renderer_gl.cpp 119 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)
  7. # include "renderer_gl.h"
  8. # include <bx/timer.h>
  9. # include <bx/uint32_t.h>
  10. namespace bgfx
  11. {
  12. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][256];
  13. static const GLenum s_primType[] =
  14. {
  15. GL_TRIANGLES,
  16. GL_LINES,
  17. GL_POINTS,
  18. };
  19. static const char* s_attribName[Attrib::Count] =
  20. {
  21. "a_position",
  22. "a_normal",
  23. "a_tangent",
  24. "a_color0",
  25. "a_color1",
  26. "a_indices",
  27. "a_weight",
  28. "a_texcoord0",
  29. "a_texcoord1",
  30. "a_texcoord2",
  31. "a_texcoord3",
  32. "a_texcoord4",
  33. "a_texcoord5",
  34. "a_texcoord6",
  35. "a_texcoord7",
  36. };
  37. static const char* s_instanceDataName[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT] =
  38. {
  39. "i_data0",
  40. "i_data1",
  41. "i_data2",
  42. "i_data3",
  43. "i_data4",
  44. };
  45. static const GLenum s_attribType[AttribType::Count] =
  46. {
  47. GL_UNSIGNED_BYTE,
  48. GL_SHORT,
  49. GL_HALF_FLOAT,
  50. GL_FLOAT,
  51. };
  52. struct Blend
  53. {
  54. GLenum m_src;
  55. GLenum m_dst;
  56. bool m_factor;
  57. };
  58. static const Blend s_blendFactor[] =
  59. {
  60. { 0, 0, false }, // ignored
  61. { GL_ZERO, GL_ZERO, false },
  62. { GL_ONE, GL_ONE, false },
  63. { GL_SRC_COLOR, GL_SRC_COLOR, false },
  64. { GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false },
  65. { GL_SRC_ALPHA, GL_SRC_ALPHA, false },
  66. { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false },
  67. { GL_DST_ALPHA, GL_DST_ALPHA, false },
  68. { GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false },
  69. { GL_DST_COLOR, GL_DST_COLOR, false },
  70. { GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false },
  71. { GL_SRC_ALPHA_SATURATE, GL_ONE, false },
  72. { GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true },
  73. { GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true },
  74. };
  75. static const GLenum s_blendEquation[] =
  76. {
  77. GL_FUNC_ADD,
  78. GL_FUNC_SUBTRACT,
  79. GL_FUNC_REVERSE_SUBTRACT,
  80. GL_MIN,
  81. GL_MAX,
  82. };
  83. static const GLenum s_depthFunc[] =
  84. {
  85. 0, // ignored
  86. GL_LESS,
  87. GL_LEQUAL,
  88. GL_EQUAL,
  89. GL_GEQUAL,
  90. GL_GREATER,
  91. GL_NOTEQUAL,
  92. GL_NEVER,
  93. GL_ALWAYS,
  94. };
  95. static const GLenum s_stencilFunc[] =
  96. {
  97. 0, // ignored
  98. GL_LESS,
  99. GL_LEQUAL,
  100. GL_EQUAL,
  101. GL_GEQUAL,
  102. GL_GREATER,
  103. GL_NOTEQUAL,
  104. GL_NEVER,
  105. GL_ALWAYS,
  106. };
  107. static const GLenum s_stencilOp[] =
  108. {
  109. GL_ZERO,
  110. GL_KEEP,
  111. GL_REPLACE,
  112. GL_INCR_WRAP,
  113. GL_INCR,
  114. GL_DECR_WRAP,
  115. GL_DECR,
  116. GL_INVERT,
  117. };
  118. static const GLenum s_stencilFace[] =
  119. {
  120. GL_FRONT_AND_BACK,
  121. GL_FRONT,
  122. GL_BACK,
  123. };
  124. static const GLenum s_textureAddress[] =
  125. {
  126. GL_REPEAT,
  127. GL_MIRRORED_REPEAT,
  128. GL_CLAMP_TO_EDGE,
  129. };
  130. static const GLenum s_textureFilterMag[] =
  131. {
  132. GL_LINEAR,
  133. GL_NEAREST,
  134. GL_LINEAR,
  135. };
  136. static const GLenum s_textureFilterMin[][3] =
  137. {
  138. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  139. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  140. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  141. };
  142. struct TextureFormatInfo
  143. {
  144. GLenum m_internalFmt;
  145. GLenum m_fmt;
  146. GLenum m_type;
  147. bool m_supported;
  148. };
  149. static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  150. {
  151. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
  152. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
  153. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, false }, // BC3
  154. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, false }, // BC4
  155. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, false }, // BC5
  156. { GL_ETC1_RGB8_OES, GL_ETC1_RGB8_OES, GL_ZERO, false }, // ETC1
  157. { GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, false }, // ETC2
  158. { GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_ZERO, false }, // ETC2A
  159. { GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_ZERO, false }, // ETC2A1
  160. { GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12
  161. { GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14
  162. { GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12A
  163. { GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14A
  164. { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
  165. { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
  166. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
  167. { GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // L8
  168. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
  169. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
  170. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
  171. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, true }, // R5G6B5
  172. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, true }, // RGBA4
  173. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, true }, // RGB5A1
  174. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, true }, // RGB10A2
  175. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // UnknownDepth
  176. { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_SHORT, false }, // D16
  177. { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D24
  178. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false }, // D24S8
  179. { GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D32
  180. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D16F
  181. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D24F
  182. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
  183. { GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
  184. };
  185. static const Matrix4 s_bias =
  186. {{{
  187. 0.5f, 0.0f, 0.0f, 0.0f,
  188. 0.0f, 0.5f, 0.0f, 0.0f,
  189. 0.0f, 0.0f, 0.5f, 0.0f,
  190. 0.5f, 0.5f, 0.5f, 1.0f,
  191. }}};
  192. struct Extension
  193. {
  194. enum Enum
  195. {
  196. ANGLE_instanced_arrays,
  197. ANGLE_translated_shader_source,
  198. APPLE_texture_format_BGRA8888,
  199. ARB_debug_output,
  200. ARB_depth_clamp,
  201. ARB_ES3_compatibility,
  202. ARB_framebuffer_object,
  203. ARB_framebuffer_sRGB,
  204. ARB_get_program_binary,
  205. ARB_half_float_pixel,
  206. ARB_half_float_vertex,
  207. ARB_instanced_arrays,
  208. ARB_multisample,
  209. ARB_sampler_objects,
  210. ARB_seamless_cube_map,
  211. ARB_shader_texture_lod,
  212. ARB_texture_compression_rgtc,
  213. ARB_texture_float,
  214. ARB_texture_multisample,
  215. ARB_texture_swizzle,
  216. ARB_timer_query,
  217. ARB_vertex_array_object,
  218. ARB_vertex_type_2_10_10_10_rev,
  219. ATI_meminfo,
  220. CHROMIUM_depth_texture,
  221. CHROMIUM_framebuffer_multisample,
  222. CHROMIUM_texture_compression_dxt3,
  223. CHROMIUM_texture_compression_dxt5,
  224. EXT_bgra,
  225. EXT_blend_color,
  226. EXT_blend_minmax,
  227. EXT_blend_subtract,
  228. EXT_frag_depth,
  229. EXT_framebuffer_blit,
  230. EXT_framebuffer_object,
  231. EXT_framebuffer_sRGB,
  232. EXT_occlusion_query_boolean,
  233. EXT_shader_texture_lod,
  234. EXT_shadow_samplers,
  235. EXT_texture_array,
  236. EXT_texture_compression_dxt1,
  237. EXT_texture_compression_latc,
  238. EXT_texture_compression_rgtc,
  239. EXT_texture_compression_s3tc,
  240. EXT_texture_filter_anisotropic,
  241. EXT_texture_format_BGRA8888,
  242. EXT_texture_sRGB,
  243. EXT_texture_storage,
  244. EXT_texture_swizzle,
  245. EXT_texture_type_2_10_10_10_REV,
  246. EXT_timer_query,
  247. EXT_unpack_subimage,
  248. GOOGLE_depth_texture,
  249. IMG_multisampled_render_to_texture,
  250. IMG_read_format,
  251. IMG_shader_binary,
  252. IMG_texture_compression_pvrtc,
  253. IMG_texture_compression_pvrtc2,
  254. IMG_texture_format_BGRA8888,
  255. NVX_gpu_memory_info,
  256. OES_compressed_ETC1_RGB8_texture,
  257. OES_depth24,
  258. OES_depth32,
  259. OES_depth_texture,
  260. OES_fragment_precision_high,
  261. OES_get_program_binary,
  262. OES_required_internalformat,
  263. OES_packed_depth_stencil,
  264. OES_read_format,
  265. OES_rgb8_rgba8,
  266. OES_standard_derivatives,
  267. OES_texture_3D,
  268. OES_texture_float,
  269. OES_texture_float_linear,
  270. OES_texture_npot,
  271. OES_texture_half_float,
  272. OES_texture_half_float_linear,
  273. OES_vertex_array_object,
  274. OES_vertex_half_float,
  275. OES_vertex_type_10_10_10_2,
  276. Count
  277. };
  278. const char* m_name;
  279. bool m_supported;
  280. bool m_initialize;
  281. };
  282. static Extension s_extension[Extension::Count] =
  283. {
  284. { "GL_ANGLE_instanced_arrays", false, true },
  285. { "GL_ANGLE_translated_shader_source", false, true },
  286. { "GL_APPLE_texture_format_BGRA8888", false, true },
  287. { "GL_ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  288. { "GL_ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  289. { "GL_ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  290. { "GL_ARB_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  291. { "GL_ARB_framebuffer_sRGB", false, true },
  292. { "GL_ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  293. { "GL_ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  294. { "GL_ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  295. { "GL_ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  296. { "GL_ARB_multisample", false, true },
  297. { "GL_ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  298. { "GL_ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  299. { "GL_ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  300. { "GL_ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  301. { "GL_ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  302. { "GL_ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  303. { "GL_ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  304. { "GL_ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  305. { "GL_ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  306. { "GL_ARB_vertex_type_2_10_10_10_rev", false, true },
  307. { "GL_ATI_meminfo", false, true },
  308. { "GL_CHROMIUM_depth_texture", false, true },
  309. { "GL_CHROMIUM_framebuffer_multisample", false, true },
  310. { "GL_CHROMIUM_texture_compression_dxt3", false, true },
  311. { "GL_CHROMIUM_texture_compression_dxt5", false, true },
  312. { "GL_EXT_bgra", false, true },
  313. { "GL_EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  314. { "GL_EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  315. { "GL_EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  316. { "GL_EXT_frag_depth", false, true }, // GLES2 extension.
  317. { "GL_EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  318. { "GL_EXT_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  319. { "GL_EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  320. { "GL_EXT_occlusion_query_boolean", false, true },
  321. { "GL_EXT_shader_texture_lod", false, true }, // GLES2 extension.
  322. { "GL_EXT_shadow_samplers", false, true },
  323. { "GL_EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  324. { "GL_EXT_texture_compression_dxt1", false, true },
  325. { "GL_EXT_texture_compression_latc", false, true },
  326. { "GL_EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  327. { "GL_EXT_texture_compression_s3tc", false, true },
  328. { "GL_EXT_texture_filter_anisotropic", false, true },
  329. { "GL_EXT_texture_format_BGRA8888", false, true },
  330. { "GL_EXT_texture_sRGB", false, true },
  331. { "GL_EXT_texture_storage", false, true },
  332. { "GL_EXT_texture_swizzle", false, true },
  333. { "GL_EXT_texture_type_2_10_10_10_REV", false, true },
  334. { "GL_EXT_timer_query", false, true },
  335. { "GL_EXT_unpack_subimage", false, true },
  336. { "GL_GOOGLE_depth_texture", false, true },
  337. { "GL_IMG_multisampled_render_to_texture", false, true },
  338. { "GL_IMG_read_format", false, true },
  339. { "GL_IMG_shader_binary", false, true },
  340. { "GL_IMG_texture_compression_pvrtc", false, true },
  341. { "GL_IMG_texture_compression_pvrtc2", false, true },
  342. { "GL_IMG_texture_format_BGRA8888", false, true },
  343. { "GL_NVX_gpu_memory_info", false, true },
  344. { "GL_OES_compressed_ETC1_RGB8_texture", false, true },
  345. { "GL_OES_depth24", false, true },
  346. { "GL_OES_depth32", false, true },
  347. { "GL_OES_depth_texture", false, true },
  348. { "GL_OES_fragment_precision_high", false, true },
  349. { "GL_OES_get_program_binary", false, true },
  350. { "GL_OES_required_internalformat", false, true },
  351. { "GL_OES_packed_depth_stencil", false, true },
  352. { "GL_OES_read_format", false, true },
  353. { "GL_OES_rgb8_rgba8", false, true },
  354. { "GL_OES_standard_derivatives", false, true },
  355. { "GL_OES_texture_3D", false, true },
  356. { "GL_OES_texture_float", false, true },
  357. { "GL_OES_texture_float_linear", false, true },
  358. { "GL_OES_texture_npot", false, true },
  359. { "GL_OES_texture_half_float", false, true },
  360. { "GL_OES_texture_half_float_linear", false, true },
  361. { "GL_OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  362. { "GL_OES_vertex_half_float", false, true },
  363. { "GL_OES_vertex_type_10_10_10_2", false, true },
  364. };
  365. static const char* s_ARB_shader_texture_lod[] =
  366. {
  367. "texture2DLod",
  368. "texture2DProjLod",
  369. "texture3DLod",
  370. "texture3DProjLod",
  371. "textureCubeLod",
  372. "shadow2DLod",
  373. "shadow2DProjLod",
  374. NULL
  375. // "texture1DLod",
  376. // "texture1DProjLod",
  377. // "shadow1DLod",
  378. // "shadow1DProjLod",
  379. };
  380. static const char* s_EXT_shader_texture_lod[] =
  381. {
  382. "texture2DLod",
  383. "texture2DProjLod",
  384. "textureCubeLod",
  385. NULL
  386. // "texture2DGrad",
  387. // "texture2DProjGrad",
  388. // "textureCubeGrad",
  389. };
  390. static const char* s_EXT_shadow_samplers[] =
  391. {
  392. "shadow2D",
  393. "shadow2DProj",
  394. NULL
  395. };
  396. static const char* s_OES_standard_derivatives[] =
  397. {
  398. "dFdx",
  399. "dFdy",
  400. "fwidth",
  401. NULL
  402. };
  403. static const char* s_OES_texture_3D[] =
  404. {
  405. "texture3D",
  406. "texture3DProj",
  407. "texture3DLod",
  408. "texture3DProjLod",
  409. NULL
  410. };
  411. #if BGFX_CONFIG_RENDERER_OPENGLES3
  412. # define s_vertexAttribDivisor glVertexAttribDivisor
  413. # define s_drawArraysInstanced glDrawArraysInstanced
  414. # define s_drawElementsInstanced glDrawElementsInstanced
  415. #else
  416. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  417. {
  418. }
  419. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  420. {
  421. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  422. }
  423. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  424. {
  425. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  426. }
  427. static PFNGLVERTEXATTRIBDIVISORPROC s_vertexAttribDivisor = stubVertexAttribDivisor;
  428. static PFNGLDRAWARRAYSINSTANCEDPROC s_drawArraysInstanced = stubDrawArraysInstanced;
  429. static PFNGLDRAWELEMENTSINSTANCEDPROC s_drawElementsInstanced = stubDrawElementsInstanced;
  430. #endif // BGFX_CONFIG_RENDERER_OPENGLES3
  431. #if BGFX_CONFIG_DEBUG_GREMEDY
  432. static void GL_APIENTRY stubStringMarkerGREMEDY(GLsizei /*_len*/, const GLvoid* /*_string*/)
  433. {
  434. }
  435. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  436. {
  437. }
  438. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  439. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  440. static const char* getGLString(GLenum _name)
  441. {
  442. const char* str = (const char*)glGetString(_name);
  443. glGetError(); // ignore error if glGetString returns NULL.
  444. if (NULL != str)
  445. {
  446. return str;
  447. }
  448. return "<unknown>";
  449. }
  450. static uint32_t getGLStringHash(GLenum _name)
  451. {
  452. const char* str = (const char*)glGetString(_name);
  453. glGetError(); // ignore error if glGetString returns NULL.
  454. if (NULL != str)
  455. {
  456. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  457. }
  458. return 0;
  459. }
  460. void dumpExtensions(const char* _extensions)
  461. {
  462. if (NULL != _extensions)
  463. {
  464. char name[1024];
  465. const char* pos = _extensions;
  466. const char* end = _extensions + strlen(_extensions);
  467. while (pos < end)
  468. {
  469. uint32_t len;
  470. const char* space = strchr(pos, ' ');
  471. if (NULL != space)
  472. {
  473. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  474. }
  475. else
  476. {
  477. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  478. }
  479. strncpy(name, pos, len);
  480. name[len] = '\0';
  481. BX_TRACE("\t%s", name);
  482. pos += len+1;
  483. }
  484. }
  485. }
  486. #if BGFX_CONFIG_RENDERER_OPENGL
  487. const char* toString(GLenum _enum)
  488. {
  489. switch (_enum)
  490. {
  491. case GL_DEBUG_SOURCE_API_ARB: return "API";
  492. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  493. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  494. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  495. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  496. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  497. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  498. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  499. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  500. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  501. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  502. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  503. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  504. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  505. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  506. default:
  507. break;
  508. }
  509. return "<unknown>";
  510. }
  511. static void APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  512. {
  513. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  514. , toString(_source)
  515. , toString(_type)
  516. , _id
  517. , toString(_severity)
  518. , _message
  519. );
  520. BX_UNUSED(_source, _type, _id, _severity, _message);
  521. }
  522. #endif // BGFX_CONFIG_RENDERER_OPENGL
  523. struct RendererContext
  524. {
  525. RendererContext()
  526. : m_rtMsaa(false)
  527. , m_capture(NULL)
  528. , m_captureSize(0)
  529. , m_maxAnisotropy(0.0f)
  530. , m_maxMsaa(0)
  531. , m_vao(0)
  532. , m_vaoSupport(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  533. , m_programBinarySupport(false)
  534. , m_textureSwizzleSupport(false)
  535. , m_depthTextureSupport(false)
  536. , m_useClearQuad(true)
  537. , m_flip(false)
  538. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  539. , m_backBufferFbo(0)
  540. , m_msaaBackBufferFbo(0)
  541. {
  542. m_fbh.idx = invalidHandle;
  543. memset(&m_resolution, 0, sizeof(m_resolution) );
  544. }
  545. void updateResolution(const Resolution& _resolution)
  546. {
  547. if (m_resolution.m_width != _resolution.m_width
  548. || m_resolution.m_height != _resolution.m_height
  549. || m_resolution.m_flags != _resolution.m_flags)
  550. {
  551. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  552. m_textVideoMem.clear();
  553. m_resolution = _resolution;
  554. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  555. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  556. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  557. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  558. updateCapture();
  559. }
  560. }
  561. uint32_t setFrameBuffer(FrameBufferHandle _fbh, uint32_t _height, bool _msaa = true)
  562. {
  563. if (isValid(m_fbh)
  564. && m_fbh.idx != _fbh.idx
  565. && m_rtMsaa)
  566. {
  567. FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
  568. frameBuffer.resolve();
  569. }
  570. if (!isValid(_fbh) )
  571. {
  572. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  573. }
  574. else
  575. {
  576. FrameBuffer& frameBuffer = m_frameBuffers[_fbh.idx];
  577. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.m_fbo[0]) );
  578. _height = frameBuffer.m_height;
  579. }
  580. m_fbh = _fbh;
  581. m_rtMsaa = _msaa;
  582. return _height;
  583. }
  584. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  585. {
  586. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  587. if (1 < _msaa)
  588. {
  589. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  590. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  591. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  592. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  593. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  594. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  595. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  596. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  597. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  598. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  599. , "glCheckFramebufferStatus failed 0x%08x"
  600. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  601. );
  602. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  603. }
  604. #else
  605. BX_UNUSED(_width, _height, _msaa);
  606. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  607. }
  608. void destroyMsaaFbo()
  609. {
  610. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  611. if (0 != m_msaaBackBufferFbo)
  612. {
  613. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  614. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  615. m_msaaBackBufferFbo = 0;
  616. }
  617. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  618. }
  619. void blitMsaaFbo()
  620. {
  621. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  622. if (0 != m_msaaBackBufferFbo)
  623. {
  624. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  625. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  626. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  627. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  628. uint32_t width = m_resolution.m_width;
  629. uint32_t height = m_resolution.m_height;
  630. GL_CHECK(glBlitFramebuffer(0
  631. , 0
  632. , width
  633. , height
  634. , 0
  635. , 0
  636. , width
  637. , height
  638. , GL_COLOR_BUFFER_BIT
  639. , GL_LINEAR
  640. ) );
  641. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  642. }
  643. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  644. }
  645. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  646. {
  647. if (_width != 0
  648. || _height != 0)
  649. {
  650. if (!m_glctx.isValid() )
  651. {
  652. m_glctx.create(_width, _height);
  653. #if BX_PLATFORM_IOS
  654. // BK - Temp, need to figure out how to deal with FBO created by context.
  655. m_backBufferFbo = m_glctx.m_fbo;
  656. m_msaaBackBufferFbo = m_glctx.m_fbo;
  657. #endif // BX_PLATFORM_IOS
  658. }
  659. else
  660. {
  661. destroyMsaaFbo();
  662. m_glctx.resize(_width, _height, _vsync);
  663. createMsaaFbo(_width, _height, _msaa);
  664. }
  665. }
  666. m_flip = true;
  667. }
  668. void flip()
  669. {
  670. if (m_flip)
  671. {
  672. m_glctx.swap();
  673. }
  674. }
  675. void invalidateCache()
  676. {
  677. if (m_vaoSupport)
  678. {
  679. m_vaoStateCache.invalidate();
  680. }
  681. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  682. if (m_samplerObjectSupport)
  683. {
  684. m_samplerStateCache.invalidate();
  685. }
  686. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  687. }
  688. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  689. {
  690. #if BGFX_CONFIG_RENDERER_OPENGLES2
  691. BX_UNUSED(_stage, _numMips, _flags);
  692. #else
  693. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  694. {
  695. _flags = (_flags&(~BGFX_TEXTURE_RESERVED_MASK) ) | (_numMips<<BGFX_TEXTURE_RESERVED_SHIFT);
  696. GLuint sampler = m_samplerStateCache.find(_flags);
  697. if (UINT32_MAX == sampler)
  698. {
  699. sampler = m_samplerStateCache.add(_flags);
  700. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  701. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  702. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  703. uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  704. uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  705. uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  706. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  707. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  708. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  709. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  710. && 0.0f < m_maxAnisotropy)
  711. {
  712. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  713. }
  714. }
  715. GL_CHECK(glBindSampler(_stage, sampler) );
  716. }
  717. else
  718. {
  719. GL_CHECK(glBindSampler(_stage, 0) );
  720. }
  721. #endif // BGFX_CONFIG_RENDERER_OPENGLES2
  722. }
  723. void updateCapture()
  724. {
  725. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  726. {
  727. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  728. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  729. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  730. }
  731. else
  732. {
  733. captureFinish();
  734. }
  735. }
  736. void capture()
  737. {
  738. if (NULL != m_capture)
  739. {
  740. GL_CHECK(glReadPixels(0
  741. , 0
  742. , m_resolution.m_width
  743. , m_resolution.m_height
  744. , m_readPixelsFmt
  745. , GL_UNSIGNED_BYTE
  746. , m_capture
  747. ) );
  748. g_callback->captureFrame(m_capture, m_captureSize);
  749. }
  750. }
  751. void captureFinish()
  752. {
  753. if (NULL != m_capture)
  754. {
  755. g_callback->captureEnd();
  756. BX_FREE(g_allocator, m_capture);
  757. m_capture = NULL;
  758. m_captureSize = 0;
  759. }
  760. }
  761. void saveScreenShot(const char* _filePath)
  762. {
  763. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  764. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  765. uint32_t width = m_resolution.m_width;
  766. uint32_t height = m_resolution.m_height;
  767. GL_CHECK(glReadPixels(0
  768. , 0
  769. , width
  770. , height
  771. , m_readPixelsFmt
  772. , GL_UNSIGNED_BYTE
  773. , data
  774. ) );
  775. if (GL_RGBA == m_readPixelsFmt)
  776. {
  777. imageSwizzleBgra8(width, height, width*4, data, data);
  778. }
  779. g_callback->screenShot(_filePath
  780. , width
  781. , height
  782. , width*4
  783. , data
  784. , length
  785. , true
  786. );
  787. BX_FREE(g_allocator, data);
  788. }
  789. void init()
  790. {
  791. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  792. m_vendor = getGLString(GL_VENDOR);
  793. m_renderer = getGLString(GL_RENDERER);
  794. m_version = getGLString(GL_VERSION);
  795. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  796. #if BGFX_CONFIG_DEBUG_GREMEDY
  797. if (NULL == glStringMarkerGREMEDY
  798. || NULL == glFrameTerminatorGREMEDY)
  799. {
  800. glStringMarkerGREMEDY = stubStringMarkerGREMEDY;
  801. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  802. }
  803. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  804. #if BGFX_CONFIG_RENDERER_OPENGL
  805. m_queries.create();
  806. #endif // BGFX_CONFIG_RENDERER_OPENGL
  807. }
  808. void shutdown()
  809. {
  810. captureFinish();
  811. invalidateCache();
  812. #if BGFX_CONFIG_RENDERER_OPENGL
  813. m_queries.destroy();
  814. #endif // BGFX_CONFIG_RENDERER_OPENGL
  815. destroyMsaaFbo();
  816. m_glctx.destroy();
  817. m_flip = false;
  818. }
  819. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  820. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  821. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  822. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  823. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  824. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  825. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  826. FrameBuffer m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  827. UniformRegistry m_uniformReg;
  828. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  829. #if BGFX_CONFIG_RENDERER_OPENGL
  830. Queries m_queries;
  831. #endif // BGFX_CONFIG_RENDERER_OPENGL
  832. VaoStateCache m_vaoStateCache;
  833. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  834. SamplerStateCache m_samplerStateCache;
  835. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  836. TextVideoMem m_textVideoMem;
  837. bool m_rtMsaa;
  838. FrameBufferHandle m_fbh;
  839. Resolution m_resolution;
  840. void* m_capture;
  841. uint32_t m_captureSize;
  842. float m_maxAnisotropy;
  843. int32_t m_maxMsaa;
  844. GLuint m_vao;
  845. bool m_vaoSupport;
  846. bool m_samplerObjectSupport;
  847. bool m_programBinarySupport;
  848. bool m_textureSwizzleSupport;
  849. bool m_depthTextureSupport;
  850. bool m_useClearQuad;
  851. bool m_flip;
  852. uint64_t m_hash;
  853. GLenum m_readPixelsFmt;
  854. GLuint m_backBufferFbo;
  855. GLuint m_msaaBackBufferFbo;
  856. GLuint m_msaaBackBufferRbos[2];
  857. GlContext m_glctx;
  858. const char* m_vendor;
  859. const char* m_renderer;
  860. const char* m_version;
  861. const char* m_glslVersion;
  862. };
  863. RendererContext* s_renderCtx;
  864. const char* glslTypeName(GLuint _type)
  865. {
  866. #define GLSL_TYPE(_ty) case _ty: return #_ty
  867. switch (_type)
  868. {
  869. GLSL_TYPE(GL_FLOAT);
  870. GLSL_TYPE(GL_FLOAT_VEC2);
  871. GLSL_TYPE(GL_FLOAT_VEC3);
  872. GLSL_TYPE(GL_FLOAT_VEC4);
  873. GLSL_TYPE(GL_FLOAT_MAT2);
  874. GLSL_TYPE(GL_FLOAT_MAT3);
  875. GLSL_TYPE(GL_FLOAT_MAT4);
  876. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  877. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  878. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  879. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  880. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  881. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  882. // GLSL_TYPE(GL_SAMPLER_1D);
  883. GLSL_TYPE(GL_SAMPLER_2D);
  884. GLSL_TYPE(GL_SAMPLER_3D);
  885. GLSL_TYPE(GL_SAMPLER_CUBE);
  886. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  887. // GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  888. }
  889. #undef GLSL_TYPE
  890. return "UNKNOWN GLSL TYPE!";
  891. }
  892. const char* glEnumName(GLenum _enum)
  893. {
  894. #define GLENUM(_ty) case _ty: return #_ty
  895. switch (_enum)
  896. {
  897. GLENUM(GL_TEXTURE);
  898. GLENUM(GL_RENDERBUFFER);
  899. }
  900. #undef GLENUM
  901. return "UNKNOWN GLENUM!";
  902. }
  903. UniformType::Enum convertGlType(GLenum _type)
  904. {
  905. switch (_type)
  906. {
  907. case GL_FLOAT:
  908. return UniformType::Uniform1fv;
  909. case GL_FLOAT_VEC2:
  910. return UniformType::Uniform2fv;
  911. case GL_FLOAT_VEC3:
  912. return UniformType::Uniform3fv;
  913. case GL_FLOAT_VEC4:
  914. return UniformType::Uniform4fv;
  915. case GL_FLOAT_MAT2:
  916. break;
  917. case GL_FLOAT_MAT3:
  918. return UniformType::Uniform3x3fv;
  919. case GL_FLOAT_MAT4:
  920. return UniformType::Uniform4x4fv;
  921. // case GL_FLOAT_MAT2x3:
  922. // case GL_FLOAT_MAT2x4:
  923. // case GL_FLOAT_MAT3x2:
  924. // case GL_FLOAT_MAT3x4:
  925. // case GL_FLOAT_MAT4x2:
  926. // case GL_FLOAT_MAT4x3:
  927. // break;
  928. // case GL_SAMPLER_1D:
  929. case GL_SAMPLER_2D:
  930. case GL_SAMPLER_3D:
  931. case GL_SAMPLER_CUBE:
  932. // case GL_SAMPLER_1D_SHADOW:
  933. // case GL_SAMPLER_2D_SHADOW:
  934. return UniformType::Uniform1iv;
  935. };
  936. return UniformType::End;
  937. }
  938. void Program::create(const Shader& _vsh, const Shader& _fsh)
  939. {
  940. m_id = glCreateProgram();
  941. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  942. bool cached = false;
  943. uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  944. id ^= s_renderCtx->m_hash;
  945. if (s_renderCtx->m_programBinarySupport)
  946. {
  947. uint32_t length = g_callback->cacheReadSize(id);
  948. cached = length > 0;
  949. if (cached)
  950. {
  951. void* data = BX_ALLOC(g_allocator, length);
  952. if (g_callback->cacheRead(id, data, length) )
  953. {
  954. bx::MemoryReader reader(data, length);
  955. GLenum format;
  956. bx::read(&reader, format);
  957. GL_CHECK(glProgramBinary(m_id, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  958. }
  959. BX_FREE(g_allocator, data);
  960. }
  961. #if BGFX_CONFIG_RENDERER_OPENGL
  962. GL_CHECK(glProgramParameteri(m_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  963. #endif // BGFX_CONFIG_RENDERER_OPENGL
  964. }
  965. if (!cached)
  966. {
  967. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  968. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  969. GL_CHECK(glLinkProgram(m_id) );
  970. GLint linked = 0;
  971. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  972. if (0 == linked)
  973. {
  974. char log[1024];
  975. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  976. BX_TRACE("%d: %s", linked, log);
  977. GL_CHECK(glDeleteProgram(m_id) );
  978. return;
  979. }
  980. if (s_renderCtx->m_programBinarySupport)
  981. {
  982. GLint programLength;
  983. GLenum format;
  984. GL_CHECK(glGetProgramiv(m_id, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  985. if (0 < programLength)
  986. {
  987. uint32_t length = programLength + 4;
  988. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  989. GL_CHECK(glGetProgramBinary(m_id, programLength, NULL, &format, &data[4]) );
  990. *(uint32_t*)data = format;
  991. g_callback->cacheWrite(id, data, length);
  992. BX_FREE(g_allocator, data);
  993. }
  994. }
  995. }
  996. init();
  997. if (!cached)
  998. {
  999. // Must be after init, otherwise init might fail to lookup shader
  1000. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  1001. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  1002. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  1003. }
  1004. }
  1005. void Program::destroy()
  1006. {
  1007. if (NULL != m_constantBuffer)
  1008. {
  1009. ConstantBuffer::destroy(m_constantBuffer);
  1010. m_constantBuffer = NULL;
  1011. }
  1012. m_numPredefined = 0;
  1013. if (0 != m_id)
  1014. {
  1015. GL_CHECK(glUseProgram(0) );
  1016. GL_CHECK(glDeleteProgram(m_id) );
  1017. m_id = 0;
  1018. }
  1019. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1020. }
  1021. void Program::init()
  1022. {
  1023. GLint activeAttribs;
  1024. GLint activeUniforms;
  1025. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  1026. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  1027. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  1028. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) );
  1029. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  1030. GLint max0, max1;
  1031. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  1032. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  1033. GLint maxLength = bx::uint32_max(max0, max1);
  1034. char* name = (char*)alloca(maxLength + 1);
  1035. BX_TRACE("Program %d", m_id);
  1036. BX_TRACE("Attributes (%d):", activeAttribs);
  1037. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  1038. {
  1039. GLint size;
  1040. GLenum type;
  1041. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  1042. BX_TRACE("\t%s %s is at location %d"
  1043. , glslTypeName(type)
  1044. , name
  1045. , glGetAttribLocation(m_id, name)
  1046. );
  1047. }
  1048. m_numPredefined = 0;
  1049. m_constantBuffer = ConstantBuffer::create(1024);
  1050. m_numSamplers = 0;
  1051. BX_TRACE("Uniforms (%d):", activeUniforms);
  1052. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  1053. {
  1054. GLint num;
  1055. GLenum gltype;
  1056. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  1057. GLint loc = glGetUniformLocation(m_id, name);
  1058. int offset = 0;
  1059. char* array = strchr(name, '[');
  1060. if (NULL != array)
  1061. {
  1062. BX_TRACE("--- %s", name);
  1063. *array = '\0';
  1064. array++;
  1065. char* end = strchr(array, ']');
  1066. *end = '\0';
  1067. offset = atoi(array);
  1068. }
  1069. if (GL_SAMPLER_2D == gltype)
  1070. {
  1071. BX_TRACE("Sampler %d at %d.", m_numSamplers, loc);
  1072. m_sampler[m_numSamplers] = loc;
  1073. m_numSamplers++;
  1074. }
  1075. const void* data = NULL;
  1076. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1077. if (PredefinedUniform::Count != predefined)
  1078. {
  1079. m_predefined[m_numPredefined].m_loc = loc;
  1080. m_predefined[m_numPredefined].m_type = predefined;
  1081. m_predefined[m_numPredefined].m_count = num;
  1082. m_numPredefined++;
  1083. }
  1084. else
  1085. {
  1086. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1087. if (NULL != info)
  1088. {
  1089. data = info->m_data;
  1090. UniformType::Enum type = convertGlType(gltype);
  1091. m_constantBuffer->writeUniformRef(type, 0, data, num);
  1092. m_constantBuffer->write(loc);
  1093. BX_TRACE("store %s %p", name, data);
  1094. }
  1095. }
  1096. BX_TRACE("\tuniform %s %s%s is at location %d, size %d (%p), offset %d"
  1097. , glslTypeName(gltype)
  1098. , name
  1099. , PredefinedUniform::Count != predefined ? "*" : ""
  1100. , loc
  1101. , num
  1102. , data
  1103. , offset
  1104. );
  1105. BX_UNUSED(offset);
  1106. }
  1107. m_constantBuffer->finish();
  1108. memset(m_attributes, 0xff, sizeof(m_attributes) );
  1109. uint32_t used = 0;
  1110. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1111. {
  1112. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  1113. if (-1 != loc)
  1114. {
  1115. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  1116. m_attributes[ii] = loc;
  1117. m_used[used++] = ii;
  1118. }
  1119. }
  1120. m_used[used] = Attrib::Count;
  1121. used = 0;
  1122. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  1123. {
  1124. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  1125. if (GLuint(-1) != loc )
  1126. {
  1127. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  1128. m_instanceData[used++] = loc;
  1129. }
  1130. }
  1131. m_instanceData[used] = 0xffff;
  1132. }
  1133. void Program::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  1134. {
  1135. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  1136. {
  1137. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  1138. GLint loc = m_attributes[attr];
  1139. uint8_t num;
  1140. AttribType::Enum type;
  1141. bool normalized;
  1142. bool asInt;
  1143. _vertexDecl.decode(attr, num, type, normalized, asInt);
  1144. if (-1 != loc)
  1145. {
  1146. if (0xff != _vertexDecl.m_attributes[attr])
  1147. {
  1148. GL_CHECK(glEnableVertexAttribArray(loc) );
  1149. GL_CHECK(s_vertexAttribDivisor(loc, 0) );
  1150. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  1151. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  1152. }
  1153. else
  1154. {
  1155. GL_CHECK(glDisableVertexAttribArray(loc) );
  1156. }
  1157. }
  1158. }
  1159. }
  1160. void Program::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  1161. {
  1162. uint32_t baseVertex = _baseVertex;
  1163. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  1164. {
  1165. GLint loc = m_instanceData[ii];
  1166. GL_CHECK(glEnableVertexAttribArray(loc) );
  1167. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  1168. GL_CHECK(s_vertexAttribDivisor(loc, 1) );
  1169. baseVertex += 16;
  1170. }
  1171. }
  1172. void IndexBuffer::destroy()
  1173. {
  1174. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  1175. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1176. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1177. }
  1178. void VertexBuffer::destroy()
  1179. {
  1180. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  1181. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1182. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1183. }
  1184. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  1185. {
  1186. #if !BGFX_CONFIG_RENDERER_OPENGL
  1187. _internalFormat = _format; // GLES wants internal format to match format...
  1188. #endif // !BGFX_CONFIG_RENDERER_OPENGL
  1189. if (_target == GL_TEXTURE_3D)
  1190. {
  1191. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  1192. }
  1193. else
  1194. {
  1195. BX_UNUSED(_depth);
  1196. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  1197. }
  1198. }
  1199. 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)
  1200. {
  1201. if (_target == GL_TEXTURE_3D)
  1202. {
  1203. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  1204. }
  1205. else
  1206. {
  1207. BX_UNUSED(_zoffset, _depth);
  1208. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  1209. }
  1210. }
  1211. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  1212. {
  1213. if (_target == GL_TEXTURE_3D)
  1214. {
  1215. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  1216. }
  1217. else
  1218. {
  1219. BX_UNUSED(_depth);
  1220. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  1221. }
  1222. }
  1223. 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)
  1224. {
  1225. if (_target == GL_TEXTURE_3D)
  1226. {
  1227. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  1228. }
  1229. else
  1230. {
  1231. BX_UNUSED(_zoffset, _depth);
  1232. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  1233. }
  1234. }
  1235. bool Texture::init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  1236. {
  1237. m_target = _target;
  1238. m_numMips = _numMips;
  1239. m_flags = _flags;
  1240. m_currentFlags = UINT32_MAX;
  1241. m_width = _width;
  1242. m_height = _height;
  1243. m_requestedFormat = _format;
  1244. m_textureFormat = _format;
  1245. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1246. if (!bufferOnly)
  1247. {
  1248. GL_CHECK(glGenTextures(1, &m_id) );
  1249. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1250. GL_CHECK(glBindTexture(_target, m_id) );
  1251. setSamplerState(_flags);
  1252. const TextureFormatInfo& tfi = s_textureFormat[_format];
  1253. m_fmt = tfi.m_fmt;
  1254. m_type = tfi.m_type;
  1255. const bool compressed = TextureFormat::Unknown > _format;
  1256. const bool decompress = !tfi.m_supported && compressed;
  1257. if (decompress)
  1258. {
  1259. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1260. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  1261. m_fmt = tfi.m_fmt;
  1262. m_type = tfi.m_type;
  1263. }
  1264. #if BGFX_CONFIG_RENDERER_OPENGL
  1265. if (GL_RGBA == m_fmt
  1266. && s_renderCtx->m_textureSwizzleSupport)
  1267. {
  1268. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  1269. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  1270. }
  1271. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1272. }
  1273. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1274. if (renderTarget)
  1275. {
  1276. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  1277. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  1278. msaaQuality = bx::uint32_min(s_renderCtx->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
  1279. if (0 != msaaQuality
  1280. || bufferOnly)
  1281. {
  1282. GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
  1283. BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
  1284. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) );
  1285. if (0 == msaaQuality)
  1286. {
  1287. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER
  1288. , s_textureFormat[m_textureFormat].m_internalFmt
  1289. , _width
  1290. , _height
  1291. ) );
  1292. }
  1293. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1294. else
  1295. {
  1296. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER
  1297. , msaaQuality
  1298. , s_textureFormat[m_textureFormat].m_internalFmt
  1299. , _width
  1300. , _height
  1301. ) );
  1302. }
  1303. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1304. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1305. if (bufferOnly)
  1306. {
  1307. // This is render buffer, there is no sampling, no need
  1308. // to create texture.
  1309. return false;
  1310. }
  1311. }
  1312. }
  1313. return true;
  1314. }
  1315. void Texture::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  1316. {
  1317. ImageContainer imageContainer;
  1318. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1319. {
  1320. uint8_t numMips = imageContainer.m_numMips;
  1321. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  1322. numMips -= startLod;
  1323. const uint32_t textureWidth = bx::uint32_max(1, imageContainer.m_width >>startLod);
  1324. const uint32_t textureHeight = bx::uint32_max(1, imageContainer.m_height>>startLod);
  1325. GLenum target = GL_TEXTURE_2D;
  1326. if (imageContainer.m_cubeMap)
  1327. {
  1328. target = GL_TEXTURE_CUBE_MAP;
  1329. }
  1330. else if (imageContainer.m_depth > 1)
  1331. {
  1332. target = GL_TEXTURE_3D;
  1333. }
  1334. if (!init(target
  1335. , textureWidth
  1336. , textureHeight
  1337. , imageContainer.m_format
  1338. , numMips
  1339. , _flags
  1340. ) )
  1341. {
  1342. return;
  1343. }
  1344. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1345. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  1346. const bool swizzle = true
  1347. && TextureFormat::BGRA8 == m_textureFormat
  1348. && GL_RGBA == m_fmt
  1349. && !s_renderCtx->m_textureSwizzleSupport
  1350. ;
  1351. const bool convert = m_textureFormat != m_requestedFormat;
  1352. const bool compressed = TextureFormat::Unknown > m_textureFormat;
  1353. const uint32_t min = convert && compressed ? 4 : 1;
  1354. BX_WARN(!swizzle && !convert, "Texture %s%s%s from %s to %s."
  1355. , swizzle ? "swizzle" : ""
  1356. , swizzle&&convert ? " and " : ""
  1357. , convert ? "convert" : ""
  1358. , getName( (TextureFormat::Enum)m_requestedFormat)
  1359. , getName( (TextureFormat::Enum)m_textureFormat)
  1360. );
  1361. uint8_t* temp = NULL;
  1362. if (convert || swizzle)
  1363. {
  1364. temp = (uint8_t*)BX_ALLOC(g_allocator, textureWidth*textureHeight*4);
  1365. }
  1366. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1367. {
  1368. uint32_t width = textureWidth;
  1369. uint32_t height = textureHeight;
  1370. uint32_t depth = imageContainer.m_depth;
  1371. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1372. {
  1373. width = bx::uint32_max(min, width);
  1374. height = bx::uint32_max(min, height);
  1375. depth = bx::uint32_max(1, depth);
  1376. ImageMip mip;
  1377. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  1378. {
  1379. if (compressed)
  1380. {
  1381. compressedTexImage(target+side
  1382. , lod
  1383. , internalFmt
  1384. , width
  1385. , height
  1386. , depth
  1387. , 0
  1388. , mip.m_size
  1389. , mip.m_data
  1390. );
  1391. }
  1392. else
  1393. {
  1394. const uint8_t* data = mip.m_data;
  1395. if (convert)
  1396. {
  1397. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  1398. data = temp;
  1399. }
  1400. if (swizzle)
  1401. {
  1402. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  1403. data = temp;
  1404. }
  1405. texImage(target+side
  1406. , lod
  1407. , internalFmt
  1408. , width
  1409. , height
  1410. , depth
  1411. , 0
  1412. , m_fmt
  1413. , m_type
  1414. , data
  1415. );
  1416. }
  1417. }
  1418. else
  1419. {
  1420. if (compressed)
  1421. {
  1422. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  1423. * bx::uint32_max(1, (height + 3)>>2)
  1424. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  1425. ;
  1426. compressedTexImage(target+side
  1427. , lod
  1428. , internalFmt
  1429. , width
  1430. , height
  1431. , depth
  1432. , 0
  1433. , size
  1434. , NULL
  1435. );
  1436. }
  1437. else
  1438. {
  1439. texImage(target+side
  1440. , lod
  1441. , internalFmt
  1442. , width
  1443. , height
  1444. , depth
  1445. , 0
  1446. , m_fmt
  1447. , m_type
  1448. , NULL
  1449. );
  1450. }
  1451. }
  1452. width >>= 1;
  1453. height >>= 1;
  1454. depth >>= 1;
  1455. }
  1456. }
  1457. if (NULL != temp)
  1458. {
  1459. BX_FREE(g_allocator, temp);
  1460. }
  1461. }
  1462. GL_CHECK(glBindTexture(m_target, 0) );
  1463. }
  1464. void Texture::destroy()
  1465. {
  1466. if (0 != m_id)
  1467. {
  1468. GL_CHECK(glBindTexture(m_target, 0) );
  1469. GL_CHECK(glDeleteTextures(1, &m_id) );
  1470. m_id = 0;
  1471. }
  1472. if (0 != m_rbo)
  1473. {
  1474. GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) );
  1475. m_rbo = 0;
  1476. }
  1477. }
  1478. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1479. {
  1480. BX_UNUSED(_z, _depth);
  1481. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1482. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1483. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1484. GL_CHECK(glBindTexture(m_target, m_id) );
  1485. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  1486. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1487. const bool swizzle = true
  1488. && TextureFormat::BGRA8 == m_textureFormat
  1489. && GL_RGBA == m_fmt
  1490. && !s_renderCtx->m_textureSwizzleSupport
  1491. ;
  1492. const bool unpackRowLength = !!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported;
  1493. const bool convert = m_textureFormat != m_requestedFormat;
  1494. const bool compressed = TextureFormat::Unknown > m_textureFormat;
  1495. const uint32_t width = _rect.m_width;
  1496. const uint32_t height = _rect.m_height;
  1497. uint8_t* temp = NULL;
  1498. if (convert
  1499. || swizzle
  1500. || !unpackRowLength)
  1501. {
  1502. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  1503. }
  1504. else if (unpackRowLength)
  1505. {
  1506. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  1507. }
  1508. if (compressed)
  1509. {
  1510. const uint8_t* data = _mem->data;
  1511. if (!unpackRowLength)
  1512. {
  1513. imageCopy(width, height, bpp, srcpitch, data, temp);
  1514. data = temp;
  1515. }
  1516. GL_CHECK(compressedTexSubImage(target+_side
  1517. , _mip
  1518. , _rect.m_x
  1519. , _rect.m_y
  1520. , _z
  1521. , _rect.m_width
  1522. , _rect.m_height
  1523. , _depth
  1524. , m_fmt
  1525. , _mem->size
  1526. , data
  1527. ) );
  1528. }
  1529. else
  1530. {
  1531. const uint8_t* data = _mem->data;
  1532. if (convert)
  1533. {
  1534. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  1535. data = temp;
  1536. srcpitch = rectpitch;
  1537. }
  1538. if (swizzle)
  1539. {
  1540. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  1541. data = temp;
  1542. }
  1543. else if (!unpackRowLength && !convert)
  1544. {
  1545. imageCopy(width, height, bpp, srcpitch, data, temp);
  1546. data = temp;
  1547. }
  1548. GL_CHECK(texSubImage(target+_side
  1549. , _mip
  1550. , _rect.m_x
  1551. , _rect.m_y
  1552. , _z
  1553. , _rect.m_width
  1554. , _rect.m_height
  1555. , _depth
  1556. , m_fmt
  1557. , m_type
  1558. , data
  1559. ) );
  1560. }
  1561. if (NULL != temp)
  1562. {
  1563. BX_FREE(g_allocator, temp);
  1564. }
  1565. }
  1566. void Texture::setSamplerState(uint32_t _flags)
  1567. {
  1568. const uint32_t flags = _flags&(~BGFX_TEXTURE_RESERVED_MASK);
  1569. if ( (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) && m_flags != m_currentFlags)
  1570. || m_currentFlags != flags)
  1571. {
  1572. const GLenum target = m_target;
  1573. const uint8_t numMips = m_numMips;
  1574. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  1575. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  1576. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1577. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  1578. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1579. if (target == GL_TEXTURE_3D)
  1580. {
  1581. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  1582. }
  1583. uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  1584. uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  1585. uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  1586. GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  1587. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  1588. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  1589. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  1590. && 0.0f < s_renderCtx->m_maxAnisotropy)
  1591. {
  1592. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderCtx->m_maxAnisotropy) );
  1593. }
  1594. m_currentFlags = flags;
  1595. }
  1596. }
  1597. void Texture::commit(uint32_t _stage, uint32_t _flags)
  1598. {
  1599. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  1600. GL_CHECK(glBindTexture(m_target, m_id) );
  1601. #if BGFX_CONFIG_RENDERER_OPENGLES2
  1602. // GLES2 doesn't have support for sampler object.
  1603. setSamplerState(_flags);
  1604. #elif BGFX_CONFIG_RENDERER_OPENGL < 31
  1605. // In case that GL 2.1 sampler object is supported via extension.
  1606. if (s_renderCtx->m_samplerObjectSupport)
  1607. {
  1608. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  1609. }
  1610. else
  1611. {
  1612. setSamplerState(_flags);
  1613. }
  1614. #else
  1615. // Everything else has sampler object.
  1616. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  1617. #endif // BGFX_CONFIG_RENDERER_*
  1618. }
  1619. void writeString(bx::WriterI* _writer, const char* _str)
  1620. {
  1621. bx::write(_writer, _str, (int32_t)strlen(_str) );
  1622. }
  1623. void strins(char* _str, const char* _insert)
  1624. {
  1625. size_t len = strlen(_insert);
  1626. memmove(&_str[len], _str, strlen(_str)+1);
  1627. memcpy(_str, _insert, len);
  1628. }
  1629. void Shader::create(GLenum _type, Memory* _mem)
  1630. {
  1631. m_id = glCreateShader(_type);
  1632. m_type = _type;
  1633. bx::MemoryReader reader(_mem->data, _mem->size);
  1634. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  1635. uint32_t magic;
  1636. bx::read(&reader, magic);
  1637. uint32_t iohash;
  1638. bx::read(&reader, iohash);
  1639. const char* code = (const char*)reader.getDataPtr();
  1640. if (0 != m_id)
  1641. {
  1642. int32_t codeLen = (int32_t)strlen(code);
  1643. int32_t tempLen = codeLen + 1024;
  1644. char* temp = (char*)alloca(tempLen);
  1645. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  1646. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) )
  1647. {
  1648. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported
  1649. && bx::findIdentifierMatch(code, s_OES_standard_derivatives)
  1650. ;
  1651. bool usesFragDepth = !!bx::findIdentifierMatch(code, "gl_FragDepth");
  1652. bool usesShadowSamplers = s_extension[Extension::EXT_shadow_samplers].m_supported
  1653. && bx::findIdentifierMatch(code, s_EXT_shadow_samplers)
  1654. ;
  1655. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported
  1656. && bx::findIdentifierMatch(code, s_OES_texture_3D)
  1657. ;
  1658. bool usesTextureLod = !!bx::findIdentifierMatch(code, s_EXT_shader_texture_lod);
  1659. if (usesDerivatives)
  1660. {
  1661. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  1662. }
  1663. bool insertFragDepth = false;
  1664. if (usesFragDepth)
  1665. {
  1666. BX_WARN(s_extension[Extension::EXT_frag_depth].m_supported, "EXT_frag_depth is used but not supported by GLES2 driver.");
  1667. if (s_extension[Extension::EXT_frag_depth].m_supported)
  1668. {
  1669. writeString(&writer
  1670. , "#extension GL_EXT_frag_depth : enable\n"
  1671. "#define gl_FragDepth gl_FragDepthEXT\n"
  1672. );
  1673. char str[128];
  1674. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  1675. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  1676. );
  1677. writeString(&writer, str);
  1678. }
  1679. else
  1680. {
  1681. insertFragDepth = true;
  1682. }
  1683. }
  1684. if (usesShadowSamplers)
  1685. {
  1686. writeString(&writer, "#extension GL_EXT_shadow_samplers : enable\n");
  1687. }
  1688. if (usesTexture3D)
  1689. {
  1690. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  1691. }
  1692. if (usesTextureLod)
  1693. {
  1694. BX_WARN(s_extension[Extension::EXT_shader_texture_lod].m_supported, "EXT_shader_texture_lod is used but not supported by GLES2 driver.");
  1695. if (s_extension[Extension::EXT_shader_texture_lod].m_supported)
  1696. {
  1697. writeString(&writer
  1698. , "#extension GL_EXT_shader_texture_lod : enable\n"
  1699. "#define texture2DLod texture2DLodEXT\n"
  1700. "#define texture2DProjLod texture2DProjLodEXT\n"
  1701. "#define textureCubeLod textureCubeLodEXT\n"
  1702. );
  1703. }
  1704. else
  1705. {
  1706. writeString(&writer
  1707. , "#define texture2DLod(_sampler, _coord, _level) texture2D(_sampler, _coord)\n"
  1708. "#define texture2DProjLod(_sampler, _coord, _level) texture2DProj(_sampler, _coord)\n"
  1709. "#define textureCubeLod(_sampler, _coord, _level) textureCube(_sampler, _coord)\n"
  1710. );
  1711. }
  1712. }
  1713. writeString(&writer, "precision highp float;\n");
  1714. bx::write(&writer, code, codeLen);
  1715. bx::write(&writer, '\0');
  1716. if (insertFragDepth)
  1717. {
  1718. char* entry = strstr(temp, "void main ()");
  1719. if (NULL != entry)
  1720. {
  1721. char* brace = strstr(entry, "{");
  1722. if (NULL != brace)
  1723. {
  1724. const char* end = bx::strmb(brace, '{', '}');
  1725. if (NULL != end)
  1726. {
  1727. strins(brace+1, "\n float gl_FragDepth = 0.0;\n");
  1728. }
  1729. }
  1730. }
  1731. }
  1732. }
  1733. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  1734. {
  1735. writeString(&writer, "precision highp float;\n");
  1736. bx::write(&writer, code, codeLen);
  1737. bx::write(&writer, '\0');
  1738. }
  1739. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL <= 21) )
  1740. {
  1741. bool usesTextureLod = s_extension[Extension::ARB_shader_texture_lod].m_supported
  1742. && bx::findIdentifierMatch(code, s_ARB_shader_texture_lod)
  1743. ;
  1744. if (usesTextureLod)
  1745. {
  1746. writeString(&writer, "#version 120\n");
  1747. if (_type == GL_FRAGMENT_SHADER)
  1748. {
  1749. writeString(&writer, "#extension GL_ARB_shader_texture_lod : enable\n");
  1750. }
  1751. }
  1752. writeString(&writer
  1753. , "#define lowp\n"
  1754. "#define mediump\n"
  1755. "#define highp\n"
  1756. );
  1757. bx::write(&writer, code, codeLen);
  1758. bx::write(&writer, '\0');
  1759. }
  1760. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31) )
  1761. {
  1762. writeString(&writer, "#version 140\n");
  1763. if (_type == GL_FRAGMENT_SHADER)
  1764. {
  1765. writeString(&writer, "#define varying in\n");
  1766. writeString(&writer, "#define texture2D texture\n");
  1767. writeString(&writer, "#define texture2DLod textureLod\n");
  1768. writeString(&writer, "#define texture3D texture\n");
  1769. writeString(&writer, "#define texture3DLod textureLod\n");
  1770. writeString(&writer, "#define textureCube texture\n");
  1771. writeString(&writer, "#define textureCubeLod textureLod\n");
  1772. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  1773. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  1774. }
  1775. else
  1776. {
  1777. writeString(&writer, "#define attribute in\n");
  1778. writeString(&writer, "#define varying out\n");
  1779. }
  1780. writeString(&writer
  1781. , "#define lowp\n"
  1782. "#define mediump\n"
  1783. "#define highp\n"
  1784. );
  1785. bx::write(&writer, code, codeLen);
  1786. bx::write(&writer, '\0');
  1787. }
  1788. code = temp;
  1789. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  1790. GL_CHECK(glCompileShader(m_id) );
  1791. GLint compiled = 0;
  1792. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  1793. if (0 == compiled)
  1794. {
  1795. BX_TRACE("\n####\n%s\n####", code);
  1796. char log[1024];
  1797. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), NULL, log) );
  1798. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  1799. GL_CHECK(glDeleteShader(m_id) );
  1800. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  1801. }
  1802. }
  1803. }
  1804. void Shader::destroy()
  1805. {
  1806. if (0 != m_id)
  1807. {
  1808. GL_CHECK(glDeleteShader(m_id) );
  1809. m_id = 0;
  1810. }
  1811. }
  1812. void FrameBuffer::create(uint8_t _num, const TextureHandle* _handles)
  1813. {
  1814. GL_CHECK(glGenFramebuffers(1, &m_fbo[0]) );
  1815. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1816. bool needResolve = false;
  1817. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  1818. {
  1819. TextureHandle handle = _handles[ii];
  1820. if (isValid(handle) )
  1821. {
  1822. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  1823. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  1824. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  1825. {
  1826. attachment = GL_DEPTH_ATTACHMENT;
  1827. }
  1828. else
  1829. {
  1830. if (0 == colorIdx)
  1831. {
  1832. m_width = texture.m_width;
  1833. m_height = texture.m_height;
  1834. }
  1835. ++colorIdx;
  1836. }
  1837. if (0 != texture.m_rbo)
  1838. {
  1839. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1840. , attachment
  1841. , GL_RENDERBUFFER
  1842. , texture.m_rbo
  1843. ) );
  1844. }
  1845. else
  1846. {
  1847. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1848. , attachment
  1849. , texture.m_target
  1850. , texture.m_id
  1851. , 0
  1852. ) );
  1853. }
  1854. needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
  1855. }
  1856. }
  1857. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1858. , "glCheckFramebufferStatus failed 0x%08x"
  1859. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1860. );
  1861. if (needResolve)
  1862. {
  1863. GL_CHECK(glGenFramebuffers(1, &m_fbo[1]) );
  1864. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  1865. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  1866. {
  1867. TextureHandle handle = _handles[ii];
  1868. if (isValid(handle) )
  1869. {
  1870. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  1871. if (0 != texture.m_id)
  1872. {
  1873. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  1874. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  1875. {
  1876. attachment = GL_DEPTH_ATTACHMENT;
  1877. }
  1878. else
  1879. {
  1880. ++colorIdx;
  1881. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1882. , attachment
  1883. , texture.m_target
  1884. , texture.m_id
  1885. , 0
  1886. ) );
  1887. }
  1888. }
  1889. }
  1890. }
  1891. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1892. , "glCheckFramebufferStatus failed 0x%08x"
  1893. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1894. );
  1895. }
  1896. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  1897. }
  1898. void FrameBuffer::destroy()
  1899. {
  1900. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  1901. memset(m_fbo, 0, sizeof(m_fbo) );
  1902. }
  1903. void FrameBuffer::resolve()
  1904. {
  1905. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1906. if (0 != m_fbo[1])
  1907. {
  1908. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  1909. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  1910. GL_CHECK(glBlitFramebuffer(0
  1911. , 0
  1912. , m_width
  1913. , m_height
  1914. , 0
  1915. , 0
  1916. , m_width
  1917. , m_height
  1918. , GL_COLOR_BUFFER_BIT
  1919. , GL_LINEAR
  1920. ) );
  1921. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  1922. }
  1923. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1924. }
  1925. void ConstantBuffer::commit()
  1926. {
  1927. reset();
  1928. do
  1929. {
  1930. uint32_t opcode = read();
  1931. if (UniformType::End == opcode)
  1932. {
  1933. break;
  1934. }
  1935. UniformType::Enum type;
  1936. uint16_t ignore;
  1937. uint16_t num;
  1938. uint16_t copy;
  1939. decodeOpcode(opcode, type, ignore, num, copy);
  1940. const char* data;
  1941. if (copy)
  1942. {
  1943. data = read(g_uniformTypeSize[type]*num);
  1944. }
  1945. else
  1946. {
  1947. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1948. }
  1949. uint32_t loc = read();
  1950. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1951. case UniformType::_uniform: \
  1952. { \
  1953. _type* value = (_type*)data; \
  1954. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  1955. } \
  1956. break;
  1957. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  1958. case UniformType::_uniform: \
  1959. { \
  1960. _type* value = (_type*)data; \
  1961. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  1962. } \
  1963. break;
  1964. switch (type)
  1965. {
  1966. // case ConstantType::Uniform1iv:
  1967. // {
  1968. // int* value = (int*)data;
  1969. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  1970. // GL_CHECK(glUniform1iv(loc, num, value) );
  1971. // }
  1972. // break;
  1973. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1974. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1975. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1976. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1977. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1978. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1979. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1980. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  1981. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  1982. case UniformType::End:
  1983. break;
  1984. default:
  1985. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1986. break;
  1987. }
  1988. #undef CASE_IMPLEMENT_UNIFORM
  1989. #undef CASE_IMPLEMENT_UNIFORM_T
  1990. } while (true);
  1991. }
  1992. void TextVideoMemBlitter::setup()
  1993. {
  1994. if (0 != s_renderCtx->m_vao)
  1995. {
  1996. GL_CHECK(glBindVertexArray(s_renderCtx->m_vao) );
  1997. }
  1998. uint32_t width = s_renderCtx->m_resolution.m_width;
  1999. uint32_t height = s_renderCtx->m_resolution.m_height;
  2000. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2001. GL_CHECK(glViewport(0, 0, width, height) );
  2002. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2003. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2004. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2005. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2006. GL_CHECK(glDisable(GL_CULL_FACE) );
  2007. GL_CHECK(glDisable(GL_BLEND) );
  2008. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2009. Program& program = s_renderCtx->m_program[m_program.idx];
  2010. GL_CHECK(glUseProgram(program.m_id) );
  2011. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  2012. float proj[16];
  2013. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  2014. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  2015. , 1
  2016. , GL_FALSE
  2017. , proj
  2018. ) );
  2019. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  2020. GL_CHECK(glBindTexture(GL_TEXTURE_2D, s_renderCtx->m_textures[m_texture.idx].m_id) );
  2021. }
  2022. void TextVideoMemBlitter::render(uint32_t _numIndices)
  2023. {
  2024. uint32_t numVertices = _numIndices*4/6;
  2025. s_renderCtx->m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
  2026. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  2027. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2028. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2029. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  2030. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2031. Program& program = s_renderCtx->m_program[m_program.idx];
  2032. program.bindAttributes(m_decl, 0);
  2033. GL_CHECK(glDrawElements(GL_TRIANGLES
  2034. , _numIndices
  2035. , GL_UNSIGNED_SHORT
  2036. , (void*)0
  2037. ) );
  2038. }
  2039. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  2040. {
  2041. #if BGFX_CONFIG_CLEAR_QUAD
  2042. if (s_renderCtx->m_useClearQuad)
  2043. {
  2044. const GLuint defaultVao = s_renderCtx->m_vao;
  2045. if (0 != defaultVao)
  2046. {
  2047. GL_CHECK(glBindVertexArray(defaultVao) );
  2048. }
  2049. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2050. GL_CHECK(glDisable(GL_CULL_FACE) );
  2051. GL_CHECK(glDisable(GL_BLEND) );
  2052. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  2053. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  2054. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2055. {
  2056. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2057. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2058. GL_CHECK(glDepthMask(GL_TRUE) );
  2059. }
  2060. else
  2061. {
  2062. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2063. }
  2064. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2065. {
  2066. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2067. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  2068. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  2069. }
  2070. else
  2071. {
  2072. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2073. }
  2074. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2075. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  2076. {
  2077. struct Vertex
  2078. {
  2079. float m_x;
  2080. float m_y;
  2081. float m_z;
  2082. uint32_t m_abgr;
  2083. } * vertex = (Vertex*)m_vb->data;
  2084. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  2085. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  2086. const float depth = _clear.m_depth;
  2087. vertex->m_x = -1.0f;
  2088. vertex->m_y = -1.0f;
  2089. vertex->m_z = depth;
  2090. vertex->m_abgr = abgr;
  2091. vertex++;
  2092. vertex->m_x = 1.0f;
  2093. vertex->m_y = -1.0f;
  2094. vertex->m_z = depth;
  2095. vertex->m_abgr = abgr;
  2096. vertex++;
  2097. vertex->m_x = 1.0f;
  2098. vertex->m_y = 1.0f;
  2099. vertex->m_z = depth;
  2100. vertex->m_abgr = abgr;
  2101. vertex++;
  2102. vertex->m_x = -1.0f;
  2103. vertex->m_y = 1.0f;
  2104. vertex->m_z = depth;
  2105. vertex->m_abgr = abgr;
  2106. }
  2107. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  2108. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2109. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  2110. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2111. Program& program = s_renderCtx->m_program[m_program.idx];
  2112. GL_CHECK(glUseProgram(program.m_id) );
  2113. program.bindAttributes(vertexDecl, 0);
  2114. GL_CHECK(glDrawElements(GL_TRIANGLES
  2115. , 6
  2116. , GL_UNSIGNED_SHORT
  2117. , (void*)0
  2118. ) );
  2119. }
  2120. else
  2121. #endif // BGFX_CONFIG_CLEAR_QUAD
  2122. {
  2123. GLuint flags = 0;
  2124. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2125. {
  2126. flags |= GL_COLOR_BUFFER_BIT;
  2127. uint32_t rgba = _clear.m_rgba;
  2128. float rr = (rgba>>24)/255.0f;
  2129. float gg = ( (rgba>>16)&0xff)/255.0f;
  2130. float bb = ( (rgba>>8)&0xff)/255.0f;
  2131. float aa = (rgba&0xff)/255.0f;
  2132. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  2133. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2134. }
  2135. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2136. {
  2137. flags |= GL_DEPTH_BUFFER_BIT;
  2138. GL_CHECK(glClearDepth(_clear.m_depth) );
  2139. GL_CHECK(glDepthMask(GL_TRUE) );
  2140. }
  2141. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2142. {
  2143. flags |= GL_STENCIL_BUFFER_BIT;
  2144. GL_CHECK(glClearStencil(_clear.m_stencil) );
  2145. }
  2146. if (0 != flags)
  2147. {
  2148. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2149. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  2150. GL_CHECK(glClear(flags) );
  2151. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2152. }
  2153. }
  2154. }
  2155. void Context::rendererFlip()
  2156. {
  2157. if (NULL != s_renderCtx)
  2158. {
  2159. s_renderCtx->flip();
  2160. }
  2161. }
  2162. GLint glGet(GLenum _pname)
  2163. {
  2164. GLint result = 0;
  2165. glGetIntegerv(_pname, &result);
  2166. GLenum err = glGetError();
  2167. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  2168. return 0 == err ? result : 0;
  2169. }
  2170. void Context::rendererInit()
  2171. {
  2172. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  2173. s_renderCtx->init();
  2174. GLint numCmpFormats = 0;
  2175. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  2176. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  2177. GLint* cmpFormat = NULL;
  2178. if (0 < numCmpFormats)
  2179. {
  2180. numCmpFormats = numCmpFormats > 256 ? 256 : numCmpFormats;
  2181. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  2182. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  2183. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  2184. {
  2185. GLint internalFmt = cmpFormat[ii];
  2186. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  2187. for (uint32_t jj = 0; jj < fmt; ++jj)
  2188. {
  2189. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  2190. {
  2191. s_textureFormat[jj].m_supported = true;
  2192. fmt = jj;
  2193. }
  2194. }
  2195. BX_TRACE(" %3d: %8x %s", ii, internalFmt, getName( (TextureFormat::Enum)fmt) );
  2196. }
  2197. }
  2198. #if BGFX_CONFIG_DEBUG
  2199. # define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  2200. BX_TRACE("Defaults:");
  2201. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  2202. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  2203. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  2204. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  2205. #else
  2206. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  2207. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  2208. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  2209. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  2210. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  2211. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  2212. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  2213. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  2214. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  2215. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  2216. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  2217. BX_TRACE(" Vendor: %s", s_renderCtx->m_vendor);
  2218. BX_TRACE(" Renderer: %s", s_renderCtx->m_renderer);
  2219. BX_TRACE(" Version: %s", s_renderCtx->m_version);
  2220. BX_TRACE("GLSL version: %s", s_renderCtx->m_glslVersion);
  2221. #endif // BGFX_CONFIG_DEBUG
  2222. // Initial binary shader hash depends on driver version.
  2223. s_renderCtx->m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  2224. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  2225. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  2226. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  2227. ;
  2228. #if BGFX_CONFIG_RENDERER_USE_EXTENSIONS
  2229. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  2230. glGetError(); // ignore error if glGetString returns NULL.
  2231. if (NULL != extensions)
  2232. {
  2233. char name[1024];
  2234. const char* pos = extensions;
  2235. const char* end = extensions + strlen(extensions);
  2236. uint32_t index = 0;
  2237. while (pos < end)
  2238. {
  2239. uint32_t len;
  2240. const char* space = strchr(pos, ' ');
  2241. if (NULL != space)
  2242. {
  2243. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  2244. }
  2245. else
  2246. {
  2247. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  2248. }
  2249. strncpy(name, pos, len);
  2250. name[len] = '\0';
  2251. bool supported = false;
  2252. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2253. {
  2254. Extension& extension = s_extension[ii];
  2255. if (!extension.m_supported
  2256. && extension.m_initialize)
  2257. {
  2258. if (0 == strcmp(name, extension.m_name) )
  2259. {
  2260. extension.m_supported = true;
  2261. supported = true;
  2262. break;
  2263. }
  2264. }
  2265. }
  2266. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  2267. BX_UNUSED(supported);
  2268. pos += len+1;
  2269. ++index;
  2270. }
  2271. BX_TRACE("Supported extensions:");
  2272. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2273. {
  2274. if (s_extension[ii].m_supported)
  2275. {
  2276. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  2277. }
  2278. }
  2279. }
  2280. #endif // BGFX_CONFIG_RENDERER_OPENGL_USE_EXTENSIONS
  2281. bool bc123Supported = s_extension[Extension::EXT_texture_compression_s3tc].m_supported;
  2282. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported || s_extension[Extension::EXT_texture_compression_dxt1].m_supported;
  2283. if (!s_textureFormat[TextureFormat::BC1].m_supported
  2284. && (s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  2285. {
  2286. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  2287. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  2288. {
  2289. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  2290. {
  2291. s_textureFormat[TextureFormat::BC1].m_internalFmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  2292. s_textureFormat[TextureFormat::BC1].m_fmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  2293. s_textureFormat[TextureFormat::BC1].m_supported = true;
  2294. break;
  2295. }
  2296. }
  2297. }
  2298. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported;
  2299. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported;
  2300. bool bc45Supported = s_extension[Extension::EXT_texture_compression_latc].m_supported
  2301. || s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  2302. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported
  2303. ;
  2304. s_textureFormat[TextureFormat::BC4].m_supported |= bc45Supported;
  2305. s_textureFormat[TextureFormat::BC5].m_supported |= bc45Supported;
  2306. bool etc1Supported = s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported;
  2307. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  2308. bool etc2Supported = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2309. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  2310. ;
  2311. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  2312. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  2313. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  2314. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  2315. && s_textureFormat[TextureFormat::ETC2].m_supported)
  2316. {
  2317. // When ETC2 is supported override ETC1 texture format settings.
  2318. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  2319. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  2320. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  2321. }
  2322. bool ptc1Supported = s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported;
  2323. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  2324. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  2325. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  2326. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  2327. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  2328. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  2329. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  2330. uint64_t supportedCompressedFormats = 0
  2331. | (s_textureFormat[TextureFormat::BC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC1 : 0)
  2332. | (s_textureFormat[TextureFormat::BC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC2 : 0)
  2333. | (s_textureFormat[TextureFormat::BC3 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC3 : 0)
  2334. | (s_textureFormat[TextureFormat::BC4 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC4 : 0)
  2335. | (s_textureFormat[TextureFormat::BC5 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC5 : 0)
  2336. | (s_textureFormat[TextureFormat::ETC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC1 : 0)
  2337. | (s_textureFormat[TextureFormat::ETC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2 : 0)
  2338. | (s_textureFormat[TextureFormat::ETC2A ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A : 0)
  2339. | (s_textureFormat[TextureFormat::ETC2A1].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 : 0)
  2340. | (s_textureFormat[TextureFormat::PTC12 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12 : 0)
  2341. | (s_textureFormat[TextureFormat::PTC14 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14 : 0)
  2342. | (s_textureFormat[TextureFormat::PTC14A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14A : 0)
  2343. | (s_textureFormat[TextureFormat::PTC12A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12A : 0)
  2344. | (s_textureFormat[TextureFormat::PTC22 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC22 : 0)
  2345. | (s_textureFormat[TextureFormat::PTC24 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC24 : 0)
  2346. ;
  2347. g_caps.supported |= supportedCompressedFormats;
  2348. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_texture_3D].m_supported
  2349. ? BGFX_CAPS_TEXTURE_3D
  2350. : 0
  2351. ;
  2352. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_vertex_half_float].m_supported
  2353. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  2354. : 0
  2355. ;
  2356. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::EXT_frag_depth].m_supported
  2357. ? BGFX_CAPS_FRAGMENT_DEPTH
  2358. : 0
  2359. ;
  2360. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  2361. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  2362. g_caps.maxFBAttachments = bx::uint32_min(glGet(GL_MAX_COLOR_ATTACHMENTS), BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  2363. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  2364. s_renderCtx->m_vaoSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2365. || s_extension[Extension::ARB_vertex_array_object].m_supported
  2366. || s_extension[Extension::OES_vertex_array_object].m_supported
  2367. ;
  2368. #if BX_PLATFORM_NACL
  2369. s_renderCtx->m_vaoSupport &= NULL != glGenVertexArrays
  2370. && NULL != glDeleteVertexArrays
  2371. && NULL != glBindVertexArray
  2372. ;
  2373. #endif // BX_PLATFORM_NACL
  2374. if (s_renderCtx->m_vaoSupport)
  2375. {
  2376. GL_CHECK(glGenVertexArrays(1, &s_renderCtx->m_vao) );
  2377. }
  2378. s_renderCtx->m_samplerObjectSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2379. || s_extension[Extension::ARB_sampler_objects].m_supported
  2380. ;
  2381. s_renderCtx->m_programBinarySupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2382. || s_extension[Extension::ARB_get_program_binary].m_supported
  2383. || s_extension[Extension::OES_get_program_binary].m_supported
  2384. || s_extension[Extension::IMG_shader_binary].m_supported
  2385. ;
  2386. s_renderCtx->m_textureSwizzleSupport = false
  2387. || s_extension[Extension::ARB_texture_swizzle].m_supported
  2388. || s_extension[Extension::EXT_texture_swizzle].m_supported
  2389. ;
  2390. s_renderCtx->m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  2391. || s_extension[Extension::CHROMIUM_depth_texture].m_supported
  2392. || s_extension[Extension::GOOGLE_depth_texture].m_supported
  2393. || s_extension[Extension::OES_depth_texture].m_supported
  2394. ;
  2395. g_caps.supported |= s_renderCtx->m_depthTextureSupport ? BGFX_CAPS_TEXTURE_DEPTH_MASK : 0;
  2396. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  2397. {
  2398. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &s_renderCtx->m_maxAnisotropy) );
  2399. }
  2400. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2401. if (s_extension[Extension::ARB_texture_multisample].m_supported)
  2402. {
  2403. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &s_renderCtx->m_maxMsaa) );
  2404. }
  2405. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2406. if (s_extension[Extension::IMG_read_format].m_supported
  2407. && s_extension[Extension::OES_read_format].m_supported)
  2408. {
  2409. s_renderCtx->m_readPixelsFmt = GL_BGRA_EXT;
  2410. }
  2411. else
  2412. {
  2413. s_renderCtx->m_readPixelsFmt = GL_RGBA;
  2414. }
  2415. if (s_extension[Extension::EXT_texture_format_BGRA8888].m_supported
  2416. || s_extension[Extension::EXT_bgra].m_supported
  2417. || s_extension[Extension::IMG_texture_format_BGRA8888].m_supported
  2418. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  2419. {
  2420. #if BGFX_CONFIG_RENDERER_OPENGL
  2421. s_renderCtx->m_readPixelsFmt = GL_BGRA_EXT;
  2422. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2423. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA_EXT;
  2424. // Mixing GLES and GL extensions here. OpenGL EXT_bgra wants
  2425. // format to be BGRA but internal format to stay RGBA, but
  2426. // EXT_texture_format_BGRA8888 wants both format and internal
  2427. // format to be BGRA.
  2428. //
  2429. // Reference:
  2430. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  2431. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  2432. if (!s_extension[Extension::EXT_bgra].m_supported)
  2433. {
  2434. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA_EXT;
  2435. }
  2436. }
  2437. if (s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  2438. {
  2439. s_textureFormat[TextureFormat::BC4].m_fmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2440. s_textureFormat[TextureFormat::BC4].m_internalFmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2441. s_textureFormat[TextureFormat::BC5].m_fmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2442. s_textureFormat[TextureFormat::BC5].m_internalFmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2443. }
  2444. #if BGFX_CONFIG_RENDERER_OPENGLES3
  2445. g_caps.supported |= BGFX_CAPS_INSTANCING;
  2446. #else
  2447. s_vertexAttribDivisor = stubVertexAttribDivisor;
  2448. s_drawArraysInstanced = stubDrawArraysInstanced;
  2449. s_drawElementsInstanced = stubDrawElementsInstanced;
  2450. # if !BX_PLATFORM_IOS
  2451. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  2452. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  2453. {
  2454. if (NULL != glVertexAttribDivisor
  2455. && NULL != glDrawArraysInstanced
  2456. && NULL != glDrawElementsInstanced)
  2457. {
  2458. s_vertexAttribDivisor = glVertexAttribDivisor;
  2459. s_drawArraysInstanced = glDrawArraysInstanced;
  2460. s_drawElementsInstanced = glDrawElementsInstanced;
  2461. g_caps.supported |= BGFX_CAPS_INSTANCING;
  2462. }
  2463. }
  2464. # endif // !BX_PLATFORM_IOS
  2465. #endif // !BGFX_CONFIG_RENDERER_OPENGLES3
  2466. #if BGFX_CONFIG_RENDERER_OPENGL
  2467. # if BGFX_CONFIG_RENDERER_OPENGL >= 31
  2468. s_textureFormat[TextureFormat::L8].m_internalFmt = GL_R8;
  2469. s_textureFormat[TextureFormat::L8].m_fmt = GL_RED;
  2470. # endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  2471. if (s_extension[Extension::ARB_debug_output].m_supported)
  2472. {
  2473. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  2474. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  2475. }
  2476. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  2477. {
  2478. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  2479. }
  2480. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  2481. {
  2482. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  2483. }
  2484. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2485. }
  2486. void Context::rendererShutdown()
  2487. {
  2488. if (s_renderCtx->m_vaoSupport)
  2489. {
  2490. GL_CHECK(glBindVertexArray(0) );
  2491. GL_CHECK(glDeleteVertexArrays(1, &s_renderCtx->m_vao) );
  2492. s_renderCtx->m_vao = 0;
  2493. }
  2494. s_renderCtx->shutdown();
  2495. BX_DELETE(g_allocator, s_renderCtx);
  2496. s_renderCtx = NULL;
  2497. }
  2498. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  2499. {
  2500. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  2501. }
  2502. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  2503. {
  2504. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2505. }
  2506. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  2507. {
  2508. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  2509. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  2510. dump(decl);
  2511. }
  2512. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  2513. {
  2514. }
  2515. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  2516. {
  2517. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  2518. }
  2519. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  2520. {
  2521. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2522. }
  2523. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  2524. {
  2525. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  2526. }
  2527. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2528. {
  2529. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2530. }
  2531. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  2532. {
  2533. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2534. }
  2535. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  2536. {
  2537. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  2538. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  2539. }
  2540. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2541. {
  2542. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2543. }
  2544. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  2545. {
  2546. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2547. }
  2548. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  2549. {
  2550. s_renderCtx->m_vertexShaders[_handle.idx].create(GL_VERTEX_SHADER, _mem);
  2551. }
  2552. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  2553. {
  2554. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  2555. }
  2556. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  2557. {
  2558. s_renderCtx->m_fragmentShaders[_handle.idx].create(GL_FRAGMENT_SHADER, _mem);
  2559. }
  2560. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  2561. {
  2562. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  2563. }
  2564. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  2565. {
  2566. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]);
  2567. }
  2568. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  2569. {
  2570. s_renderCtx->m_program[_handle.idx].destroy();
  2571. }
  2572. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip)
  2573. {
  2574. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags, _skip);
  2575. }
  2576. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  2577. {
  2578. }
  2579. void Context::rendererUpdateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2580. {
  2581. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  2582. }
  2583. void Context::rendererUpdateTextureEnd()
  2584. {
  2585. }
  2586. void Context::rendererDestroyTexture(TextureHandle _handle)
  2587. {
  2588. s_renderCtx->m_textures[_handle.idx].destroy();
  2589. }
  2590. void Context::rendererCreateFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles)
  2591. {
  2592. s_renderCtx->m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  2593. }
  2594. void Context::rendererDestroyFrameBuffer(FrameBufferHandle _handle)
  2595. {
  2596. s_renderCtx->m_frameBuffers[_handle.idx].destroy();
  2597. }
  2598. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  2599. {
  2600. uint32_t size = g_uniformTypeSize[_type]*_num;
  2601. void* data = BX_ALLOC(g_allocator, size);
  2602. memset(data, 0, size);
  2603. s_renderCtx->m_uniforms[_handle.idx] = data;
  2604. s_renderCtx->m_uniformReg.add(_name, s_renderCtx->m_uniforms[_handle.idx]);
  2605. }
  2606. void Context::rendererDestroyUniform(UniformHandle _handle)
  2607. {
  2608. BX_FREE(g_allocator, s_renderCtx->m_uniforms[_handle.idx]);
  2609. }
  2610. void Context::rendererSaveScreenShot(const char* _filePath)
  2611. {
  2612. s_renderCtx->saveScreenShot(_filePath);
  2613. }
  2614. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  2615. {
  2616. bx::strlcpy(&s_viewName[_id][0], _name, sizeof(s_viewName[0][0]) );
  2617. }
  2618. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  2619. {
  2620. memcpy(s_renderCtx->m_uniforms[_loc], _data, _size);
  2621. }
  2622. void Context::rendererSetMarker(const char* _marker, uint32_t /*_size*/)
  2623. {
  2624. GREMEDY_SETMARKER(_marker);
  2625. }
  2626. void Context::rendererSubmit()
  2627. {
  2628. const GLuint defaultVao = s_renderCtx->m_vao;
  2629. if (0 != defaultVao)
  2630. {
  2631. GL_CHECK(glBindVertexArray(defaultVao) );
  2632. }
  2633. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2634. s_renderCtx->updateResolution(m_render->m_resolution);
  2635. int64_t elapsed = -bx::getHPCounter();
  2636. int64_t captureElapsed = 0;
  2637. #if BGFX_CONFIG_RENDERER_OPENGL
  2638. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2639. {
  2640. s_renderCtx->m_queries.begin(0, GL_TIME_ELAPSED);
  2641. }
  2642. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2643. if (0 < m_render->m_iboffset)
  2644. {
  2645. TransientIndexBuffer* ib = m_render->m_transientIb;
  2646. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  2647. }
  2648. if (0 < m_render->m_vboffset)
  2649. {
  2650. TransientVertexBuffer* vb = m_render->m_transientVb;
  2651. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  2652. }
  2653. m_render->sort();
  2654. RenderState currentState;
  2655. currentState.reset();
  2656. currentState.m_flags = BGFX_STATE_NONE;
  2657. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2658. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2659. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2660. {
  2661. float4x4_mul(&viewProj[ii].un.f4x4, &m_render->m_view[ii].un.f4x4, &m_render->m_proj[ii].un.f4x4);
  2662. }
  2663. uint16_t programIdx = invalidHandle;
  2664. SortKey key;
  2665. uint8_t view = 0xff;
  2666. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2667. int32_t height = m_render->m_resolution.m_height;
  2668. float alphaRef = 0.0f;
  2669. uint32_t blendFactor = 0;
  2670. GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
  2671. uint32_t primNumVerts = 3;
  2672. uint32_t baseVertex = 0;
  2673. GLuint currentVao = 0;
  2674. bool viewHasScissor = false;
  2675. Rect viewScissorRect;
  2676. viewScissorRect.clear();
  2677. uint32_t statsNumPrimsSubmitted = 0;
  2678. uint32_t statsNumIndices = 0;
  2679. uint32_t statsNumInstances = 0;
  2680. uint32_t statsNumPrimsRendered = 0;
  2681. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  2682. {
  2683. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2684. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  2685. {
  2686. key.decode(m_render->m_sortKeys[item]);
  2687. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  2688. const uint64_t newFlags = state.m_flags;
  2689. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  2690. currentState.m_flags = newFlags;
  2691. const uint64_t newStencil = state.m_stencil;
  2692. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  2693. currentState.m_stencil = newStencil;
  2694. if (key.m_view != view)
  2695. {
  2696. currentState.clear();
  2697. currentState.m_scissor = !state.m_scissor;
  2698. changedFlags = BGFX_STATE_MASK;
  2699. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2700. currentState.m_flags = newFlags;
  2701. currentState.m_stencil = newStencil;
  2702. GREMEDY_SETMARKER(s_viewName[key.m_view]);
  2703. view = key.m_view;
  2704. programIdx = invalidHandle;
  2705. if (m_render->m_fb[view].idx != fbh.idx)
  2706. {
  2707. fbh = m_render->m_fb[view];
  2708. height = s_renderCtx->setFrameBuffer(fbh, m_render->m_resolution.m_height);
  2709. }
  2710. const Rect& rect = m_render->m_rect[view];
  2711. const Rect& scissorRect = m_render->m_scissor[view];
  2712. viewHasScissor = !scissorRect.isZero();
  2713. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2714. GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
  2715. Clear& clear = m_render->m_clear[view];
  2716. if (BGFX_CLEAR_NONE != clear.m_flags)
  2717. {
  2718. m_clearQuad.clear(rect, clear, height);
  2719. }
  2720. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2721. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2722. GL_CHECK(glDepthFunc(GL_LESS) );
  2723. GL_CHECK(glEnable(GL_CULL_FACE) );
  2724. GL_CHECK(glDisable(GL_BLEND) );
  2725. }
  2726. uint16_t scissor = state.m_scissor;
  2727. if (currentState.m_scissor != scissor)
  2728. {
  2729. currentState.m_scissor = scissor;
  2730. if (UINT16_MAX == scissor)
  2731. {
  2732. if (viewHasScissor)
  2733. {
  2734. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2735. GL_CHECK(glScissor(viewScissorRect.m_x, height-viewScissorRect.m_height-viewScissorRect.m_y, viewScissorRect.m_width, viewScissorRect.m_height) );
  2736. }
  2737. else
  2738. {
  2739. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2740. }
  2741. }
  2742. else
  2743. {
  2744. Rect scissorRect;
  2745. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  2746. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2747. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  2748. }
  2749. }
  2750. if (0 != changedStencil)
  2751. {
  2752. if (0 != newStencil)
  2753. {
  2754. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2755. uint32_t bstencil = unpackStencil(1, newStencil);
  2756. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  2757. // uint32_t bchanged = unpackStencil(1, changedStencil);
  2758. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  2759. // {
  2760. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2761. // GL_CHECK(glStencilMask(wmask) );
  2762. // }
  2763. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  2764. {
  2765. uint32_t stencil = unpackStencil(ii, newStencil);
  2766. uint32_t changed = unpackStencil(ii, changedStencil);
  2767. GLenum face = s_stencilFace[frontAndBack+ii];
  2768. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  2769. {
  2770. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2771. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2772. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  2773. GL_CHECK(glStencilFuncSeparate(face, s_stencilFunc[func], ref, mask));
  2774. }
  2775. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  2776. {
  2777. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  2778. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  2779. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  2780. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  2781. }
  2782. }
  2783. }
  2784. else
  2785. {
  2786. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2787. }
  2788. }
  2789. if ( (0
  2790. | BGFX_STATE_CULL_MASK
  2791. | BGFX_STATE_DEPTH_WRITE
  2792. | BGFX_STATE_DEPTH_TEST_MASK
  2793. | BGFX_STATE_ALPHA_MASK
  2794. | BGFX_STATE_RGB_WRITE
  2795. | BGFX_STATE_BLEND_MASK
  2796. | BGFX_STATE_BLEND_EQUATION_MASK
  2797. | BGFX_STATE_ALPHA_REF_MASK
  2798. | BGFX_STATE_PT_MASK
  2799. | BGFX_STATE_POINT_SIZE_MASK
  2800. | BGFX_STATE_MSAA
  2801. ) & changedFlags)
  2802. {
  2803. if (BGFX_STATE_CULL_MASK & changedFlags)
  2804. {
  2805. if (BGFX_STATE_CULL_CW & newFlags)
  2806. {
  2807. GL_CHECK(glEnable(GL_CULL_FACE) );
  2808. GL_CHECK(glCullFace(GL_BACK) );
  2809. }
  2810. else if (BGFX_STATE_CULL_CCW & newFlags)
  2811. {
  2812. GL_CHECK(glEnable(GL_CULL_FACE) );
  2813. GL_CHECK(glCullFace(GL_FRONT) );
  2814. }
  2815. else
  2816. {
  2817. GL_CHECK(glDisable(GL_CULL_FACE) );
  2818. }
  2819. }
  2820. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  2821. {
  2822. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  2823. }
  2824. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  2825. {
  2826. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2827. if (0 != func)
  2828. {
  2829. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2830. GL_CHECK(glDepthFunc(s_depthFunc[func]) );
  2831. }
  2832. else
  2833. {
  2834. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2835. }
  2836. }
  2837. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2838. {
  2839. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2840. alphaRef = ref/255.0f;
  2841. }
  2842. #if BGFX_CONFIG_RENDERER_OPENGL
  2843. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  2844. {
  2845. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  2846. GL_CHECK(glPointSize(pointSize) );
  2847. }
  2848. if (BGFX_STATE_MSAA & changedFlags)
  2849. {
  2850. if (BGFX_STATE_MSAA & newFlags)
  2851. {
  2852. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  2853. }
  2854. else
  2855. {
  2856. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  2857. }
  2858. }
  2859. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2860. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2861. {
  2862. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  2863. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  2864. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  2865. }
  2866. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
  2867. {
  2868. if (BGFX_STATE_BLEND_MASK & newFlags)
  2869. {
  2870. uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  2871. uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  2872. uint32_t src = blend&0xf;
  2873. uint32_t dst = (blend>>4)&0xf;
  2874. GL_CHECK(glEnable(GL_BLEND) );
  2875. GL_CHECK(glBlendFunc(s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  2876. GL_CHECK(glBlendEquation(s_blendEquation[equation]) );
  2877. if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
  2878. && blendFactor != state.m_rgba)
  2879. {
  2880. blendFactor = state.m_rgba;
  2881. GLclampf rr = (blendFactor>>24)/255.0f;
  2882. GLclampf gg = ( (blendFactor>>16)&0xff)/255.0f;
  2883. GLclampf bb = ( (blendFactor>>8)&0xff)/255.0f;
  2884. GLclampf aa = (blendFactor&0xff)/255.0f;
  2885. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  2886. }
  2887. }
  2888. else
  2889. {
  2890. GL_CHECK(glDisable(GL_BLEND) );
  2891. }
  2892. }
  2893. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  2894. primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : s_primType[primIndex];
  2895. primNumVerts = 3-primIndex;
  2896. }
  2897. bool programChanged = false;
  2898. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  2899. bool bindAttribs = false;
  2900. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  2901. if (key.m_program != programIdx)
  2902. {
  2903. programIdx = key.m_program;
  2904. GLuint id = invalidHandle == programIdx ? 0 : s_renderCtx->m_program[programIdx].m_id;
  2905. GL_CHECK(glUseProgram(id) );
  2906. programChanged =
  2907. constantsChanged =
  2908. bindAttribs = true;
  2909. }
  2910. if (invalidHandle != programIdx)
  2911. {
  2912. Program& program = s_renderCtx->m_program[programIdx];
  2913. if (constantsChanged)
  2914. {
  2915. program.commit();
  2916. }
  2917. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2918. {
  2919. PredefinedUniform& predefined = program.m_predefined[ii];
  2920. switch (predefined.m_type)
  2921. {
  2922. case PredefinedUniform::ViewRect:
  2923. {
  2924. float rect[4];
  2925. rect[0] = m_render->m_rect[view].m_x;
  2926. rect[1] = m_render->m_rect[view].m_y;
  2927. rect[2] = m_render->m_rect[view].m_width;
  2928. rect[3] = m_render->m_rect[view].m_height;
  2929. GL_CHECK(glUniform4fv(predefined.m_loc
  2930. , 1
  2931. , &rect[0]
  2932. ) );
  2933. }
  2934. break;
  2935. case PredefinedUniform::ViewTexel:
  2936. {
  2937. float rect[4];
  2938. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2939. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2940. GL_CHECK(glUniform4fv(predefined.m_loc
  2941. , 1
  2942. , &rect[0]
  2943. ) );
  2944. }
  2945. break;
  2946. case PredefinedUniform::View:
  2947. {
  2948. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2949. , 1
  2950. , GL_FALSE
  2951. , m_render->m_view[view].un.val
  2952. ) );
  2953. }
  2954. break;
  2955. case PredefinedUniform::ViewProj:
  2956. {
  2957. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2958. , 1
  2959. , GL_FALSE
  2960. , viewProj[view].un.val
  2961. ) );
  2962. }
  2963. break;
  2964. case PredefinedUniform::Model:
  2965. {
  2966. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2967. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2968. , bx::uint32_min(predefined.m_count, state.m_num)
  2969. , GL_FALSE
  2970. , model.un.val
  2971. ) );
  2972. }
  2973. break;
  2974. case PredefinedUniform::ModelView:
  2975. {
  2976. Matrix4 modelView;
  2977. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2978. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &m_render->m_view[view].un.f4x4);
  2979. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2980. , 1
  2981. , GL_FALSE
  2982. , modelView.un.val
  2983. ) );
  2984. }
  2985. break;
  2986. case PredefinedUniform::ModelViewProj:
  2987. {
  2988. Matrix4 modelViewProj;
  2989. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2990. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  2991. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2992. , 1
  2993. , GL_FALSE
  2994. , modelViewProj.un.val
  2995. ) );
  2996. }
  2997. break;
  2998. case PredefinedUniform::ModelViewProjX:
  2999. {
  3000. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3001. uint8_t other = m_render->m_other[view];
  3002. Matrix4 viewProjBias;
  3003. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  3004. Matrix4 modelViewProj;
  3005. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProjBias.un.f4x4);
  3006. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3007. , 1
  3008. , GL_FALSE
  3009. , modelViewProj.un.val
  3010. ) );
  3011. }
  3012. break;
  3013. case PredefinedUniform::ViewProjX:
  3014. {
  3015. uint8_t other = m_render->m_other[view];
  3016. Matrix4 viewProjBias;
  3017. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  3018. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3019. , 1
  3020. , GL_FALSE
  3021. , viewProjBias.un.val
  3022. ) );
  3023. }
  3024. break;
  3025. case PredefinedUniform::AlphaRef:
  3026. {
  3027. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  3028. }
  3029. break;
  3030. case PredefinedUniform::Count:
  3031. break;
  3032. }
  3033. }
  3034. // if (BGFX_STATE_TEX_MASK & changedFlags)
  3035. {
  3036. uint64_t flag = BGFX_STATE_TEX0;
  3037. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  3038. {
  3039. const Sampler& sampler = state.m_sampler[stage];
  3040. Sampler& current = currentState.m_sampler[stage];
  3041. if (current.m_idx != sampler.m_idx
  3042. || current.m_flags != sampler.m_flags
  3043. || programChanged)
  3044. {
  3045. if (invalidHandle != sampler.m_idx)
  3046. {
  3047. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  3048. texture.commit(stage, sampler.m_flags);
  3049. }
  3050. }
  3051. current = sampler;
  3052. flag <<= 1;
  3053. }
  3054. }
  3055. if (0 != defaultVao
  3056. && 0 == state.m_startVertex
  3057. && 0 == state.m_instanceDataOffset)
  3058. {
  3059. if (programChanged
  3060. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3061. || currentState.m_indexBuffer.idx != state.m_indexBuffer.idx
  3062. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3063. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3064. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3065. {
  3066. bx::HashMurmur2A murmur;
  3067. murmur.begin();
  3068. murmur.add(state.m_vertexBuffer.idx);
  3069. murmur.add(state.m_indexBuffer.idx);
  3070. murmur.add(state.m_instanceDataBuffer.idx);
  3071. murmur.add(state.m_instanceDataOffset);
  3072. murmur.add(state.m_instanceDataStride);
  3073. murmur.add(programIdx);
  3074. uint32_t hash = murmur.end();
  3075. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3076. currentState.m_indexBuffer = state.m_indexBuffer;
  3077. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3078. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3079. baseVertex = state.m_startVertex;
  3080. GLuint id = s_renderCtx->m_vaoStateCache.find(hash);
  3081. if (UINT32_MAX != id)
  3082. {
  3083. currentVao = id;
  3084. GL_CHECK(glBindVertexArray(id) );
  3085. }
  3086. else
  3087. {
  3088. id = s_renderCtx->m_vaoStateCache.add(hash);
  3089. currentVao = id;
  3090. GL_CHECK(glBindVertexArray(id) );
  3091. Program& program = s_renderCtx->m_program[programIdx];
  3092. program.add(hash);
  3093. if (isValid(state.m_vertexBuffer) )
  3094. {
  3095. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3096. vb.add(hash);
  3097. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3098. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3099. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3100. if (isValid(state.m_instanceDataBuffer) )
  3101. {
  3102. VertexBuffer& instanceVb = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  3103. instanceVb.add(hash);
  3104. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  3105. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3106. }
  3107. }
  3108. else
  3109. {
  3110. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3111. }
  3112. if (isValid(state.m_indexBuffer) )
  3113. {
  3114. IndexBuffer& ib = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx];
  3115. ib.add(hash);
  3116. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3117. }
  3118. else
  3119. {
  3120. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3121. }
  3122. }
  3123. }
  3124. }
  3125. else
  3126. {
  3127. if (0 != defaultVao
  3128. && 0 != currentVao)
  3129. {
  3130. GL_CHECK(glBindVertexArray(defaultVao) );
  3131. currentState.m_vertexBuffer.idx = invalidHandle;
  3132. currentState.m_indexBuffer.idx = invalidHandle;
  3133. bindAttribs = true;
  3134. currentVao = 0;
  3135. }
  3136. if (programChanged
  3137. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3138. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3139. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3140. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3141. {
  3142. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3143. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  3144. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3145. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3146. uint16_t handle = state.m_vertexBuffer.idx;
  3147. if (invalidHandle != handle)
  3148. {
  3149. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  3150. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3151. bindAttribs = true;
  3152. }
  3153. else
  3154. {
  3155. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3156. }
  3157. }
  3158. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  3159. {
  3160. currentState.m_indexBuffer = state.m_indexBuffer;
  3161. uint16_t handle = state.m_indexBuffer.idx;
  3162. if (invalidHandle != handle)
  3163. {
  3164. IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  3165. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3166. }
  3167. else
  3168. {
  3169. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3170. }
  3171. }
  3172. if (isValid(currentState.m_vertexBuffer) )
  3173. {
  3174. if (baseVertex != state.m_startVertex
  3175. || bindAttribs)
  3176. {
  3177. baseVertex = state.m_startVertex;
  3178. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3179. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3180. const Program& program = s_renderCtx->m_program[programIdx];
  3181. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3182. if (isValid(state.m_instanceDataBuffer) )
  3183. {
  3184. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx].m_id) );
  3185. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3186. }
  3187. }
  3188. }
  3189. }
  3190. if (isValid(currentState.m_vertexBuffer) )
  3191. {
  3192. uint32_t numVertices = state.m_numVertices;
  3193. if (UINT32_MAX == numVertices)
  3194. {
  3195. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3196. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3197. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  3198. numVertices = vb.m_size/vertexDecl.m_stride;
  3199. }
  3200. uint32_t numIndices = 0;
  3201. uint32_t numPrimsSubmitted = 0;
  3202. uint32_t numInstances = 0;
  3203. uint32_t numPrimsRendered = 0;
  3204. if (isValid(state.m_indexBuffer) )
  3205. {
  3206. if (UINT32_MAX == state.m_numIndices)
  3207. {
  3208. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  3209. numPrimsSubmitted = numIndices/primNumVerts;
  3210. numInstances = state.m_numInstances;
  3211. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3212. GL_CHECK(s_drawElementsInstanced(primType
  3213. , numIndices
  3214. , GL_UNSIGNED_SHORT
  3215. , (void*)0
  3216. , state.m_numInstances
  3217. ) );
  3218. }
  3219. else if (primNumVerts <= state.m_numIndices)
  3220. {
  3221. numIndices = state.m_numIndices;
  3222. numPrimsSubmitted = numIndices/primNumVerts;
  3223. numInstances = state.m_numInstances;
  3224. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3225. GL_CHECK(s_drawElementsInstanced(primType
  3226. , numIndices
  3227. , GL_UNSIGNED_SHORT
  3228. , (void*)(uintptr_t)(state.m_startIndex*2)
  3229. , state.m_numInstances
  3230. ) );
  3231. }
  3232. }
  3233. else
  3234. {
  3235. numPrimsSubmitted = numVertices/primNumVerts;
  3236. numInstances = state.m_numInstances;
  3237. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3238. GL_CHECK(s_drawArraysInstanced(primType
  3239. , 0
  3240. , numVertices
  3241. , state.m_numInstances
  3242. ) );
  3243. }
  3244. statsNumPrimsSubmitted += numPrimsSubmitted;
  3245. statsNumIndices += numIndices;
  3246. statsNumInstances += numInstances;
  3247. statsNumPrimsRendered += numPrimsRendered;
  3248. }
  3249. }
  3250. }
  3251. s_renderCtx->blitMsaaFbo();
  3252. if (0 < m_render->m_num)
  3253. {
  3254. captureElapsed = -bx::getHPCounter();
  3255. s_renderCtx->capture();
  3256. captureElapsed += bx::getHPCounter();
  3257. }
  3258. }
  3259. int64_t now = bx::getHPCounter();
  3260. elapsed += now;
  3261. static int64_t last = now;
  3262. int64_t frameTime = now - last;
  3263. last = now;
  3264. static int64_t min = frameTime;
  3265. static int64_t max = frameTime;
  3266. min = min > frameTime ? frameTime : min;
  3267. max = max < frameTime ? frameTime : max;
  3268. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3269. {
  3270. double elapsedGpuMs = 0.0;
  3271. #if BGFX_CONFIG_RENDERER_OPENGL
  3272. s_renderCtx->m_queries.end(GL_TIME_ELAPSED);
  3273. uint64_t elapsedGl = s_renderCtx->m_queries.getResult(0);
  3274. elapsedGpuMs = double(elapsedGl)/1e6;
  3275. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3276. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  3277. static int64_t next = now;
  3278. if (now >= next)
  3279. {
  3280. next = now + bx::getHPFrequency();
  3281. double freq = double(bx::getHPFrequency() );
  3282. double toMs = 1000.0/freq;
  3283. tvm.clear();
  3284. uint16_t pos = 0;
  3285. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
  3286. tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderCtx->m_vendor);
  3287. tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderCtx->m_renderer);
  3288. tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderCtx->m_version);
  3289. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", s_renderCtx->m_glslVersion);
  3290. pos = 10;
  3291. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3292. , double(frameTime)*toMs
  3293. , double(min)*toMs
  3294. , double(max)*toMs
  3295. , freq/frameTime
  3296. );
  3297. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3298. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  3299. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3300. , 0 != msaa ? '\xfe' : ' '
  3301. , 1<<msaa
  3302. );
  3303. double elapsedCpuMs = double(elapsed)*toMs;
  3304. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  3305. , m_render->m_num
  3306. , elapsedCpuMs
  3307. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  3308. , elapsedGpuMs
  3309. );
  3310. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  3311. , statsNumPrimsRendered
  3312. , statsNumInstances
  3313. , statsNumPrimsSubmitted
  3314. );
  3315. double captureMs = double(captureElapsed)*toMs;
  3316. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3317. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3318. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  3319. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  3320. #if BGFX_CONFIG_RENDERER_OPENGL
  3321. if (s_extension[Extension::ATI_meminfo].m_supported)
  3322. {
  3323. GLint vboFree[4];
  3324. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  3325. GLint texFree[4];
  3326. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  3327. GLint rbfFree[4];
  3328. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  3329. pos++;
  3330. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  3331. tvm.printf(10, pos++, 0x8e, " VBO: %7d, %7d, %7d, %7d", vboFree[0], vboFree[1], vboFree[2], vboFree[3]);
  3332. tvm.printf(10, pos++, 0x8e, " Texture: %7d, %7d, %7d, %7d", texFree[0], texFree[1], texFree[2], texFree[3]);
  3333. tvm.printf(10, pos++, 0x8e, " Render Buffer: %7d, %7d, %7d, %7d", rbfFree[0], rbfFree[1], rbfFree[2], rbfFree[3]);
  3334. }
  3335. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  3336. {
  3337. GLint dedicated;
  3338. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  3339. GLint totalAvail;
  3340. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  3341. GLint currAvail;
  3342. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  3343. GLint evictedCount;
  3344. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  3345. GLint evictedMemory;
  3346. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  3347. pos++;
  3348. tvm.printf(10, pos++, 0x8c, "----------|");
  3349. tvm.printf(10, pos++, 0x8e, " Dedicated: %7d", dedicated);
  3350. tvm.printf(10, pos++, 0x8e, " Available: %7d (%7d)", currAvail, totalAvail);
  3351. tvm.printf(10, pos++, 0x8e, " Eviction: %7d / %7d", evictedCount, evictedMemory);
  3352. }
  3353. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3354. uint8_t attr[2] = { 0x89, 0x8a };
  3355. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  3356. pos++;
  3357. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(m_render->m_waitSubmit)*toMs);
  3358. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(m_render->m_waitRender)*toMs);
  3359. min = frameTime;
  3360. max = frameTime;
  3361. }
  3362. m_textVideoMemBlitter.blit(tvm);
  3363. }
  3364. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  3365. {
  3366. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  3367. }
  3368. GREMEDY_FRAMETERMINATOR();
  3369. }
  3370. }
  3371. #endif // (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)