#define texture2DLod textureLod\n");
  3039. writeString(&writer, "#define texture2DProj textureProj\n");
  3040. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  3041. {
  3042. writeString(&writer, "#define shadow2D(_sampler, _coord) vec2(textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  3043. writeString(&writer, "#define shadow2DProj(_sampler, _coord) vec2(textureProj(_sampler, _coord) ) )\n");
  3044. }
  3045. else
  3046. {
  3047. writeString(&writer, "#define shadow2D(_sampler, _coord) (textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  3048. writeString(&writer, "#define shadow2DProj(_sampler, _coord) (textureProj(_sampler, _coord) ) )\n");
  3049. }
  3050. writeString(&writer, "#define texture3D texture\n");
  3051. writeString(&writer, "#define texture3DLod textureLod\n");
  3052. writeString(&writer, "#define textureCube texture\n");
  3053. writeString(&writer, "#define textureCubeLod textureLod\n");
  3054. uint32_t fragData = 0;
  3055. if (!!bx::findIdentifierMatch(code, "gl_FragData") )
  3056. {
  3057. using namespace bx;
  3058. fragData = uint32_max(fragData, NULL == strstr(code, "gl_FragData[0]") ? 0 : 1);
  3059. fragData = uint32_max(fragData, NULL == strstr(code, "gl_FragData[1]") ? 0 : 2);
  3060. fragData = uint32_max(fragData, NULL == strstr(code, "gl_FragData[2]") ? 0 : 3);
  3061. fragData = uint32_max(fragData, NULL == strstr(code, "gl_FragData[3]") ? 0 : 4);
  3062. BGFX_FATAL(0 != fragData, Fatal::InvalidShader, "Unable to find and patch gl_FragData!");
  3063. }
  3064. if (!!bx::findIdentifierMatch(code, "beginFragmentShaderOrdering") )
  3065. {
  3066. if (s_extension[Extension::INTEL_fragment_shader_ordering].m_supported)
  3067. {
  3068. writeString(&writer, "#extension GL_INTEL_fragment_shader_ordering : enable\n");
  3069. }
  3070. else
  3071. {
  3072. writeString(&writer, "#define beginFragmentShaderOrdering()\n");
  3073. }
  3074. }
  3075. if (0 != fragData)
  3076. {
  3077. writeStringf(&writer, "out vec4 bgfx_FragData[%d];\n", fragData);
  3078. writeString(&writer, "#define gl_FragData bgfx_FragData\n");
  3079. }
  3080. else
  3081. {
  3082. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  3083. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  3084. }
  3085. }
  3086. else
  3087. {
  3088. writeString(&writer, "#define attribute in\n");
  3089. writeString(&writer, "#define varying out\n");
  3090. }
  3091. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3092. {
  3093. writeString(&writer
  3094. , "#define lowp\n"
  3095. "#define mediump\n"
  3096. "#define highp\n"
  3097. );
  3098. }
  3099. bx::write(&writer, code, codeLen);
  3100. bx::write(&writer, '\0');
  3101. }
  3102. code = temp;
  3103. }
  3104. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  3105. GL_CHECK(glCompileShader(m_id) );
  3106. GLint compiled = 0;
  3107. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  3108. if (0 == compiled)
  3109. {
  3110. BX_TRACE("\n####\n%s\n####", code);
  3111. GLsizei len;
  3112. char log[1024];
  3113. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), &len, log) );
  3114. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  3115. GL_CHECK(glDeleteShader(m_id) );
  3116. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  3117. }
  3118. else if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  3119. && s_extension[Extension::ANGLE_translated_shader_source].m_supported
  3120. && NULL != glGetTranslatedShaderSourceANGLE)
  3121. {
  3122. GLsizei len;
  3123. GL_CHECK(glGetShaderiv(m_id, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len) );
  3124. char* source = (char*)alloca(len);
  3125. GL_CHECK(glGetTranslatedShaderSourceANGLE(m_id, len, &len, source) );
  3126. BX_TRACE("ANGLE source (len: %d):\n%s\n####", len, source);
  3127. }
  3128. }
  3129. }
  3130. void ShaderGL::destroy()
  3131. {
  3132. if (0 != m_id)
  3133. {
  3134. GL_CHECK(glDeleteShader(m_id) );
  3135. m_id = 0;
  3136. }
  3137. }
  3138. static void frameBufferValidate()
  3139. {
  3140. GLenum complete = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3141. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == complete
  3142. , "glCheckFramebufferStatus failed 0x%08x: %s"
  3143. , complete
  3144. , glEnumName(complete)
  3145. );
  3146. BX_UNUSED(complete);
  3147. }
  3148. void FrameBufferGL::create(uint8_t _num, const TextureHandle* _handles)
  3149. {
  3150. GL_CHECK(glGenFramebuffers(1, &m_fbo[0]) );
  3151. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  3152. bool needResolve = false;
  3153. GLenum buffers[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
  3154. uint32_t colorIdx = 0;
  3155. for (uint32_t ii = 0; ii < _num; ++ii)
  3156. {
  3157. TextureHandle handle = _handles[ii];
  3158. if (isValid(handle) )
  3159. {
  3160. const TextureGL& texture = s_renderGL->m_textures[handle.idx];
  3161. if (0 == colorIdx)
  3162. {
  3163. m_width = texture.m_width;
  3164. m_height = texture.m_height;
  3165. }
  3166. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  3167. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3168. {
  3169. attachment = GL_DEPTH_ATTACHMENT;
  3170. }
  3171. else
  3172. {
  3173. buffers[colorIdx] = attachment;
  3174. ++colorIdx;
  3175. }
  3176. if (0 != texture.m_rbo)
  3177. {
  3178. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  3179. , attachment
  3180. , GL_RENDERBUFFER
  3181. , texture.m_rbo
  3182. ) );
  3183. }
  3184. else
  3185. {
  3186. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  3187. , attachment
  3188. , texture.m_target
  3189. , texture.m_id
  3190. , 0
  3191. ) );
  3192. }
  3193. needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
  3194. }
  3195. }
  3196. m_num = colorIdx;
  3197. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  3198. {
  3199. if (0 == colorIdx)
  3200. {
  3201. // When only depth is attached disable draw buffer to avoid
  3202. // GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.
  3203. GL_CHECK(glDrawBuffer(GL_NONE) );
  3204. }
  3205. else
  3206. {
  3207. GL_CHECK(glDrawBuffers(colorIdx, buffers) );
  3208. }
  3209. // Disable read buffer to avoid GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.
  3210. GL_CHECK(glReadBuffer(GL_NONE) );
  3211. }
  3212. frameBufferValidate();
  3213. if (needResolve)
  3214. {
  3215. GL_CHECK(glGenFramebuffers(1, &m_fbo[1]) );
  3216. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  3217. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  3218. {
  3219. TextureHandle handle = _handles[ii];
  3220. if (isValid(handle) )
  3221. {
  3222. const TextureGL& texture = s_renderGL->m_textures[handle.idx];
  3223. if (0 != texture.m_id)
  3224. {
  3225. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  3226. if (!isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3227. {
  3228. ++colorIdx;
  3229. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  3230. , attachment
  3231. , texture.m_target
  3232. , texture.m_id
  3233. , 0
  3234. ) );
  3235. }
  3236. }
  3237. }
  3238. }
  3239. frameBufferValidate();
  3240. }
  3241. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_msaaBackBufferFbo) );
  3242. }
  3243. void FrameBufferGL::destroy()
  3244. {
  3245. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  3246. memset(m_fbo, 0, sizeof(m_fbo) );
  3247. m_num = 0;
  3248. }
  3249. void FrameBufferGL::resolve()
  3250. {
  3251. if (0 != m_fbo[1])
  3252. {
  3253. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  3254. GL_CHECK(glReadBuffer(GL_COLOR_ATTACHMENT0) );
  3255. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  3256. GL_CHECK(glBlitFramebuffer(0
  3257. , 0
  3258. , m_width
  3259. , m_height
  3260. , 0
  3261. , 0
  3262. , m_width
  3263. , m_height
  3264. , GL_COLOR_BUFFER_BIT
  3265. , GL_LINEAR
  3266. ) );
  3267. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  3268. GL_CHECK(glReadBuffer(GL_NONE) );
  3269. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_msaaBackBufferFbo) );
  3270. }
  3271. }
  3272. void RendererContextGL::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3273. {
  3274. const GLuint defaultVao = s_renderGL->m_vao;
  3275. if (0 != defaultVao)
  3276. {
  3277. GL_CHECK(glBindVertexArray(defaultVao) );
  3278. }
  3279. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_backBufferFbo) );
  3280. updateResolution(_render->m_resolution);
  3281. int64_t elapsed = -bx::getHPCounter();
  3282. int64_t captureElapsed = 0;
  3283. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3284. && (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) ) )
  3285. {
  3286. s_renderGL->m_queries.begin(0, GL_TIME_ELAPSED);
  3287. }
  3288. if (0 < _render->m_iboffset)
  3289. {
  3290. TransientIndexBuffer* ib = _render->m_transientIb;
  3291. s_renderGL->m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3292. }
  3293. if (0 < _render->m_vboffset)
  3294. {
  3295. TransientVertexBuffer* vb = _render->m_transientVb;
  3296. s_renderGL->m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3297. }
  3298. _render->sort();
  3299. RenderDraw currentState;
  3300. currentState.clear();
  3301. currentState.m_flags = BGFX_STATE_NONE;
  3302. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3303. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  3304. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  3305. {
  3306. bx::float4x4_mul(&viewProj[ii].un.f4x4, &_render->m_view[ii].un.f4x4, &_render->m_proj[ii].un.f4x4);
  3307. }
  3308. Matrix4 invView;
  3309. Matrix4 invProj;
  3310. Matrix4 invViewProj;
  3311. uint8_t invViewCached = 0xff;
  3312. uint8_t invProjCached = 0xff;
  3313. uint8_t invViewProjCached = 0xff;
  3314. uint16_t programIdx = invalidHandle;
  3315. SortKey key;
  3316. uint8_t view = 0xff;
  3317. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3318. int32_t height = _render->m_resolution.m_height;
  3319. float alphaRef = 0.0f;
  3320. uint32_t blendFactor = 0;
  3321. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3322. uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3323. PrimInfo prim = s_primInfo[primIndex];
  3324. uint32_t baseVertex = 0;
  3325. GLuint currentVao = 0;
  3326. bool viewHasScissor = false;
  3327. Rect viewScissorRect;
  3328. viewScissorRect.clear();
  3329. const bool blendIndependentSupported = s_extension[Extension::ARB_draw_buffers_blend].m_supported;
  3330. const bool computeSupported = (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) && s_extension[Extension::ARB_compute_shader].m_supported)
  3331. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  3332. ;
  3333. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3334. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3335. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3336. uint32_t statsNumIndices = 0;
  3337. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3338. {
  3339. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_msaaBackBufferFbo) );
  3340. for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
  3341. {
  3342. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  3343. const bool viewChanged = key.m_view != view;
  3344. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3345. if (viewChanged)
  3346. {
  3347. GL_CHECK(glInsertEventMarker(0, s_viewName[key.m_view]) );
  3348. view = key.m_view;
  3349. programIdx = invalidHandle;
  3350. if (_render->m_fb[view].idx != fbh.idx)
  3351. {
  3352. fbh = _render->m_fb[view];
  3353. height = s_renderGL->setFrameBuffer(fbh, _render->m_resolution.m_height);
  3354. }
  3355. const Rect& rect = _render->m_rect[view];
  3356. const Rect& scissorRect = _render->m_scissor[view];
  3357. viewHasScissor = !scissorRect.isZero();
  3358. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3359. GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
  3360. Clear& clear = _render->m_clear[view];
  3361. if (BGFX_CLEAR_NONE != clear.m_flags)
  3362. {
  3363. clearQuad(_clearQuad, rect, clear, height);
  3364. }
  3365. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  3366. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3367. GL_CHECK(glDepthFunc(GL_LESS) );
  3368. GL_CHECK(glEnable(GL_CULL_FACE) );
  3369. GL_CHECK(glDisable(GL_BLEND) );
  3370. }
  3371. if (isCompute)
  3372. {
  3373. if (computeSupported)
  3374. {
  3375. const RenderCompute& compute = renderItem.compute;
  3376. ProgramGL& program = m_program[key.m_program];
  3377. GL_CHECK(glUseProgram(program.m_id) );
  3378. GLbitfield barrier = 0;
  3379. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3380. {
  3381. const ComputeBinding& bind = compute.m_bind[ii];
  3382. if (invalidHandle != bind.m_idx)
  3383. {
  3384. switch (bind.m_type)
  3385. {
  3386. case ComputeBinding::Image:
  3387. {
  3388. const TextureGL& texture = m_textures[bind.m_idx];
  3389. GL_CHECK(glBindImageTexture(ii, texture.m_id, bind.m_mip, GL_FALSE, 0, s_access[bind.m_access], s_imageFormat[bind.m_format]) );
  3390. barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
  3391. }
  3392. break;
  3393. case ComputeBinding::Buffer:
  3394. {
  3395. // const VertexBufferGL& vertexBuffer = m_vertexBuffers[bind.m_idx];
  3396. // GL_CHECK(glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ii, vertexBuffer.m_id) );
  3397. // barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
  3398. }
  3399. break;
  3400. }
  3401. }
  3402. }
  3403. if (0 != barrier)
  3404. {
  3405. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3406. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3407. if (constantsChanged)
  3408. {
  3409. commit(*program.m_constantBuffer);
  3410. }
  3411. GL_CHECK(glDispatchCompute(compute.m_numX, compute.m_numY, compute.m_numZ) );
  3412. GL_CHECK(glMemoryBarrier(barrier) );
  3413. }
  3414. }
  3415. continue;
  3416. }
  3417. const RenderDraw& draw = renderItem.draw;
  3418. const uint64_t newFlags = draw.m_flags;
  3419. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3420. currentState.m_flags = newFlags;
  3421. const uint64_t newStencil = draw.m_stencil;
  3422. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3423. currentState.m_stencil = newStencil;
  3424. if (viewChanged)
  3425. {
  3426. currentState.clear();
  3427. currentState.m_scissor = !draw.m_scissor;
  3428. changedFlags = BGFX_STATE_MASK;
  3429. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3430. currentState.m_flags = newFlags;
  3431. currentState.m_stencil = newStencil;
  3432. }
  3433. uint16_t scissor = draw.m_scissor;
  3434. if (currentState.m_scissor != scissor)
  3435. {
  3436. currentState.m_scissor = scissor;
  3437. if (UINT16_MAX == scissor)
  3438. {
  3439. if (viewHasScissor)
  3440. {
  3441. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  3442. GL_CHECK(glScissor(viewScissorRect.m_x, height-viewScissorRect.m_height-viewScissorRect.m_y, viewScissorRect.m_width, viewScissorRect.m_height) );
  3443. }
  3444. else
  3445. {
  3446. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  3447. }
  3448. }
  3449. else
  3450. {
  3451. Rect scissorRect;
  3452. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3453. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  3454. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  3455. }
  3456. }
  3457. if (0 != changedStencil)
  3458. {
  3459. if (0 != newStencil)
  3460. {
  3461. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  3462. uint32_t bstencil = unpackStencil(1, newStencil);
  3463. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  3464. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3465. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3466. // {
  3467. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3468. // GL_CHECK(glStencilMask(wmask) );
  3469. // }
  3470. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3471. {
  3472. uint32_t stencil = unpackStencil(ii, newStencil);
  3473. uint32_t changed = unpackStencil(ii, changedStencil);
  3474. GLenum face = s_stencilFace[frontAndBack+ii];
  3475. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3476. {
  3477. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3478. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3479. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3480. GL_CHECK(glStencilFuncSeparate(face, s_cmpFunc[func], ref, mask));
  3481. }
  3482. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3483. {
  3484. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3485. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3486. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3487. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  3488. }
  3489. }
  3490. }
  3491. else
  3492. {
  3493. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  3494. }
  3495. }
  3496. if ( (0
  3497. | BGFX_STATE_CULL_MASK
  3498. | BGFX_STATE_DEPTH_WRITE
  3499. | BGFX_STATE_DEPTH_TEST_MASK
  3500. | BGFX_STATE_RGB_WRITE
  3501. | BGFX_STATE_ALPHA_WRITE
  3502. | BGFX_STATE_BLEND_MASK
  3503. | BGFX_STATE_BLEND_EQUATION_MASK
  3504. | BGFX_STATE_ALPHA_REF_MASK
  3505. | BGFX_STATE_PT_MASK
  3506. | BGFX_STATE_POINT_SIZE_MASK
  3507. | BGFX_STATE_MSAA
  3508. ) & changedFlags)
  3509. {
  3510. if (BGFX_STATE_CULL_MASK & changedFlags)
  3511. {
  3512. if (BGFX_STATE_CULL_CW & newFlags)
  3513. {
  3514. GL_CHECK(glEnable(GL_CULL_FACE) );
  3515. GL_CHECK(glCullFace(GL_BACK) );
  3516. }
  3517. else if (BGFX_STATE_CULL_CCW & newFlags)
  3518. {
  3519. GL_CHECK(glEnable(GL_CULL_FACE) );
  3520. GL_CHECK(glCullFace(GL_FRONT) );
  3521. }
  3522. else
  3523. {
  3524. GL_CHECK(glDisable(GL_CULL_FACE) );
  3525. }
  3526. }
  3527. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  3528. {
  3529. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  3530. }
  3531. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3532. {
  3533. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3534. if (0 != func)
  3535. {
  3536. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3537. GL_CHECK(glDepthFunc(s_cmpFunc[func]) );
  3538. }
  3539. else
  3540. {
  3541. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  3542. }
  3543. }
  3544. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3545. {
  3546. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3547. alphaRef = ref/255.0f;
  3548. }
  3549. #if BGFX_CONFIG_RENDERER_OPENGL
  3550. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3551. {
  3552. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  3553. GL_CHECK(glPointSize(pointSize) );
  3554. }
  3555. if (BGFX_STATE_MSAA & changedFlags)
  3556. {
  3557. if (BGFX_STATE_MSAA & newFlags)
  3558. {
  3559. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  3560. }
  3561. else
  3562. {
  3563. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  3564. }
  3565. }
  3566. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3567. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3568. {
  3569. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  3570. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  3571. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  3572. }
  3573. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & changedFlags
  3574. || blendFactor != draw.m_rgba)
  3575. {
  3576. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & newFlags
  3577. || blendFactor != draw.m_rgba)
  3578. {
  3579. const bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3580. const bool independent = !!(BGFX_STATE_BLEND_INDEPENDENT & newFlags)
  3581. && blendIndependentSupported
  3582. ;
  3583. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3584. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3585. const uint32_t srcRGB = (blend )&0xf;
  3586. const uint32_t dstRGB = (blend>> 4)&0xf;
  3587. const uint32_t srcA = (blend>> 8)&0xf;
  3588. const uint32_t dstA = (blend>>12)&0xf;
  3589. const uint32_t equRGB = (equation )&0x7;
  3590. const uint32_t equA = (equation>>3)&0x7;
  3591. const uint32_t numRt = getNumRt();
  3592. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3593. || 1 >= numRt
  3594. || !independent)
  3595. {
  3596. if (enabled)
  3597. {
  3598. GL_CHECK(glEnable(GL_BLEND) );
  3599. GL_CHECK(glBlendFuncSeparate(s_blendFactor[srcRGB].m_src
  3600. , s_blendFactor[dstRGB].m_dst
  3601. , s_blendFactor[srcA].m_src
  3602. , s_blendFactor[dstA].m_dst
  3603. ) );
  3604. GL_CHECK(glBlendEquationSeparate(s_blendEquation[equRGB], s_blendEquation[equA]) );
  3605. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3606. && blendFactor != draw.m_rgba)
  3607. {
  3608. const uint32_t rgba = draw.m_rgba;
  3609. GLclampf rr = ( (rgba>>24) )/255.0f;
  3610. GLclampf gg = ( (rgba>>16)&0xff)/255.0f;
  3611. GLclampf bb = ( (rgba>> 8)&0xff)/255.0f;
  3612. GLclampf aa = ( (rgba )&0xff)/255.0f;
  3613. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  3614. }
  3615. }
  3616. else
  3617. {
  3618. GL_CHECK(glDisable(GL_BLEND) );
  3619. }
  3620. }
  3621. else
  3622. {
  3623. if (enabled)
  3624. {
  3625. GL_CHECK(glEnablei(GL_BLEND, 0) );
  3626. GL_CHECK(glBlendFuncSeparatei(0
  3627. , s_blendFactor[srcRGB].m_src
  3628. , s_blendFactor[dstRGB].m_dst
  3629. , s_blendFactor[srcA].m_src
  3630. , s_blendFactor[dstA].m_dst
  3631. ) );
  3632. GL_CHECK(glBlendEquationSeparatei(0
  3633. , s_blendEquation[equRGB]
  3634. , s_blendEquation[equA]
  3635. ) );
  3636. }
  3637. else
  3638. {
  3639. GL_CHECK(glDisablei(GL_BLEND, 0) );
  3640. }
  3641. for (uint32_t ii = 1, rgba = draw.m_rgba; ii < numRt; ++ii, rgba >>= 11)
  3642. {
  3643. if (0 != (rgba&0x7ff) )
  3644. {
  3645. const uint32_t src = (rgba )&0xf;
  3646. const uint32_t dst = (rgba>>4)&0xf;
  3647. const uint32_t equation = (rgba>>8)&0x7;
  3648. GL_CHECK(glEnablei(GL_BLEND, ii) );
  3649. GL_CHECK(glBlendFunci(ii, s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  3650. GL_CHECK(glBlendEquationi(ii, s_blendEquation[equation]) );
  3651. }
  3652. else
  3653. {
  3654. GL_CHECK(glDisablei(GL_BLEND, ii) );
  3655. }
  3656. }
  3657. }
  3658. }
  3659. else
  3660. {
  3661. GL_CHECK(glDisable(GL_BLEND) );
  3662. }
  3663. blendFactor = draw.m_rgba;
  3664. }
  3665. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  3666. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3667. prim = s_primInfo[primIndex];
  3668. }
  3669. bool programChanged = false;
  3670. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  3671. bool bindAttribs = false;
  3672. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  3673. if (key.m_program != programIdx)
  3674. {
  3675. programIdx = key.m_program;
  3676. GLuint id = invalidHandle == programIdx ? 0 : m_program[programIdx].m_id;
  3677. GL_CHECK(glUseProgram(id) );
  3678. programChanged =
  3679. constantsChanged =
  3680. bindAttribs = true;
  3681. }
  3682. if (invalidHandle != programIdx)
  3683. {
  3684. ProgramGL& program = m_program[programIdx];
  3685. if (constantsChanged)
  3686. {
  3687. commit(*program.m_constantBuffer);
  3688. }
  3689. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  3690. {
  3691. PredefinedUniform& predefined = program.m_predefined[ii];
  3692. switch (predefined.m_type)
  3693. {
  3694. case PredefinedUniform::ViewRect:
  3695. {
  3696. float rect[4];
  3697. rect[0] = _render->m_rect[view].m_x;
  3698. rect[1] = _render->m_rect[view].m_y;
  3699. rect[2] = _render->m_rect[view].m_width;
  3700. rect[3] = _render->m_rect[view].m_height;
  3701. GL_CHECK(glUniform4fv(predefined.m_loc
  3702. , 1
  3703. , &rect[0]
  3704. ) );
  3705. }
  3706. break;
  3707. case PredefinedUniform::ViewTexel:
  3708. {
  3709. float rect[4];
  3710. rect[0] = 1.0f/float(_render->m_rect[view].m_width);
  3711. rect[1] = 1.0f/float(_render->m_rect[view].m_height);
  3712. GL_CHECK(glUniform4fv(predefined.m_loc
  3713. , 1
  3714. , &rect[0]
  3715. ) );
  3716. }
  3717. break;
  3718. case PredefinedUniform::View:
  3719. {
  3720. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3721. , 1
  3722. , GL_FALSE
  3723. , _render->m_view[view].un.val
  3724. ) );
  3725. }
  3726. break;
  3727. case PredefinedUniform::InvView:
  3728. {
  3729. if (view != invViewCached)
  3730. {
  3731. invViewCached = view;
  3732. bx::float4x4_inverse(&invView.un.f4x4, &_render->m_view[view].un.f4x4);
  3733. }
  3734. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3735. , 1
  3736. , GL_FALSE
  3737. , invView.un.val
  3738. ) );
  3739. }
  3740. break;
  3741. case PredefinedUniform::Proj:
  3742. {
  3743. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3744. , 1
  3745. , GL_FALSE
  3746. , _render->m_proj[view].un.val
  3747. ) );
  3748. }
  3749. break;
  3750. case PredefinedUniform::InvProj:
  3751. {
  3752. if (view != invProjCached)
  3753. {
  3754. invProjCached = view;
  3755. bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[view].un.f4x4);
  3756. }
  3757. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3758. , 1
  3759. , GL_FALSE
  3760. , invProj.un.val
  3761. ) );
  3762. }
  3763. break;
  3764. case PredefinedUniform::ViewProj:
  3765. {
  3766. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3767. , 1
  3768. , GL_FALSE
  3769. , viewProj[view].un.val
  3770. ) );
  3771. }
  3772. break;
  3773. case PredefinedUniform::InvViewProj:
  3774. {
  3775. if (view != invViewProjCached)
  3776. {
  3777. invViewProjCached = view;
  3778. bx::float4x4_inverse(&invViewProj.un.f4x4, &viewProj[view].un.f4x4);
  3779. }
  3780. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3781. , 1
  3782. , GL_FALSE
  3783. , invViewProj.un.val
  3784. ) );
  3785. }
  3786. break;
  3787. case PredefinedUniform::Model:
  3788. {
  3789. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3790. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3791. , bx::uint32_min(predefined.m_count, draw.m_num)
  3792. , GL_FALSE
  3793. , model.un.val
  3794. ) );
  3795. }
  3796. break;
  3797. case PredefinedUniform::ModelView:
  3798. {
  3799. Matrix4 modelView;
  3800. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3801. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
  3802. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3803. , 1
  3804. , GL_FALSE
  3805. , modelView.un.val
  3806. ) );
  3807. }
  3808. break;
  3809. case PredefinedUniform::ModelViewProj:
  3810. {
  3811. Matrix4 modelViewProj;
  3812. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  3813. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  3814. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3815. , 1
  3816. , GL_FALSE
  3817. , modelViewProj.un.val
  3818. ) );
  3819. }
  3820. break;
  3821. case PredefinedUniform::AlphaRef:
  3822. {
  3823. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  3824. }
  3825. break;
  3826. case PredefinedUniform::Count:
  3827. break;
  3828. }
  3829. }
  3830. {
  3831. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  3832. {
  3833. const Sampler& sampler = draw.m_sampler[stage];
  3834. Sampler& current = currentState.m_sampler[stage];
  3835. if (current.m_idx != sampler.m_idx
  3836. || current.m_flags != sampler.m_flags
  3837. || programChanged)
  3838. {
  3839. if (invalidHandle != sampler.m_idx)
  3840. {
  3841. TextureGL& texture = m_textures[sampler.m_idx];
  3842. texture.commit(stage, sampler.m_flags);
  3843. }
  3844. }
  3845. current = sampler;
  3846. }
  3847. }
  3848. if (0 != defaultVao
  3849. && 0 == draw.m_startVertex
  3850. && 0 == draw.m_instanceDataOffset)
  3851. {
  3852. if (programChanged
  3853. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3854. || currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx
  3855. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3856. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3857. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3858. {
  3859. bx::HashMurmur2A murmur;
  3860. murmur.begin();
  3861. murmur.add(draw.m_vertexBuffer.idx);
  3862. murmur.add(draw.m_indexBuffer.idx);
  3863. murmur.add(draw.m_instanceDataBuffer.idx);
  3864. murmur.add(draw.m_instanceDataOffset);
  3865. murmur.add(draw.m_instanceDataStride);
  3866. murmur.add(programIdx);
  3867. uint32_t hash = murmur.end();
  3868. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3869. currentState.m_indexBuffer = draw.m_indexBuffer;
  3870. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3871. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3872. baseVertex = draw.m_startVertex;
  3873. GLuint id = m_vaoStateCache.find(hash);
  3874. if (UINT32_MAX != id)
  3875. {
  3876. currentVao = id;
  3877. GL_CHECK(glBindVertexArray(id) );
  3878. }
  3879. else
  3880. {
  3881. id = m_vaoStateCache.add(hash);
  3882. currentVao = id;
  3883. GL_CHECK(glBindVertexArray(id) );
  3884. ProgramGL& program = m_program[programIdx];
  3885. program.add(hash);
  3886. if (isValid(draw.m_vertexBuffer) )
  3887. {
  3888. VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3889. vb.add(hash);
  3890. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3891. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3892. program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
  3893. if (isValid(draw.m_instanceDataBuffer) )
  3894. {
  3895. VertexBufferGL& instanceVb = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  3896. instanceVb.add(hash);
  3897. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  3898. program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
  3899. }
  3900. }
  3901. else
  3902. {
  3903. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3904. }
  3905. if (isValid(draw.m_indexBuffer) )
  3906. {
  3907. IndexBufferGL& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  3908. ib.add(hash);
  3909. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3910. }
  3911. else
  3912. {
  3913. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3914. }
  3915. }
  3916. }
  3917. }
  3918. else
  3919. {
  3920. if (0 != defaultVao
  3921. && 0 != currentVao)
  3922. {
  3923. GL_CHECK(glBindVertexArray(defaultVao) );
  3924. currentState.m_vertexBuffer.idx = invalidHandle;
  3925. currentState.m_indexBuffer.idx = invalidHandle;
  3926. bindAttribs = true;
  3927. currentVao = 0;
  3928. }
  3929. if (programChanged
  3930. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  3931. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  3932. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  3933. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  3934. {
  3935. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  3936. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  3937. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  3938. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  3939. uint16_t handle = draw.m_vertexBuffer.idx;
  3940. if (invalidHandle != handle)
  3941. {
  3942. VertexBufferGL& vb = m_vertexBuffers[handle];
  3943. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3944. bindAttribs = true;
  3945. }
  3946. else
  3947. {
  3948. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3949. }
  3950. }
  3951. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  3952. {
  3953. currentState.m_indexBuffer = draw.m_indexBuffer;
  3954. uint16_t handle = draw.m_indexBuffer.idx;
  3955. if (invalidHandle != handle)
  3956. {
  3957. IndexBufferGL& ib = m_indexBuffers[handle];
  3958. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3959. }
  3960. else
  3961. {
  3962. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3963. }
  3964. }
  3965. if (isValid(currentState.m_vertexBuffer) )
  3966. {
  3967. if (baseVertex != draw.m_startVertex
  3968. || bindAttribs)
  3969. {
  3970. baseVertex = draw.m_startVertex;
  3971. const VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  3972. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3973. const ProgramGL& program = m_program[programIdx];
  3974. program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
  3975. if (isValid(draw.m_instanceDataBuffer) )
  3976. {
  3977. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffers[draw.m_instanceDataBuffer.idx].m_id) );
  3978. program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
  3979. }
  3980. }
  3981. }
  3982. }
  3983. if (isValid(currentState.m_vertexBuffer) )
  3984. {
  3985. uint32_t numVertices = draw.m_numVertices;
  3986. if (UINT32_MAX == numVertices)
  3987. {
  3988. const VertexBufferGL& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3989. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  3990. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  3991. numVertices = vb.m_size/vertexDecl.m_stride;
  3992. }
  3993. uint32_t numIndices = 0;
  3994. uint32_t numPrimsSubmitted = 0;
  3995. uint32_t numInstances = 0;
  3996. uint32_t numPrimsRendered = 0;
  3997. if (isValid(draw.m_indexBuffer) )
  3998. {
  3999. if (UINT32_MAX == draw.m_numIndices)
  4000. {
  4001. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  4002. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4003. numInstances = draw.m_numInstances;
  4004. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4005. GL_CHECK(glDrawElementsInstanced(prim.m_type
  4006. , numIndices
  4007. , GL_UNSIGNED_SHORT
  4008. , (void*)0
  4009. , draw.m_numInstances
  4010. ) );
  4011. }
  4012. else if (prim.m_min <= draw.m_numIndices)
  4013. {
  4014. numIndices = draw.m_numIndices;
  4015. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4016. numInstances = draw.m_numInstances;
  4017. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4018. GL_CHECK(glDrawElementsInstanced(prim.m_type
  4019. , numIndices
  4020. , GL_UNSIGNED_SHORT
  4021. , (void*)(uintptr_t)(draw.m_startIndex*2)
  4022. , draw.m_numInstances
  4023. ) );
  4024. }
  4025. }
  4026. else
  4027. {
  4028. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4029. numInstances = draw.m_numInstances;
  4030. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4031. GL_CHECK(glDrawArraysInstanced(prim.m_type
  4032. , 0
  4033. , numVertices
  4034. , draw.m_numInstances
  4035. ) );
  4036. }
  4037. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4038. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4039. statsNumInstances[primIndex] += numInstances;
  4040. statsNumIndices += numIndices;
  4041. }
  4042. }
  4043. }
  4044. blitMsaaFbo();
  4045. if (0 < _render->m_num)
  4046. {
  4047. captureElapsed = -bx::getHPCounter();
  4048. capture();
  4049. captureElapsed += bx::getHPCounter();
  4050. }
  4051. }
  4052. int64_t now = bx::getHPCounter();
  4053. elapsed += now;
  4054. static int64_t last = now;
  4055. int64_t frameTime = now - last;
  4056. last = now;
  4057. static int64_t min = frameTime;
  4058. static int64_t max = frameTime;
  4059. min = min > frameTime ? frameTime : min;
  4060. max = max < frameTime ? frameTime : max;
  4061. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4062. {
  4063. double elapsedGpuMs = 0.0;
  4064. #if BGFX_CONFIG_RENDERER_OPENGL
  4065. m_queries.end(GL_TIME_ELAPSED);
  4066. uint64_t elapsedGl = m_queries.getResult(0);
  4067. elapsedGpuMs = double(elapsedGl)/1e6;
  4068. #endif // BGFX_CONFIG_RENDERER_OPENGL
  4069. TextVideoMem& tvm = m_textVideoMem;
  4070. static int64_t next = now;
  4071. if (now >= next)
  4072. {
  4073. next = now + bx::getHPFrequency();
  4074. double freq = double(bx::getHPFrequency() );
  4075. double toMs = 1000.0/freq;
  4076. tvm.clear();
  4077. uint16_t pos = 0;
  4078. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4079. , getRendererName()
  4080. );
  4081. tvm.printf(0, pos++, 0x0f, " Vendor: %s", m_vendor);
  4082. tvm.printf(0, pos++, 0x0f, " Renderer: %s", m_renderer);
  4083. tvm.printf(0, pos++, 0x0f, " Version: %s", m_version);
  4084. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", m_glslVersion);
  4085. pos = 10;
  4086. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4087. , double(frameTime)*toMs
  4088. , double(min)*toMs
  4089. , double(max)*toMs
  4090. , freq/frameTime
  4091. );
  4092. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4093. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  4094. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4095. , 0 != msaa ? '\xfe' : ' '
  4096. , 1<<msaa
  4097. );
  4098. double elapsedCpuMs = double(elapsed)*toMs;
  4099. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  4100. , _render->m_num
  4101. , elapsedCpuMs
  4102. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  4103. , elapsedGpuMs
  4104. );
  4105. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primInfo); ++ii)
  4106. {
  4107. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  4108. , s_primName[ii]
  4109. , statsNumPrimsRendered[ii]
  4110. , statsNumInstances[ii]
  4111. , statsNumPrimsSubmitted[ii]
  4112. );
  4113. }
  4114. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  4115. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  4116. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  4117. double captureMs = double(captureElapsed)*toMs;
  4118. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  4119. #if BGFX_CONFIG_RENDERER_OPENGL
  4120. if (s_extension[Extension::ATI_meminfo].m_supported)
  4121. {
  4122. GLint vboFree[4];
  4123. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  4124. GLint texFree[4];
  4125. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  4126. GLint rbfFree[4];
  4127. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  4128. pos++;
  4129. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  4130. tvm.printf(10, pos++, 0x8e, " VBO: %7d, %7d, %7d, %7d", vboFree[0], vboFree[1], vboFree[2], vboFree[3]);
  4131. tvm.printf(10, pos++, 0x8e, " Texture: %7d, %7d, %7d, %7d", texFree[0], texFree[1], texFree[2], texFree[3]);
  4132. tvm.printf(10, pos++, 0x8e, " Render Buffer: %7d, %7d, %7d, %7d", rbfFree[0], rbfFree[1], rbfFree[2], rbfFree[3]);
  4133. }
  4134. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  4135. {
  4136. GLint dedicated;
  4137. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  4138. GLint totalAvail;
  4139. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  4140. GLint currAvail;
  4141. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  4142. GLint evictedCount;
  4143. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  4144. GLint evictedMemory;
  4145. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  4146. pos++;
  4147. tvm.printf(10, pos++, 0x8c, "----------|");
  4148. tvm.printf(10, pos++, 0x8e, " Dedicated: %7d", dedicated);
  4149. tvm.printf(10, pos++, 0x8e, " Available: %7d (%7d)", currAvail, totalAvail);
  4150. tvm.printf(10, pos++, 0x8e, " Eviction: %7d / %7d", evictedCount, evictedMemory);
  4151. }
  4152. #endif // BGFX_CONFIG_RENDERER_OPENGL
  4153. uint8_t attr[2] = { 0x89, 0x8a };
  4154. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4155. pos++;
  4156. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(_render->m_waitSubmit)*toMs);
  4157. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(_render->m_waitRender)*toMs);
  4158. min = frameTime;
  4159. max = frameTime;
  4160. }
  4161. blit(this, _textVideoMemBlitter, tvm);
  4162. }
  4163. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4164. {
  4165. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4166. }
  4167. GL_CHECK(glFrameTerminatorGREMEDY() );
  4168. }
  4169. } // namespace bgfx
  4170. #else
  4171. namespace bgfx
  4172. {
  4173. RendererContextI* rendererCreateGL()
  4174. {
  4175. return NULL;
  4176. }
  4177. void rendererDestroyGL()
  4178. {
  4179. }
  4180. } // namespace bgfx
  4181. #endif // (BGFX_CONFIG_RENDERER_OPENGLES|BGFX_CONFIG_RENDERER_OPENGL)