renderer_gl.cpp 117 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_sRGB,
  203. ARB_get_program_binary,
  204. ARB_half_float_pixel,
  205. ARB_half_float_vertex,
  206. ARB_instanced_arrays,
  207. ARB_multisample,
  208. ARB_sampler_objects,
  209. ARB_seamless_cube_map,
  210. ARB_shader_texture_lod,
  211. ARB_texture_compression_rgtc,
  212. ARB_texture_float,
  213. ARB_texture_multisample,
  214. ARB_texture_swizzle,
  215. ARB_timer_query,
  216. ARB_vertex_array_object,
  217. ARB_vertex_type_2_10_10_10_rev,
  218. ATI_meminfo,
  219. CHROMIUM_depth_texture,
  220. CHROMIUM_framebuffer_multisample,
  221. CHROMIUM_texture_compression_dxt3,
  222. CHROMIUM_texture_compression_dxt5,
  223. EXT_bgra,
  224. EXT_blend_color,
  225. EXT_blend_minmax,
  226. EXT_blend_subtract,
  227. EXT_frag_depth,
  228. EXT_framebuffer_blit,
  229. EXT_framebuffer_sRGB,
  230. EXT_occlusion_query_boolean,
  231. EXT_shadow_samplers,
  232. EXT_texture_array,
  233. EXT_texture_compression_dxt1,
  234. EXT_texture_compression_latc,
  235. EXT_texture_compression_rgtc,
  236. EXT_texture_compression_s3tc,
  237. EXT_texture_filter_anisotropic,
  238. EXT_texture_format_BGRA8888,
  239. EXT_texture_sRGB,
  240. EXT_texture_storage,
  241. EXT_texture_swizzle,
  242. EXT_texture_type_2_10_10_10_REV,
  243. EXT_timer_query,
  244. EXT_unpack_subimage,
  245. GOOGLE_depth_texture,
  246. IMG_multisampled_render_to_texture,
  247. IMG_read_format,
  248. IMG_shader_binary,
  249. IMG_texture_compression_pvrtc,
  250. IMG_texture_compression_pvrtc2,
  251. IMG_texture_format_BGRA8888,
  252. NVX_gpu_memory_info,
  253. OES_compressed_ETC1_RGB8_texture,
  254. OES_depth24,
  255. OES_depth32,
  256. OES_depth_texture,
  257. OES_fragment_precision_high,
  258. OES_get_program_binary,
  259. OES_required_internalformat,
  260. OES_packed_depth_stencil,
  261. OES_read_format,
  262. OES_rgb8_rgba8,
  263. OES_standard_derivatives,
  264. OES_texture_3D,
  265. OES_texture_float,
  266. OES_texture_float_linear,
  267. OES_texture_npot,
  268. OES_texture_half_float,
  269. OES_texture_half_float_linear,
  270. OES_vertex_array_object,
  271. OES_vertex_half_float,
  272. OES_vertex_type_10_10_10_2,
  273. Count
  274. };
  275. const char* m_name;
  276. bool m_supported;
  277. bool m_initialize;
  278. };
  279. static Extension s_extension[Extension::Count] =
  280. {
  281. { "GL_ANGLE_instanced_arrays", false, true },
  282. { "GL_ANGLE_translated_shader_source", false, true },
  283. { "GL_APPLE_texture_format_BGRA8888", false, true },
  284. { "GL_ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  285. { "GL_ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  286. { "GL_ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  287. { "GL_ARB_framebuffer_sRGB", false, true },
  288. { "GL_ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  289. { "GL_ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  290. { "GL_ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  291. { "GL_ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  292. { "GL_ARB_multisample", false, true },
  293. { "GL_ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  294. { "GL_ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  295. { "GL_ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  296. { "GL_ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  297. { "GL_ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  298. { "GL_ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  299. { "GL_ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  300. { "GL_ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  301. { "GL_ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  302. { "GL_ARB_vertex_type_2_10_10_10_rev", false, true },
  303. { "GL_ATI_meminfo", false, true },
  304. { "GL_CHROMIUM_depth_texture", false, true },
  305. { "GL_CHROMIUM_framebuffer_multisample", false, true },
  306. { "GL_CHROMIUM_texture_compression_dxt3", false, true },
  307. { "GL_CHROMIUM_texture_compression_dxt5", false, true },
  308. { "GL_EXT_bgra", false, true },
  309. { "GL_EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  310. { "GL_EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  311. { "GL_EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  312. { "GL_EXT_frag_depth", false, true }, // GLES2 extension.
  313. { "GL_EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  314. { "GL_EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  315. { "GL_EXT_occlusion_query_boolean", false, true },
  316. { "GL_EXT_shadow_samplers", false, true },
  317. { "GL_EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  318. { "GL_EXT_texture_compression_dxt1", false, true },
  319. { "GL_EXT_texture_compression_latc", false, true },
  320. { "GL_EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  321. { "GL_EXT_texture_compression_s3tc", false, true },
  322. { "GL_EXT_texture_filter_anisotropic", false, true },
  323. { "GL_EXT_texture_format_BGRA8888", false, true },
  324. { "GL_EXT_texture_sRGB", false, true },
  325. { "GL_EXT_texture_storage", false, true },
  326. { "GL_EXT_texture_swizzle", false, true },
  327. { "GL_EXT_texture_type_2_10_10_10_REV", false, true },
  328. { "GL_EXT_timer_query", false, true },
  329. { "GL_EXT_unpack_subimage", false, true },
  330. { "GL_GOOGLE_depth_texture", false, true },
  331. { "GL_IMG_multisampled_render_to_texture", false, true },
  332. { "GL_IMG_read_format", false, true },
  333. { "GL_IMG_shader_binary", false, true },
  334. { "GL_IMG_texture_compression_pvrtc", false, true },
  335. { "GL_IMG_texture_compression_pvrtc2", false, true },
  336. { "GL_IMG_texture_format_BGRA8888", false, true },
  337. { "GL_NVX_gpu_memory_info", false, true },
  338. { "GL_OES_compressed_ETC1_RGB8_texture", false, true },
  339. { "GL_OES_depth24", false, true },
  340. { "GL_OES_depth32", false, true },
  341. { "GL_OES_depth_texture", false, true },
  342. { "GL_OES_fragment_precision_high", false, true },
  343. { "GL_OES_get_program_binary", false, true },
  344. { "GL_OES_required_internalformat", false, true },
  345. { "GL_OES_packed_depth_stencil", false, true },
  346. { "GL_OES_read_format", false, true },
  347. { "GL_OES_rgb8_rgba8", false, true },
  348. { "GL_OES_standard_derivatives", false, true },
  349. { "GL_OES_texture_3D", false, true },
  350. { "GL_OES_texture_float", false, true },
  351. { "GL_OES_texture_float_linear", false, true },
  352. { "GL_OES_texture_npot", false, true },
  353. { "GL_OES_texture_half_float", false, true },
  354. { "GL_OES_texture_half_float_linear", false, true },
  355. { "GL_OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  356. { "GL_OES_vertex_half_float", false, true },
  357. { "GL_OES_vertex_type_10_10_10_2", false, true },
  358. };
  359. static const char* s_ARB_shader_texture_lod[] =
  360. {
  361. "texture2DLod",
  362. "texture2DProjLod",
  363. "texture3DLod",
  364. "texture3DProjLod",
  365. "textureCubeLod",
  366. "shadow2DLod",
  367. "shadow2DProjLod",
  368. NULL
  369. // "texture1DLod",
  370. // "texture1DProjLod",
  371. // "shadow1DLod",
  372. // "shadow1DProjLod",
  373. };
  374. static const char* s_EXT_shadow_samplers[] =
  375. {
  376. "shadow2D",
  377. "shadow2DProj",
  378. NULL
  379. };
  380. static const char* s_OES_standard_derivatives[] =
  381. {
  382. "dFdx",
  383. "dFdy",
  384. "fwidth",
  385. NULL
  386. };
  387. static const char* s_OES_texture_3D[] =
  388. {
  389. "texture3D",
  390. "texture3DProj",
  391. "texture3DLod",
  392. "texture3DProjLod",
  393. NULL
  394. };
  395. #if BGFX_CONFIG_RENDERER_OPENGLES3
  396. # define s_vertexAttribDivisor glVertexAttribDivisor
  397. # define s_drawArraysInstanced glDrawArraysInstanced
  398. # define s_drawElementsInstanced glDrawElementsInstanced
  399. #else
  400. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  401. {
  402. }
  403. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  404. {
  405. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  406. }
  407. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  408. {
  409. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  410. }
  411. static PFNGLVERTEXATTRIBDIVISORBGFXPROC s_vertexAttribDivisor = stubVertexAttribDivisor;
  412. static PFNGLDRAWARRAYSINSTANCEDBGFXPROC s_drawArraysInstanced = stubDrawArraysInstanced;
  413. static PFNGLDRAWELEMENTSINSTANCEDBGFXPROC s_drawElementsInstanced = stubDrawElementsInstanced;
  414. #endif // BGFX_CONFIG_RENDERER_OPENGLES3
  415. #if BGFX_CONFIG_DEBUG_GREMEDY
  416. static void GL_APIENTRY stubStringMarkerGREMEDY(GLsizei /*_len*/, const GLvoid* /*_string*/)
  417. {
  418. }
  419. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  420. {
  421. }
  422. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  423. #if BX_PLATFORM_IOS
  424. PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOES = NULL;
  425. PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOES = NULL;
  426. PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOES = NULL;
  427. PFNGLPROGRAMBINARYOESPROC glProgramBinaryOES = NULL;
  428. PFNGLGETPROGRAMBINARYOESPROC glGetProgramBinaryOES = NULL;
  429. PFNGLTEXIMAGE3DOESPROC glTexImage3DOES = NULL;
  430. PFNGLTEXSUBIMAGE3DOESPROC glTexSubImage3DOES = NULL;
  431. PFNGLCOMPRESSEDTEXIMAGE3DOESPROC glCompressedTexImage3DOES = NULL;
  432. PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC glCompressedTexSubImage3DOES = NULL;
  433. PFLGLDRAWARRAYSINSTANCEDANGLEPROC glDrawArraysInstanced = NULL;
  434. PFLGLDRAWELEMENTSINSTANCEDANGLEPROC glDrawElementsInstanced = NULL;
  435. #endif // BX_PLATFORM_IOS
  436. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  437. static const char* getGLString(GLenum _name)
  438. {
  439. const char* str = (const char*)glGetString(_name);
  440. glGetError(); // ignore error if glGetString returns NULL.
  441. if (NULL != str)
  442. {
  443. return str;
  444. }
  445. return "<unknown>";
  446. }
  447. static uint32_t getGLStringHash(GLenum _name)
  448. {
  449. const char* str = (const char*)glGetString(_name);
  450. glGetError(); // ignore error if glGetString returns NULL.
  451. if (NULL != str)
  452. {
  453. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  454. }
  455. return 0;
  456. }
  457. void dumpExtensions(const char* _extensions)
  458. {
  459. if (NULL != _extensions)
  460. {
  461. char name[1024];
  462. const char* pos = _extensions;
  463. const char* end = _extensions + strlen(_extensions);
  464. while (pos < end)
  465. {
  466. uint32_t len;
  467. const char* space = strchr(pos, ' ');
  468. if (NULL != space)
  469. {
  470. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  471. }
  472. else
  473. {
  474. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  475. }
  476. strncpy(name, pos, len);
  477. name[len] = '\0';
  478. BX_TRACE("\t%s", name);
  479. pos += len+1;
  480. }
  481. }
  482. }
  483. #if BGFX_CONFIG_RENDERER_OPENGL
  484. const char* toString(GLenum _enum)
  485. {
  486. switch (_enum)
  487. {
  488. case GL_DEBUG_SOURCE_API_ARB: return "API";
  489. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  490. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  491. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  492. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  493. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  494. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  495. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  496. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  497. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  498. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  499. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  500. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  501. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  502. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  503. default:
  504. break;
  505. }
  506. return "<unknown>";
  507. }
  508. static void APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  509. {
  510. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  511. , toString(_source)
  512. , toString(_type)
  513. , _id
  514. , toString(_severity)
  515. , _message
  516. );
  517. BX_UNUSED(_source, _type, _id, _severity, _message);
  518. }
  519. #endif // BGFX_CONFIG_RENDERER_OPENGL
  520. struct RendererContext
  521. {
  522. RendererContext()
  523. : m_rtMsaa(false)
  524. , m_capture(NULL)
  525. , m_captureSize(0)
  526. , m_maxAnisotropy(0.0f)
  527. , m_maxMsaa(0)
  528. , m_vao(0)
  529. , m_vaoSupport(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  530. , m_programBinarySupport(false)
  531. , m_textureSwizzleSupport(false)
  532. , m_depthTextureSupport(false)
  533. , m_useClearQuad(true)
  534. , m_flip(false)
  535. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  536. , m_backBufferFbo(0)
  537. , m_msaaBackBufferFbo(0)
  538. {
  539. m_fbh.idx = invalidHandle;
  540. memset(&m_resolution, 0, sizeof(m_resolution) );
  541. }
  542. void updateResolution(const Resolution& _resolution)
  543. {
  544. if (m_resolution.m_width != _resolution.m_width
  545. || m_resolution.m_height != _resolution.m_height
  546. || m_resolution.m_flags != _resolution.m_flags)
  547. {
  548. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  549. m_textVideoMem.clear();
  550. m_resolution = _resolution;
  551. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  552. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  553. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  554. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  555. updateCapture();
  556. }
  557. }
  558. uint32_t setFrameBuffer(FrameBufferHandle _fbh, uint32_t _height, bool _msaa = true)
  559. {
  560. if (isValid(m_fbh)
  561. && m_fbh.idx != _fbh.idx
  562. && m_rtMsaa)
  563. {
  564. FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
  565. frameBuffer.resolve();
  566. }
  567. if (!isValid(_fbh) )
  568. {
  569. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  570. }
  571. else
  572. {
  573. FrameBuffer& frameBuffer = m_frameBuffers[_fbh.idx];
  574. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.m_fbo[0]) );
  575. _height = frameBuffer.m_height;
  576. }
  577. m_fbh = _fbh;
  578. m_rtMsaa = _msaa;
  579. return _height;
  580. }
  581. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  582. {
  583. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  584. if (1 < _msaa)
  585. {
  586. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  587. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  588. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  589. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  590. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  591. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  592. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  593. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  594. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  595. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  596. , "glCheckFramebufferStatus failed 0x%08x"
  597. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  598. );
  599. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  600. }
  601. #else
  602. BX_UNUSED(_width, _height, _msaa);
  603. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  604. }
  605. void destroyMsaaFbo()
  606. {
  607. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  608. if (0 != m_msaaBackBufferFbo)
  609. {
  610. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  611. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  612. m_msaaBackBufferFbo = 0;
  613. }
  614. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  615. }
  616. void blitMsaaFbo()
  617. {
  618. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  619. if (0 != m_msaaBackBufferFbo)
  620. {
  621. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  622. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  623. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  624. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  625. uint32_t width = m_resolution.m_width;
  626. uint32_t height = m_resolution.m_height;
  627. GL_CHECK(glBlitFramebuffer(0
  628. , 0
  629. , width
  630. , height
  631. , 0
  632. , 0
  633. , width
  634. , height
  635. , GL_COLOR_BUFFER_BIT
  636. , GL_LINEAR
  637. ) );
  638. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  639. }
  640. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  641. }
  642. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  643. {
  644. if (_width != 0
  645. || _height != 0)
  646. {
  647. if (!m_glctx.isValid() )
  648. {
  649. m_glctx.create(_width, _height);
  650. #if BX_PLATFORM_IOS
  651. // BK - Temp, need to figure out how to deal with FBO created by context.
  652. m_backBufferFbo = m_glctx.m_fbo;
  653. m_msaaBackBufferFbo = m_glctx.m_fbo;
  654. #endif // BX_PLATFORM_IOS
  655. }
  656. else
  657. {
  658. destroyMsaaFbo();
  659. m_glctx.resize(_width, _height, _vsync);
  660. createMsaaFbo(_width, _height, _msaa);
  661. }
  662. }
  663. m_flip = true;
  664. }
  665. void flip()
  666. {
  667. if (m_flip)
  668. {
  669. m_glctx.swap();
  670. }
  671. }
  672. void invalidateCache()
  673. {
  674. if (m_vaoSupport)
  675. {
  676. m_vaoStateCache.invalidate();
  677. }
  678. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  679. if (m_samplerObjectSupport)
  680. {
  681. m_samplerStateCache.invalidate();
  682. }
  683. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  684. }
  685. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  686. {
  687. #if BGFX_CONFIG_RENDERER_OPENGLES2
  688. BX_UNUSED(_stage, _numMips, _flags);
  689. #else
  690. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  691. {
  692. _flags = (_flags&(~BGFX_TEXTURE_RESERVED_MASK) ) | (_numMips<<BGFX_TEXTURE_RESERVED_SHIFT);
  693. GLuint sampler = m_samplerStateCache.find(_flags);
  694. if (UINT32_MAX == sampler)
  695. {
  696. sampler = m_samplerStateCache.add(_flags);
  697. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  698. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  699. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  700. uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  701. uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  702. uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  703. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  704. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  705. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  706. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  707. && 0.0f < m_maxAnisotropy)
  708. {
  709. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  710. }
  711. }
  712. GL_CHECK(glBindSampler(_stage, sampler) );
  713. }
  714. else
  715. {
  716. GL_CHECK(glBindSampler(_stage, 0) );
  717. }
  718. #endif // BGFX_CONFIG_RENDERER_OPENGLES2
  719. }
  720. void updateCapture()
  721. {
  722. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  723. {
  724. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  725. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  726. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  727. }
  728. else
  729. {
  730. captureFinish();
  731. }
  732. }
  733. void capture()
  734. {
  735. if (NULL != m_capture)
  736. {
  737. GL_CHECK(glReadPixels(0
  738. , 0
  739. , m_resolution.m_width
  740. , m_resolution.m_height
  741. , m_readPixelsFmt
  742. , GL_UNSIGNED_BYTE
  743. , m_capture
  744. ) );
  745. g_callback->captureFrame(m_capture, m_captureSize);
  746. }
  747. }
  748. void captureFinish()
  749. {
  750. if (NULL != m_capture)
  751. {
  752. g_callback->captureEnd();
  753. BX_FREE(g_allocator, m_capture);
  754. m_capture = NULL;
  755. m_captureSize = 0;
  756. }
  757. }
  758. void saveScreenShot(const char* _filePath)
  759. {
  760. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  761. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  762. uint32_t width = m_resolution.m_width;
  763. uint32_t height = m_resolution.m_height;
  764. GL_CHECK(glReadPixels(0
  765. , 0
  766. , width
  767. , height
  768. , m_readPixelsFmt
  769. , GL_UNSIGNED_BYTE
  770. , data
  771. ) );
  772. if (GL_RGBA == m_readPixelsFmt)
  773. {
  774. imageSwizzleBgra8(width, height, width*4, data, data);
  775. }
  776. g_callback->screenShot(_filePath
  777. , width
  778. , height
  779. , width*4
  780. , data
  781. , length
  782. , true
  783. );
  784. BX_FREE(g_allocator, data);
  785. }
  786. void init()
  787. {
  788. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  789. m_vendor = getGLString(GL_VENDOR);
  790. m_renderer = getGLString(GL_RENDERER);
  791. m_version = getGLString(GL_VERSION);
  792. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  793. #if BGFX_CONFIG_DEBUG_GREMEDY
  794. if (NULL == glStringMarkerGREMEDY
  795. || NULL == glFrameTerminatorGREMEDY)
  796. {
  797. glStringMarkerGREMEDY = stubStringMarkerGREMEDY;
  798. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  799. }
  800. #endif // BGFX_CONFIG_DEBUG_GREMEDY
  801. #if BGFX_CONFIG_RENDERER_OPENGL
  802. m_queries.create();
  803. #endif // BGFX_CONFIG_RENDERER_OPENGL
  804. }
  805. void shutdown()
  806. {
  807. captureFinish();
  808. invalidateCache();
  809. #if BGFX_CONFIG_RENDERER_OPENGL
  810. m_queries.destroy();
  811. #endif // BGFX_CONFIG_RENDERER_OPENGL
  812. destroyMsaaFbo();
  813. m_glctx.destroy();
  814. m_flip = false;
  815. }
  816. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  817. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  818. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  819. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  820. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  821. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  822. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  823. FrameBuffer m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  824. UniformRegistry m_uniformReg;
  825. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  826. #if BGFX_CONFIG_RENDERER_OPENGL
  827. Queries m_queries;
  828. #endif // BGFX_CONFIG_RENDERER_OPENGL
  829. VaoStateCache m_vaoStateCache;
  830. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  831. SamplerStateCache m_samplerStateCache;
  832. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  833. TextVideoMem m_textVideoMem;
  834. bool m_rtMsaa;
  835. FrameBufferHandle m_fbh;
  836. Resolution m_resolution;
  837. void* m_capture;
  838. uint32_t m_captureSize;
  839. float m_maxAnisotropy;
  840. int32_t m_maxMsaa;
  841. GLuint m_vao;
  842. bool m_vaoSupport;
  843. bool m_samplerObjectSupport;
  844. bool m_programBinarySupport;
  845. bool m_textureSwizzleSupport;
  846. bool m_depthTextureSupport;
  847. bool m_useClearQuad;
  848. bool m_flip;
  849. uint64_t m_hash;
  850. GLenum m_readPixelsFmt;
  851. GLuint m_backBufferFbo;
  852. GLuint m_msaaBackBufferFbo;
  853. GLuint m_msaaBackBufferRbos[2];
  854. GlContext m_glctx;
  855. const char* m_vendor;
  856. const char* m_renderer;
  857. const char* m_version;
  858. const char* m_glslVersion;
  859. };
  860. RendererContext* s_renderCtx;
  861. const char* glslTypeName(GLuint _type)
  862. {
  863. #define GLSL_TYPE(_ty) case _ty: return #_ty
  864. switch (_type)
  865. {
  866. GLSL_TYPE(GL_FLOAT);
  867. GLSL_TYPE(GL_FLOAT_VEC2);
  868. GLSL_TYPE(GL_FLOAT_VEC3);
  869. GLSL_TYPE(GL_FLOAT_VEC4);
  870. GLSL_TYPE(GL_FLOAT_MAT2);
  871. GLSL_TYPE(GL_FLOAT_MAT3);
  872. GLSL_TYPE(GL_FLOAT_MAT4);
  873. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  874. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  875. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  876. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  877. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  878. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  879. // GLSL_TYPE(GL_SAMPLER_1D);
  880. GLSL_TYPE(GL_SAMPLER_2D);
  881. GLSL_TYPE(GL_SAMPLER_3D);
  882. GLSL_TYPE(GL_SAMPLER_CUBE);
  883. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  884. // GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  885. }
  886. #undef GLSL_TYPE
  887. return "UNKNOWN GLSL TYPE!";
  888. }
  889. const char* glEnumName(GLenum _enum)
  890. {
  891. #define GLENUM(_ty) case _ty: return #_ty
  892. switch (_enum)
  893. {
  894. GLENUM(GL_TEXTURE);
  895. GLENUM(GL_RENDERBUFFER);
  896. }
  897. #undef GLENUM
  898. return "UNKNOWN GLENUM!";
  899. }
  900. UniformType::Enum convertGlType(GLenum _type)
  901. {
  902. switch (_type)
  903. {
  904. case GL_FLOAT:
  905. return UniformType::Uniform1fv;
  906. case GL_FLOAT_VEC2:
  907. return UniformType::Uniform2fv;
  908. case GL_FLOAT_VEC3:
  909. return UniformType::Uniform3fv;
  910. case GL_FLOAT_VEC4:
  911. return UniformType::Uniform4fv;
  912. case GL_FLOAT_MAT2:
  913. break;
  914. case GL_FLOAT_MAT3:
  915. return UniformType::Uniform3x3fv;
  916. case GL_FLOAT_MAT4:
  917. return UniformType::Uniform4x4fv;
  918. // case GL_FLOAT_MAT2x3:
  919. // case GL_FLOAT_MAT2x4:
  920. // case GL_FLOAT_MAT3x2:
  921. // case GL_FLOAT_MAT3x4:
  922. // case GL_FLOAT_MAT4x2:
  923. // case GL_FLOAT_MAT4x3:
  924. // break;
  925. // case GL_SAMPLER_1D:
  926. case GL_SAMPLER_2D:
  927. case GL_SAMPLER_3D:
  928. case GL_SAMPLER_CUBE:
  929. // case GL_SAMPLER_1D_SHADOW:
  930. // case GL_SAMPLER_2D_SHADOW:
  931. return UniformType::Uniform1iv;
  932. };
  933. return UniformType::End;
  934. }
  935. void Program::create(const Shader& _vsh, const Shader& _fsh)
  936. {
  937. m_id = glCreateProgram();
  938. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  939. bool cached = false;
  940. uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  941. id ^= s_renderCtx->m_hash;
  942. if (s_renderCtx->m_programBinarySupport)
  943. {
  944. uint32_t length = g_callback->cacheReadSize(id);
  945. cached = length > 0;
  946. if (cached)
  947. {
  948. void* data = BX_ALLOC(g_allocator, length);
  949. if (g_callback->cacheRead(id, data, length) )
  950. {
  951. bx::MemoryReader reader(data, length);
  952. GLenum format;
  953. bx::read(&reader, format);
  954. GL_CHECK(glProgramBinary(m_id, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  955. }
  956. BX_FREE(g_allocator, data);
  957. }
  958. #if BGFX_CONFIG_RENDERER_OPENGL
  959. GL_CHECK(glProgramParameteri(m_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  960. #endif // BGFX_CONFIG_RENDERER_OPENGL
  961. }
  962. if (!cached)
  963. {
  964. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  965. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  966. GL_CHECK(glLinkProgram(m_id) );
  967. GLint linked = 0;
  968. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  969. if (0 == linked)
  970. {
  971. char log[1024];
  972. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  973. BX_TRACE("%d: %s", linked, log);
  974. GL_CHECK(glDeleteProgram(m_id) );
  975. return;
  976. }
  977. if (s_renderCtx->m_programBinarySupport)
  978. {
  979. GLint programLength;
  980. GLenum format;
  981. GL_CHECK(glGetProgramiv(m_id, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  982. if (0 < programLength)
  983. {
  984. uint32_t length = programLength + 4;
  985. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  986. GL_CHECK(glGetProgramBinary(m_id, programLength, NULL, &format, &data[4]) );
  987. *(uint32_t*)data = format;
  988. g_callback->cacheWrite(id, data, length);
  989. BX_FREE(g_allocator, data);
  990. }
  991. }
  992. }
  993. init();
  994. if (!cached)
  995. {
  996. // Must be after init, otherwise init might fail to lookup shader
  997. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  998. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  999. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  1000. }
  1001. }
  1002. void Program::destroy()
  1003. {
  1004. if (NULL != m_constantBuffer)
  1005. {
  1006. ConstantBuffer::destroy(m_constantBuffer);
  1007. m_constantBuffer = NULL;
  1008. }
  1009. m_numPredefined = 0;
  1010. if (0 != m_id)
  1011. {
  1012. GL_CHECK(glUseProgram(0) );
  1013. GL_CHECK(glDeleteProgram(m_id) );
  1014. m_id = 0;
  1015. }
  1016. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1017. }
  1018. void Program::init()
  1019. {
  1020. GLint activeAttribs;
  1021. GLint activeUniforms;
  1022. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  1023. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  1024. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  1025. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) );
  1026. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  1027. GLint max0, max1;
  1028. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  1029. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  1030. GLint maxLength = bx::uint32_max(max0, max1);
  1031. char* name = (char*)alloca(maxLength + 1);
  1032. BX_TRACE("Program %d", m_id);
  1033. BX_TRACE("Attributes (%d):", activeAttribs);
  1034. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  1035. {
  1036. GLint size;
  1037. GLenum type;
  1038. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  1039. BX_TRACE("\t%s %s is at location %d"
  1040. , glslTypeName(type)
  1041. , name
  1042. , glGetAttribLocation(m_id, name)
  1043. );
  1044. }
  1045. m_numPredefined = 0;
  1046. m_constantBuffer = ConstantBuffer::create(1024);
  1047. m_numSamplers = 0;
  1048. BX_TRACE("Uniforms (%d):", activeUniforms);
  1049. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  1050. {
  1051. GLint num;
  1052. GLenum gltype;
  1053. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  1054. GLint loc = glGetUniformLocation(m_id, name);
  1055. int offset = 0;
  1056. char* array = strchr(name, '[');
  1057. if (NULL != array)
  1058. {
  1059. BX_TRACE("--- %s", name);
  1060. *array = '\0';
  1061. array++;
  1062. char* end = strchr(array, ']');
  1063. *end = '\0';
  1064. offset = atoi(array);
  1065. }
  1066. if (GL_SAMPLER_2D == gltype)
  1067. {
  1068. BX_TRACE("Sampler %d at %d.", m_numSamplers, loc);
  1069. m_sampler[m_numSamplers] = loc;
  1070. m_numSamplers++;
  1071. }
  1072. const void* data = NULL;
  1073. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1074. if (PredefinedUniform::Count != predefined)
  1075. {
  1076. m_predefined[m_numPredefined].m_loc = loc;
  1077. m_predefined[m_numPredefined].m_type = predefined;
  1078. m_predefined[m_numPredefined].m_count = num;
  1079. m_numPredefined++;
  1080. }
  1081. else
  1082. {
  1083. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1084. if (NULL != info)
  1085. {
  1086. data = info->m_data;
  1087. UniformType::Enum type = convertGlType(gltype);
  1088. m_constantBuffer->writeUniformRef(type, 0, data, num);
  1089. m_constantBuffer->write(loc);
  1090. BX_TRACE("store %s %p", name, data);
  1091. }
  1092. }
  1093. BX_TRACE("\tuniform %s %s%s is at location %d, size %d (%p), offset %d"
  1094. , glslTypeName(gltype)
  1095. , name
  1096. , PredefinedUniform::Count != predefined ? "*" : ""
  1097. , loc
  1098. , num
  1099. , data
  1100. , offset
  1101. );
  1102. BX_UNUSED(offset);
  1103. }
  1104. m_constantBuffer->finish();
  1105. memset(m_attributes, 0xff, sizeof(m_attributes) );
  1106. uint32_t used = 0;
  1107. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1108. {
  1109. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  1110. if (-1 != loc)
  1111. {
  1112. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  1113. m_attributes[ii] = loc;
  1114. m_used[used++] = ii;
  1115. }
  1116. }
  1117. m_used[used] = Attrib::Count;
  1118. used = 0;
  1119. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  1120. {
  1121. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  1122. if (GLuint(-1) != loc )
  1123. {
  1124. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  1125. m_instanceData[used++] = loc;
  1126. }
  1127. }
  1128. m_instanceData[used] = 0xffff;
  1129. }
  1130. void Program::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  1131. {
  1132. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  1133. {
  1134. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  1135. GLint loc = m_attributes[attr];
  1136. uint8_t num;
  1137. AttribType::Enum type;
  1138. bool normalized;
  1139. bool asInt;
  1140. _vertexDecl.decode(attr, num, type, normalized, asInt);
  1141. if (-1 != loc)
  1142. {
  1143. if (0xff != _vertexDecl.m_attributes[attr])
  1144. {
  1145. GL_CHECK(glEnableVertexAttribArray(loc) );
  1146. GL_CHECK(s_vertexAttribDivisor(loc, 0) );
  1147. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  1148. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  1149. }
  1150. else
  1151. {
  1152. GL_CHECK(glDisableVertexAttribArray(loc) );
  1153. }
  1154. }
  1155. }
  1156. }
  1157. void Program::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  1158. {
  1159. uint32_t baseVertex = _baseVertex;
  1160. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  1161. {
  1162. GLint loc = m_instanceData[ii];
  1163. GL_CHECK(glEnableVertexAttribArray(loc) );
  1164. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  1165. GL_CHECK(s_vertexAttribDivisor(loc, 1) );
  1166. baseVertex += 16;
  1167. }
  1168. }
  1169. void IndexBuffer::destroy()
  1170. {
  1171. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  1172. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1173. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1174. }
  1175. void VertexBuffer::destroy()
  1176. {
  1177. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  1178. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1179. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1180. }
  1181. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  1182. {
  1183. #if !BGFX_CONFIG_RENDERER_OPENGL
  1184. _internalFormat = _format; // GLES wants internal format to match format...
  1185. #endif // !BGFX_CONFIG_RENDERER_OPENGL
  1186. if (_target == GL_TEXTURE_3D)
  1187. {
  1188. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  1189. }
  1190. else
  1191. {
  1192. BX_UNUSED(_depth);
  1193. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  1194. }
  1195. }
  1196. 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)
  1197. {
  1198. if (_target == GL_TEXTURE_3D)
  1199. {
  1200. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  1201. }
  1202. else
  1203. {
  1204. BX_UNUSED(_zoffset, _depth);
  1205. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  1206. }
  1207. }
  1208. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  1209. {
  1210. if (_target == GL_TEXTURE_3D)
  1211. {
  1212. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  1213. }
  1214. else
  1215. {
  1216. BX_UNUSED(_depth);
  1217. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  1218. }
  1219. }
  1220. 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)
  1221. {
  1222. if (_target == GL_TEXTURE_3D)
  1223. {
  1224. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  1225. }
  1226. else
  1227. {
  1228. BX_UNUSED(_zoffset, _depth);
  1229. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  1230. }
  1231. }
  1232. bool Texture::init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  1233. {
  1234. m_target = _target;
  1235. m_numMips = _numMips;
  1236. m_flags = _flags;
  1237. m_currentFlags = UINT32_MAX;
  1238. m_width = _width;
  1239. m_height = _height;
  1240. m_requestedFormat = _format;
  1241. m_textureFormat = _format;
  1242. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1243. if (!bufferOnly)
  1244. {
  1245. GL_CHECK(glGenTextures(1, &m_id) );
  1246. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1247. GL_CHECK(glBindTexture(_target, m_id) );
  1248. setSamplerState(_flags);
  1249. const TextureFormatInfo& tfi = s_textureFormat[_format];
  1250. m_fmt = tfi.m_fmt;
  1251. m_type = tfi.m_type;
  1252. const bool compressed = TextureFormat::Unknown > _format;
  1253. const bool decompress = !tfi.m_supported && compressed;
  1254. if (decompress)
  1255. {
  1256. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1257. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  1258. m_fmt = tfi.m_fmt;
  1259. m_type = tfi.m_type;
  1260. }
  1261. #if BGFX_CONFIG_RENDERER_OPENGL
  1262. if (GL_RGBA == m_fmt
  1263. && s_renderCtx->m_textureSwizzleSupport)
  1264. {
  1265. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  1266. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  1267. }
  1268. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1269. }
  1270. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1271. if (renderTarget)
  1272. {
  1273. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  1274. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  1275. msaaQuality = bx::uint32_min(s_renderCtx->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
  1276. if (0 != msaaQuality
  1277. || bufferOnly)
  1278. {
  1279. GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
  1280. BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
  1281. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) );
  1282. if (0 == msaaQuality)
  1283. {
  1284. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER
  1285. , s_textureFormat[m_textureFormat].m_internalFmt
  1286. , _width
  1287. , _height
  1288. ) );
  1289. }
  1290. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1291. else
  1292. {
  1293. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER
  1294. , msaaQuality
  1295. , s_textureFormat[m_textureFormat].m_internalFmt
  1296. , _width
  1297. , _height
  1298. ) );
  1299. }
  1300. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1301. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1302. if (bufferOnly)
  1303. {
  1304. // This is render buffer, there is no sampling, no need
  1305. // to create texture.
  1306. return false;
  1307. }
  1308. }
  1309. }
  1310. return true;
  1311. }
  1312. void Texture::create(const Memory* _mem, uint32_t _flags)
  1313. {
  1314. ImageContainer imageContainer;
  1315. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1316. {
  1317. uint8_t numMips = imageContainer.m_numMips;
  1318. GLenum target = GL_TEXTURE_2D;
  1319. if (imageContainer.m_cubeMap)
  1320. {
  1321. target = GL_TEXTURE_CUBE_MAP;
  1322. }
  1323. else if (imageContainer.m_depth > 1)
  1324. {
  1325. target = GL_TEXTURE_3D;
  1326. }
  1327. if (!init(target
  1328. , imageContainer.m_width
  1329. , imageContainer.m_height
  1330. , imageContainer.m_format
  1331. , numMips
  1332. , _flags
  1333. ) )
  1334. {
  1335. return;
  1336. }
  1337. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1338. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  1339. const bool swizzle = GL_RGBA == internalFmt && !s_renderCtx->m_textureSwizzleSupport;
  1340. const bool convert = m_textureFormat != m_requestedFormat;
  1341. const bool compressed = TextureFormat::Unknown > m_textureFormat;
  1342. const uint32_t min = convert && compressed ? 4 : 1;
  1343. uint8_t* temp = NULL;
  1344. if (convert || swizzle)
  1345. {
  1346. temp = (uint8_t*)BX_ALLOC(g_allocator, imageContainer.m_width*imageContainer.m_height*4);
  1347. }
  1348. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1349. {
  1350. uint32_t width = imageContainer.m_width;
  1351. uint32_t height = imageContainer.m_height;
  1352. uint32_t depth = imageContainer.m_depth;
  1353. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1354. {
  1355. width = bx::uint32_max(min, width);
  1356. height = bx::uint32_max(min, height);
  1357. depth = bx::uint32_max(1, depth);
  1358. ImageMip mip;
  1359. if (imageGetRawData(imageContainer, side, lod, _mem->data, _mem->size, mip) )
  1360. {
  1361. if (compressed)
  1362. {
  1363. compressedTexImage(target+side
  1364. , lod
  1365. , internalFmt
  1366. , width
  1367. , height
  1368. , depth
  1369. , 0
  1370. , mip.m_size
  1371. , mip.m_data
  1372. );
  1373. }
  1374. else
  1375. {
  1376. const uint8_t* data = mip.m_data;
  1377. if (convert)
  1378. {
  1379. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  1380. data = temp;
  1381. }
  1382. if (swizzle)
  1383. {
  1384. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  1385. data = temp;
  1386. }
  1387. texImage(target+side
  1388. , lod
  1389. , internalFmt
  1390. , width
  1391. , height
  1392. , depth
  1393. , 0
  1394. , m_fmt
  1395. , m_type
  1396. , data
  1397. );
  1398. }
  1399. }
  1400. else
  1401. {
  1402. if (compressed)
  1403. {
  1404. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  1405. * bx::uint32_max(1, (height + 3)>>2)
  1406. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  1407. ;
  1408. compressedTexImage(target+side
  1409. , lod
  1410. , internalFmt
  1411. , width
  1412. , height
  1413. , depth
  1414. , 0
  1415. , size
  1416. , NULL
  1417. );
  1418. }
  1419. else
  1420. {
  1421. texImage(target+side
  1422. , lod
  1423. , internalFmt
  1424. , width
  1425. , height
  1426. , depth
  1427. , 0
  1428. , m_fmt
  1429. , m_type
  1430. , NULL
  1431. );
  1432. }
  1433. }
  1434. width >>= 1;
  1435. height >>= 1;
  1436. depth >>= 1;
  1437. }
  1438. }
  1439. if (NULL != temp)
  1440. {
  1441. BX_FREE(g_allocator, temp);
  1442. }
  1443. }
  1444. GL_CHECK(glBindTexture(m_target, 0) );
  1445. }
  1446. void Texture::destroy()
  1447. {
  1448. if (0 != m_id)
  1449. {
  1450. GL_CHECK(glBindTexture(m_target, 0) );
  1451. GL_CHECK(glDeleteTextures(1, &m_id) );
  1452. m_id = 0;
  1453. }
  1454. if (0 != m_rbo)
  1455. {
  1456. GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) );
  1457. m_rbo = 0;
  1458. }
  1459. }
  1460. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1461. {
  1462. BX_UNUSED(_z, _depth);
  1463. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1464. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1465. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1466. GL_CHECK(glBindTexture(m_target, m_id) );
  1467. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  1468. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1469. const bool unpackRowLength = !!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported;
  1470. const bool swizzle = GL_RGBA == m_fmt && !s_renderCtx->m_textureSwizzleSupport;
  1471. const bool convert = m_textureFormat != m_requestedFormat;
  1472. const bool compressed = TextureFormat::Unknown > m_textureFormat;
  1473. const uint32_t width = _rect.m_width;
  1474. const uint32_t height = _rect.m_height;
  1475. uint8_t* temp = NULL;
  1476. if (convert
  1477. || swizzle
  1478. || !unpackRowLength)
  1479. {
  1480. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  1481. }
  1482. else if (unpackRowLength)
  1483. {
  1484. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  1485. }
  1486. if (compressed)
  1487. {
  1488. const uint8_t* data = _mem->data;
  1489. if (!unpackRowLength)
  1490. {
  1491. imageCopy(width, height, bpp, srcpitch, data, temp);
  1492. data = temp;
  1493. }
  1494. GL_CHECK(compressedTexSubImage(target+_side
  1495. , _mip
  1496. , _rect.m_x
  1497. , _rect.m_y
  1498. , _z
  1499. , _rect.m_width
  1500. , _rect.m_height
  1501. , _depth
  1502. , m_fmt
  1503. , _mem->size
  1504. , data
  1505. ) );
  1506. }
  1507. else
  1508. {
  1509. const uint8_t* data = _mem->data;
  1510. if (convert)
  1511. {
  1512. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  1513. data = temp;
  1514. srcpitch = rectpitch;
  1515. }
  1516. if (swizzle)
  1517. {
  1518. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  1519. data = temp;
  1520. }
  1521. else if (!unpackRowLength && !convert)
  1522. {
  1523. imageCopy(width, height, bpp, srcpitch, data, temp);
  1524. data = temp;
  1525. }
  1526. GL_CHECK(texSubImage(target+_side
  1527. , _mip
  1528. , _rect.m_x
  1529. , _rect.m_y
  1530. , _z
  1531. , _rect.m_width
  1532. , _rect.m_height
  1533. , _depth
  1534. , m_fmt
  1535. , m_type
  1536. , data
  1537. ) );
  1538. }
  1539. if (NULL != temp)
  1540. {
  1541. BX_FREE(g_allocator, temp);
  1542. }
  1543. }
  1544. void Texture::setSamplerState(uint32_t _flags)
  1545. {
  1546. const uint32_t flags = _flags&(~BGFX_TEXTURE_RESERVED_MASK);
  1547. if ( (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) && m_flags != m_currentFlags)
  1548. || m_currentFlags != flags)
  1549. {
  1550. const GLenum target = m_target;
  1551. const uint8_t numMips = m_numMips;
  1552. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  1553. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  1554. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1555. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  1556. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1557. if (target == GL_TEXTURE_3D)
  1558. {
  1559. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  1560. }
  1561. uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  1562. uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  1563. uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  1564. GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  1565. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  1566. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  1567. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  1568. && 0.0f < s_renderCtx->m_maxAnisotropy)
  1569. {
  1570. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderCtx->m_maxAnisotropy) );
  1571. }
  1572. m_currentFlags = flags;
  1573. }
  1574. }
  1575. void Texture::commit(uint32_t _stage, uint32_t _flags)
  1576. {
  1577. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  1578. GL_CHECK(glBindTexture(m_target, m_id) );
  1579. #if BGFX_CONFIG_RENDERER_OPENGLES2
  1580. // GLES2 doesn't have support for sampler object.
  1581. setSamplerState(_flags);
  1582. #elif BGFX_CONFIG_RENDERER_OPENGL < 31
  1583. // In case that GL 2.1 sampler object is supported via extension.
  1584. if (s_renderCtx->m_samplerObjectSupport)
  1585. {
  1586. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  1587. }
  1588. else
  1589. {
  1590. setSamplerState(_flags);
  1591. }
  1592. #else
  1593. // Everything else has sampler object.
  1594. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  1595. #endif // BGFX_CONFIG_RENDERER_*
  1596. }
  1597. void writeString(bx::WriterI* _writer, const char* _str)
  1598. {
  1599. bx::write(_writer, _str, (int32_t)strlen(_str) );
  1600. }
  1601. void strins(char* _str, const char* _insert)
  1602. {
  1603. size_t len = strlen(_insert);
  1604. memmove(&_str[len], _str, strlen(_str)+1);
  1605. memcpy(_str, _insert, len);
  1606. }
  1607. void Shader::create(GLenum _type, Memory* _mem)
  1608. {
  1609. m_id = glCreateShader(_type);
  1610. m_type = _type;
  1611. bx::MemoryReader reader(_mem->data, _mem->size);
  1612. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  1613. uint32_t magic;
  1614. bx::read(&reader, magic);
  1615. uint32_t iohash;
  1616. bx::read(&reader, iohash);
  1617. const char* code = (const char*)reader.getDataPtr();
  1618. if (0 != m_id)
  1619. {
  1620. int32_t codeLen = (int32_t)strlen(code);
  1621. int32_t tempLen = codeLen + 1024;
  1622. char* temp = (char*)alloca(tempLen);
  1623. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  1624. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) )
  1625. {
  1626. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported
  1627. && bx::findIdentifierMatch(code, s_OES_standard_derivatives)
  1628. ;
  1629. bool usesFragDepth = !!bx::findIdentifierMatch(code, "gl_FragDepth");
  1630. bool usesShadowSamplers = s_extension[Extension::EXT_shadow_samplers].m_supported
  1631. && bx::findIdentifierMatch(code, s_EXT_shadow_samplers)
  1632. ;
  1633. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported
  1634. && bx::findIdentifierMatch(code, s_OES_texture_3D)
  1635. ;
  1636. if (usesDerivatives)
  1637. {
  1638. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  1639. }
  1640. bool insertFragDepth = false;
  1641. if (usesFragDepth)
  1642. {
  1643. if (s_extension[Extension::EXT_frag_depth].m_supported)
  1644. {
  1645. writeString(&writer
  1646. , "#extension GL_EXT_frag_depth : enable\n"
  1647. "#define gl_FragDepth gl_FragDepthEXT\n"
  1648. );
  1649. char str[128];
  1650. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  1651. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  1652. );
  1653. writeString(&writer, str);
  1654. }
  1655. else
  1656. {
  1657. insertFragDepth = true;
  1658. }
  1659. }
  1660. if (usesShadowSamplers)
  1661. {
  1662. writeString(&writer, "#extension GL_EXT_shadow_samplers : enable\n");
  1663. }
  1664. if (usesTexture3D)
  1665. {
  1666. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  1667. }
  1668. writeString(&writer, "precision highp float;\n");
  1669. bx::write(&writer, code, codeLen);
  1670. bx::write(&writer, '\0');
  1671. if (insertFragDepth)
  1672. {
  1673. char* entry = strstr(temp, "void main ()");
  1674. if (NULL != entry)
  1675. {
  1676. char* brace = strstr(entry, "{");
  1677. if (NULL != brace)
  1678. {
  1679. const char* end = bx::strmb(brace, '{', '}');
  1680. if (NULL != end)
  1681. {
  1682. strins(brace+1, "\n float gl_FragDepth = 0.0;\n");
  1683. }
  1684. }
  1685. }
  1686. }
  1687. }
  1688. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  1689. {
  1690. writeString(&writer, "precision highp float;\n");
  1691. bx::write(&writer, code, codeLen);
  1692. bx::write(&writer, '\0');
  1693. }
  1694. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL <= 21) )
  1695. {
  1696. bool usesTextureLod = s_extension[Extension::ARB_shader_texture_lod].m_supported
  1697. && bx::findIdentifierMatch(code, s_ARB_shader_texture_lod)
  1698. ;
  1699. if (usesTextureLod)
  1700. {
  1701. writeString(&writer, "#version 120\n");
  1702. if (_type == GL_FRAGMENT_SHADER)
  1703. {
  1704. writeString(&writer, "#extension GL_ARB_shader_texture_lod : enable\n");
  1705. }
  1706. }
  1707. bx::write(&writer, code, codeLen);
  1708. bx::write(&writer, '\0');
  1709. }
  1710. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31) )
  1711. {
  1712. writeString(&writer, "#version 140\n");
  1713. if (_type == GL_FRAGMENT_SHADER)
  1714. {
  1715. writeString(&writer, "#define varying in\n");
  1716. writeString(&writer, "#define texture2D texture\n");
  1717. writeString(&writer, "#define texture2DLod textureLod\n");
  1718. writeString(&writer, "#define texture3D texture\n");
  1719. writeString(&writer, "#define texture3DLod textureLod\n");
  1720. writeString(&writer, "#define textureCube texture\n");
  1721. writeString(&writer, "#define textureCubeLod textureLod\n");
  1722. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  1723. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  1724. }
  1725. else
  1726. {
  1727. writeString(&writer, "#define attribute in\n");
  1728. writeString(&writer, "#define varying out\n");
  1729. }
  1730. bx::write(&writer, code, codeLen);
  1731. bx::write(&writer, '\0');
  1732. }
  1733. code = temp;
  1734. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  1735. GL_CHECK(glCompileShader(m_id) );
  1736. GLint compiled = 0;
  1737. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  1738. if (0 == compiled)
  1739. {
  1740. BX_TRACE("\n####\n%s\n####", code);
  1741. char log[1024];
  1742. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), NULL, log) );
  1743. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  1744. GL_CHECK(glDeleteShader(m_id) );
  1745. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  1746. }
  1747. }
  1748. }
  1749. void Shader::destroy()
  1750. {
  1751. if (0 != m_id)
  1752. {
  1753. GL_CHECK(glDeleteShader(m_id) );
  1754. m_id = 0;
  1755. }
  1756. }
  1757. void FrameBuffer::create(uint8_t _num, const TextureHandle* _handles)
  1758. {
  1759. GL_CHECK(glGenFramebuffers(1, &m_fbo[0]) );
  1760. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  1761. bool needResolve = false;
  1762. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  1763. {
  1764. TextureHandle handle = _handles[ii];
  1765. if (isValid(handle) )
  1766. {
  1767. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  1768. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  1769. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  1770. {
  1771. attachment = GL_DEPTH_ATTACHMENT;
  1772. }
  1773. else
  1774. {
  1775. if (0 == colorIdx)
  1776. {
  1777. m_width = texture.m_width;
  1778. m_height = texture.m_height;
  1779. }
  1780. ++colorIdx;
  1781. }
  1782. if (0 != texture.m_rbo)
  1783. {
  1784. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  1785. , attachment
  1786. , GL_RENDERBUFFER
  1787. , texture.m_rbo
  1788. ) );
  1789. }
  1790. else
  1791. {
  1792. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1793. , attachment
  1794. , texture.m_target
  1795. , texture.m_id
  1796. , 0
  1797. ) );
  1798. }
  1799. needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
  1800. }
  1801. }
  1802. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1803. , "glCheckFramebufferStatus failed 0x%08x"
  1804. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1805. );
  1806. if (needResolve)
  1807. {
  1808. GL_CHECK(glGenFramebuffers(1, &m_fbo[1]) );
  1809. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  1810. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  1811. {
  1812. TextureHandle handle = _handles[ii];
  1813. if (isValid(handle) )
  1814. {
  1815. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  1816. if (0 != texture.m_id)
  1817. {
  1818. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  1819. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  1820. {
  1821. attachment = GL_DEPTH_ATTACHMENT;
  1822. }
  1823. else
  1824. {
  1825. ++colorIdx;
  1826. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1827. , attachment
  1828. , texture.m_target
  1829. , texture.m_id
  1830. , 0
  1831. ) );
  1832. }
  1833. }
  1834. }
  1835. }
  1836. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1837. , "glCheckFramebufferStatus failed 0x%08x"
  1838. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1839. );
  1840. }
  1841. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  1842. }
  1843. void FrameBuffer::destroy()
  1844. {
  1845. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  1846. memset(m_fbo, 0, sizeof(m_fbo) );
  1847. }
  1848. void FrameBuffer::resolve()
  1849. {
  1850. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1851. if (0 != m_fbo[1])
  1852. {
  1853. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  1854. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  1855. GL_CHECK(glBlitFramebuffer(0
  1856. , 0
  1857. , m_width
  1858. , m_height
  1859. , 0
  1860. , 0
  1861. , m_width
  1862. , m_height
  1863. , GL_COLOR_BUFFER_BIT
  1864. , GL_LINEAR
  1865. ) );
  1866. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  1867. }
  1868. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  1869. }
  1870. void ConstantBuffer::commit()
  1871. {
  1872. reset();
  1873. do
  1874. {
  1875. uint32_t opcode = read();
  1876. if (UniformType::End == opcode)
  1877. {
  1878. break;
  1879. }
  1880. UniformType::Enum type;
  1881. uint16_t ignore;
  1882. uint16_t num;
  1883. uint16_t copy;
  1884. decodeOpcode(opcode, type, ignore, num, copy);
  1885. const char* data;
  1886. if (copy)
  1887. {
  1888. data = read(g_uniformTypeSize[type]*num);
  1889. }
  1890. else
  1891. {
  1892. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  1893. }
  1894. uint32_t loc = read();
  1895. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1896. case UniformType::_uniform: \
  1897. { \
  1898. _type* value = (_type*)data; \
  1899. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  1900. } \
  1901. break;
  1902. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  1903. case UniformType::_uniform: \
  1904. { \
  1905. _type* value = (_type*)data; \
  1906. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  1907. } \
  1908. break;
  1909. switch (type)
  1910. {
  1911. // case ConstantType::Uniform1iv:
  1912. // {
  1913. // int* value = (int*)data;
  1914. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  1915. // GL_CHECK(glUniform1iv(loc, num, value) );
  1916. // }
  1917. // break;
  1918. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1919. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1920. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1921. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1922. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1923. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1924. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1925. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  1926. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  1927. case UniformType::End:
  1928. break;
  1929. default:
  1930. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  1931. break;
  1932. }
  1933. #undef CASE_IMPLEMENT_UNIFORM
  1934. #undef CASE_IMPLEMENT_UNIFORM_T
  1935. } while (true);
  1936. }
  1937. void TextVideoMemBlitter::setup()
  1938. {
  1939. if (0 != s_renderCtx->m_vao)
  1940. {
  1941. GL_CHECK(glBindVertexArray(s_renderCtx->m_vao) );
  1942. }
  1943. uint32_t width = s_renderCtx->m_resolution.m_width;
  1944. uint32_t height = s_renderCtx->m_resolution.m_height;
  1945. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  1946. GL_CHECK(glViewport(0, 0, width, height) );
  1947. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1948. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1949. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1950. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1951. GL_CHECK(glDisable(GL_CULL_FACE) );
  1952. GL_CHECK(glDisable(GL_BLEND) );
  1953. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1954. Program& program = s_renderCtx->m_program[m_program.idx];
  1955. GL_CHECK(glUseProgram(program.m_id) );
  1956. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  1957. float proj[16];
  1958. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1959. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  1960. , 1
  1961. , GL_FALSE
  1962. , proj
  1963. ) );
  1964. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  1965. GL_CHECK(glBindTexture(GL_TEXTURE_2D, s_renderCtx->m_textures[m_texture.idx].m_id) );
  1966. }
  1967. void TextVideoMemBlitter::render(uint32_t _numIndices)
  1968. {
  1969. uint32_t numVertices = _numIndices*4/6;
  1970. s_renderCtx->m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
  1971. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  1972. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  1973. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  1974. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  1975. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  1976. Program& program = s_renderCtx->m_program[m_program.idx];
  1977. program.bindAttributes(m_decl, 0);
  1978. GL_CHECK(glDrawElements(GL_TRIANGLES
  1979. , _numIndices
  1980. , GL_UNSIGNED_SHORT
  1981. , (void*)0
  1982. ) );
  1983. }
  1984. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  1985. {
  1986. #if BGFX_CONFIG_CLEAR_QUAD
  1987. if (s_renderCtx->m_useClearQuad)
  1988. {
  1989. const GLuint defaultVao = s_renderCtx->m_vao;
  1990. if (0 != defaultVao)
  1991. {
  1992. GL_CHECK(glBindVertexArray(defaultVao) );
  1993. }
  1994. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1995. GL_CHECK(glDisable(GL_CULL_FACE) );
  1996. GL_CHECK(glDisable(GL_BLEND) );
  1997. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  1998. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  1999. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2000. {
  2001. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2002. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2003. GL_CHECK(glDepthMask(GL_TRUE) );
  2004. }
  2005. else
  2006. {
  2007. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2008. }
  2009. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2010. {
  2011. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2012. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  2013. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  2014. }
  2015. else
  2016. {
  2017. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2018. }
  2019. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2020. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  2021. {
  2022. struct Vertex
  2023. {
  2024. float m_x;
  2025. float m_y;
  2026. float m_z;
  2027. uint32_t m_abgr;
  2028. } * vertex = (Vertex*)m_vb->data;
  2029. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  2030. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  2031. const float depth = _clear.m_depth;
  2032. vertex->m_x = -1.0f;
  2033. vertex->m_y = -1.0f;
  2034. vertex->m_z = depth;
  2035. vertex->m_abgr = abgr;
  2036. vertex++;
  2037. vertex->m_x = 1.0f;
  2038. vertex->m_y = -1.0f;
  2039. vertex->m_z = depth;
  2040. vertex->m_abgr = abgr;
  2041. vertex++;
  2042. vertex->m_x = 1.0f;
  2043. vertex->m_y = 1.0f;
  2044. vertex->m_z = depth;
  2045. vertex->m_abgr = abgr;
  2046. vertex++;
  2047. vertex->m_x = -1.0f;
  2048. vertex->m_y = 1.0f;
  2049. vertex->m_z = depth;
  2050. vertex->m_abgr = abgr;
  2051. }
  2052. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  2053. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2054. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  2055. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2056. Program& program = s_renderCtx->m_program[m_program.idx];
  2057. GL_CHECK(glUseProgram(program.m_id) );
  2058. program.bindAttributes(vertexDecl, 0);
  2059. GL_CHECK(glDrawElements(GL_TRIANGLES
  2060. , 6
  2061. , GL_UNSIGNED_SHORT
  2062. , (void*)0
  2063. ) );
  2064. }
  2065. else
  2066. #endif // BGFX_CONFIG_CLEAR_QUAD
  2067. {
  2068. GLuint flags = 0;
  2069. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2070. {
  2071. flags |= GL_COLOR_BUFFER_BIT;
  2072. uint32_t rgba = _clear.m_rgba;
  2073. float rr = (rgba>>24)/255.0f;
  2074. float gg = ( (rgba>>16)&0xff)/255.0f;
  2075. float bb = ( (rgba>>8)&0xff)/255.0f;
  2076. float aa = (rgba&0xff)/255.0f;
  2077. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  2078. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2079. }
  2080. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2081. {
  2082. flags |= GL_DEPTH_BUFFER_BIT;
  2083. GL_CHECK(glClearDepth(_clear.m_depth) );
  2084. GL_CHECK(glDepthMask(GL_TRUE) );
  2085. }
  2086. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2087. {
  2088. flags |= GL_STENCIL_BUFFER_BIT;
  2089. GL_CHECK(glClearStencil(_clear.m_stencil) );
  2090. }
  2091. if (0 != flags)
  2092. {
  2093. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2094. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  2095. GL_CHECK(glClear(flags) );
  2096. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2097. }
  2098. }
  2099. }
  2100. void Context::rendererFlip()
  2101. {
  2102. if (NULL != s_renderCtx)
  2103. {
  2104. s_renderCtx->flip();
  2105. }
  2106. }
  2107. GLint glGet(GLenum _pname)
  2108. {
  2109. GLint result = 0;
  2110. glGetIntegerv(_pname, &result);
  2111. GLenum err = glGetError();
  2112. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  2113. return 0 == err ? result : 0;
  2114. }
  2115. void Context::rendererInit()
  2116. {
  2117. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  2118. s_renderCtx->init();
  2119. GLint numCmpFormats = 0;
  2120. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  2121. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  2122. GLint* cmpFormat = NULL;
  2123. if (0 < numCmpFormats)
  2124. {
  2125. numCmpFormats = numCmpFormats > 256 ? 256 : numCmpFormats;
  2126. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  2127. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  2128. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  2129. {
  2130. GLint internalFmt = cmpFormat[ii];
  2131. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  2132. for (uint32_t jj = 0; jj < fmt; ++jj)
  2133. {
  2134. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  2135. {
  2136. s_textureFormat[jj].m_supported = true;
  2137. fmt = jj;
  2138. }
  2139. }
  2140. BX_TRACE(" %3d: %8x %s", ii, internalFmt, getName( (TextureFormat::Enum)fmt) );
  2141. }
  2142. }
  2143. #if BGFX_CONFIG_DEBUG
  2144. # define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  2145. BX_TRACE("Defaults:");
  2146. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  2147. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  2148. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  2149. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  2150. #else
  2151. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  2152. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  2153. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  2154. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  2155. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  2156. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  2157. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  2158. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  2159. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  2160. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  2161. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  2162. BX_TRACE(" Vendor: %s", s_renderCtx->m_vendor);
  2163. BX_TRACE(" Renderer: %s", s_renderCtx->m_renderer);
  2164. BX_TRACE(" Version: %s", s_renderCtx->m_version);
  2165. BX_TRACE("GLSL version: %s", s_renderCtx->m_glslVersion);
  2166. #endif // BGFX_CONFIG_DEBUG
  2167. // Initial binary shader hash depends on driver version.
  2168. s_renderCtx->m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  2169. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  2170. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  2171. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  2172. ;
  2173. #if BGFX_CONFIG_RENDERER_USE_EXTENSIONS
  2174. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  2175. glGetError(); // ignore error if glGetString returns NULL.
  2176. if (NULL != extensions)
  2177. {
  2178. char name[1024];
  2179. const char* pos = extensions;
  2180. const char* end = extensions + strlen(extensions);
  2181. uint32_t index = 0;
  2182. while (pos < end)
  2183. {
  2184. uint32_t len;
  2185. const char* space = strchr(pos, ' ');
  2186. if (NULL != space)
  2187. {
  2188. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  2189. }
  2190. else
  2191. {
  2192. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  2193. }
  2194. strncpy(name, pos, len);
  2195. name[len] = '\0';
  2196. bool supported = false;
  2197. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2198. {
  2199. Extension& extension = s_extension[ii];
  2200. if (!extension.m_supported
  2201. && extension.m_initialize)
  2202. {
  2203. if (0 == strcmp(name, extension.m_name) )
  2204. {
  2205. extension.m_supported = true;
  2206. supported = true;
  2207. break;
  2208. }
  2209. }
  2210. }
  2211. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  2212. BX_UNUSED(supported);
  2213. pos += len+1;
  2214. ++index;
  2215. }
  2216. BX_TRACE("Supported extensions:");
  2217. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  2218. {
  2219. if (s_extension[ii].m_supported)
  2220. {
  2221. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  2222. }
  2223. }
  2224. }
  2225. #endif // BGFX_CONFIG_RENDERER_OPENGL_USE_EXTENSIONS
  2226. bool bc123Supported = s_extension[Extension::EXT_texture_compression_s3tc].m_supported;
  2227. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported || s_extension[Extension::EXT_texture_compression_dxt1].m_supported;
  2228. if (!s_textureFormat[TextureFormat::BC1].m_supported
  2229. && (s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  2230. {
  2231. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  2232. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  2233. {
  2234. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  2235. {
  2236. s_textureFormat[TextureFormat::BC1].m_internalFmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  2237. s_textureFormat[TextureFormat::BC1].m_fmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  2238. s_textureFormat[TextureFormat::BC1].m_supported = true;
  2239. break;
  2240. }
  2241. }
  2242. }
  2243. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported;
  2244. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported;
  2245. bool bc45Supported = s_extension[Extension::EXT_texture_compression_latc].m_supported
  2246. || s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  2247. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported
  2248. ;
  2249. s_textureFormat[TextureFormat::BC4].m_supported |= bc45Supported;
  2250. s_textureFormat[TextureFormat::BC5].m_supported |= bc45Supported;
  2251. bool etc1Supported = s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported;
  2252. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  2253. bool etc2Supported = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2254. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  2255. ;
  2256. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  2257. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  2258. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  2259. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  2260. && s_textureFormat[TextureFormat::ETC2].m_supported)
  2261. {
  2262. // When ETC2 is supported override ETC1 texture format settings.
  2263. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  2264. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  2265. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  2266. }
  2267. bool ptc1Supported = s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported;
  2268. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  2269. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  2270. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  2271. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  2272. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  2273. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  2274. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  2275. uint64_t supportedCompressedFormats = 0
  2276. | (s_textureFormat[TextureFormat::BC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC1 : 0)
  2277. | (s_textureFormat[TextureFormat::BC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC2 : 0)
  2278. | (s_textureFormat[TextureFormat::BC3 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC3 : 0)
  2279. | (s_textureFormat[TextureFormat::BC4 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC4 : 0)
  2280. | (s_textureFormat[TextureFormat::BC5 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC5 : 0)
  2281. | (s_textureFormat[TextureFormat::ETC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC1 : 0)
  2282. | (s_textureFormat[TextureFormat::ETC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2 : 0)
  2283. | (s_textureFormat[TextureFormat::ETC2A ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A : 0)
  2284. | (s_textureFormat[TextureFormat::ETC2A1].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 : 0)
  2285. | (s_textureFormat[TextureFormat::PTC12 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12 : 0)
  2286. | (s_textureFormat[TextureFormat::PTC14 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14 : 0)
  2287. | (s_textureFormat[TextureFormat::PTC14A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14A : 0)
  2288. | (s_textureFormat[TextureFormat::PTC12A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12A : 0)
  2289. | (s_textureFormat[TextureFormat::PTC22 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC22 : 0)
  2290. | (s_textureFormat[TextureFormat::PTC24 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC24 : 0)
  2291. ;
  2292. g_caps.supported |= supportedCompressedFormats;
  2293. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_texture_3D].m_supported
  2294. ? BGFX_CAPS_TEXTURE_3D
  2295. : 0
  2296. ;
  2297. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_vertex_half_float].m_supported
  2298. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  2299. : 0
  2300. ;
  2301. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::EXT_frag_depth].m_supported
  2302. ? BGFX_CAPS_FRAGMENT_DEPTH
  2303. : 0
  2304. ;
  2305. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  2306. #if !BGFX_CONFIG_RENDERER_OPENGLES2
  2307. g_caps.maxFBAttachments = bx::uint32_min(glGet(GL_MAX_COLOR_ATTACHMENTS), BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  2308. #endif // !BGFX_CONFIG_RENDERER_OPENGLES2
  2309. s_renderCtx->m_vaoSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2310. || s_extension[Extension::ARB_vertex_array_object].m_supported
  2311. || s_extension[Extension::OES_vertex_array_object].m_supported
  2312. ;
  2313. #if BX_PLATFORM_NACL
  2314. s_renderCtx->m_vaoSupport &= NULL != glGenVertexArrays
  2315. && NULL != glDeleteVertexArrays
  2316. && NULL != glBindVertexArray
  2317. ;
  2318. #endif // BX_PLATFORM_NACL
  2319. if (s_renderCtx->m_vaoSupport)
  2320. {
  2321. GL_CHECK(glGenVertexArrays(1, &s_renderCtx->m_vao) );
  2322. }
  2323. s_renderCtx->m_samplerObjectSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2324. || s_extension[Extension::ARB_sampler_objects].m_supported
  2325. ;
  2326. s_renderCtx->m_programBinarySupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  2327. || s_extension[Extension::ARB_get_program_binary].m_supported
  2328. || s_extension[Extension::OES_get_program_binary].m_supported
  2329. || s_extension[Extension::IMG_shader_binary].m_supported
  2330. ;
  2331. s_renderCtx->m_textureSwizzleSupport = false
  2332. || s_extension[Extension::ARB_texture_swizzle].m_supported
  2333. || s_extension[Extension::EXT_texture_swizzle].m_supported
  2334. ;
  2335. s_renderCtx->m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  2336. || s_extension[Extension::CHROMIUM_depth_texture].m_supported
  2337. || s_extension[Extension::GOOGLE_depth_texture].m_supported
  2338. || s_extension[Extension::OES_depth_texture].m_supported
  2339. ;
  2340. g_caps.supported |= s_renderCtx->m_depthTextureSupport ? BGFX_CAPS_TEXTURE_DEPTH_MASK : 0;
  2341. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  2342. {
  2343. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &s_renderCtx->m_maxAnisotropy) );
  2344. }
  2345. #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2346. if (s_extension[Extension::ARB_texture_multisample].m_supported)
  2347. {
  2348. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &s_renderCtx->m_maxMsaa) );
  2349. }
  2350. #endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
  2351. if (s_extension[Extension::IMG_read_format].m_supported
  2352. && s_extension[Extension::OES_read_format].m_supported)
  2353. {
  2354. s_renderCtx->m_readPixelsFmt = GL_BGRA_EXT;
  2355. }
  2356. else
  2357. {
  2358. s_renderCtx->m_readPixelsFmt = GL_RGBA;
  2359. }
  2360. if (s_extension[Extension::EXT_texture_format_BGRA8888].m_supported
  2361. || s_extension[Extension::EXT_bgra].m_supported
  2362. || s_extension[Extension::IMG_texture_format_BGRA8888].m_supported
  2363. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  2364. {
  2365. #if BGFX_CONFIG_RENDERER_OPENGL
  2366. s_renderCtx->m_readPixelsFmt = GL_BGRA_EXT;
  2367. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2368. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA_EXT;
  2369. // Mixing GLES and GL extensions here. OpenGL EXT_bgra wants
  2370. // format to be BGRA but internal format to stay RGBA, but
  2371. // EXT_texture_format_BGRA8888 wants both format and internal
  2372. // format to be BGRA.
  2373. //
  2374. // Reference:
  2375. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  2376. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  2377. if (!s_extension[Extension::EXT_bgra].m_supported)
  2378. {
  2379. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA_EXT;
  2380. }
  2381. }
  2382. if (s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  2383. {
  2384. s_textureFormat[TextureFormat::BC4].m_fmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2385. s_textureFormat[TextureFormat::BC4].m_internalFmt = GL_COMPRESSED_RED_RGTC1_EXT;
  2386. s_textureFormat[TextureFormat::BC5].m_fmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2387. s_textureFormat[TextureFormat::BC5].m_internalFmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  2388. }
  2389. #if BGFX_CONFIG_RENDERER_OPENGLES3
  2390. g_caps.supported |= BGFX_CAPS_INSTANCING;
  2391. #else
  2392. s_vertexAttribDivisor = stubVertexAttribDivisor;
  2393. s_drawArraysInstanced = stubDrawArraysInstanced;
  2394. s_drawElementsInstanced = stubDrawElementsInstanced;
  2395. # if !BX_PLATFORM_IOS
  2396. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  2397. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  2398. {
  2399. if (NULL != glVertexAttribDivisor
  2400. && NULL != glDrawArraysInstanced
  2401. && NULL != glDrawElementsInstanced)
  2402. {
  2403. s_vertexAttribDivisor = glVertexAttribDivisor;
  2404. s_drawArraysInstanced = glDrawArraysInstanced;
  2405. s_drawElementsInstanced = glDrawElementsInstanced;
  2406. g_caps.supported |= BGFX_CAPS_INSTANCING;
  2407. }
  2408. }
  2409. # endif // !BX_PLATFORM_IOS
  2410. #endif // !BGFX_CONFIG_RENDERER_OPENGLES3
  2411. #if BGFX_CONFIG_RENDERER_OPENGL
  2412. # if BGFX_CONFIG_RENDERER_OPENGL >= 31
  2413. s_textureFormat[TextureFormat::L8].m_internalFmt = GL_R8;
  2414. s_textureFormat[TextureFormat::L8].m_fmt = GL_RED;
  2415. # endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  2416. if (s_extension[Extension::ARB_debug_output].m_supported)
  2417. {
  2418. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  2419. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  2420. }
  2421. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  2422. {
  2423. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  2424. }
  2425. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  2426. {
  2427. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  2428. }
  2429. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2430. }
  2431. void Context::rendererShutdown()
  2432. {
  2433. if (s_renderCtx->m_vaoSupport)
  2434. {
  2435. GL_CHECK(glBindVertexArray(0) );
  2436. GL_CHECK(glDeleteVertexArrays(1, &s_renderCtx->m_vao) );
  2437. s_renderCtx->m_vao = 0;
  2438. }
  2439. s_renderCtx->shutdown();
  2440. BX_DELETE(g_allocator, s_renderCtx);
  2441. s_renderCtx = NULL;
  2442. }
  2443. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  2444. {
  2445. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  2446. }
  2447. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  2448. {
  2449. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2450. }
  2451. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  2452. {
  2453. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  2454. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  2455. dump(decl);
  2456. }
  2457. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  2458. {
  2459. }
  2460. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  2461. {
  2462. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  2463. }
  2464. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  2465. {
  2466. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2467. }
  2468. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  2469. {
  2470. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  2471. }
  2472. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2473. {
  2474. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2475. }
  2476. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  2477. {
  2478. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2479. }
  2480. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  2481. {
  2482. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  2483. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  2484. }
  2485. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2486. {
  2487. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2488. }
  2489. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  2490. {
  2491. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2492. }
  2493. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  2494. {
  2495. s_renderCtx->m_vertexShaders[_handle.idx].create(GL_VERTEX_SHADER, _mem);
  2496. }
  2497. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  2498. {
  2499. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  2500. }
  2501. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  2502. {
  2503. s_renderCtx->m_fragmentShaders[_handle.idx].create(GL_FRAGMENT_SHADER, _mem);
  2504. }
  2505. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  2506. {
  2507. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  2508. }
  2509. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  2510. {
  2511. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], s_renderCtx->m_fragmentShaders[_fsh.idx]);
  2512. }
  2513. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  2514. {
  2515. s_renderCtx->m_program[_handle.idx].destroy();
  2516. }
  2517. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags)
  2518. {
  2519. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags);
  2520. }
  2521. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  2522. {
  2523. }
  2524. 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)
  2525. {
  2526. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  2527. }
  2528. void Context::rendererUpdateTextureEnd()
  2529. {
  2530. }
  2531. void Context::rendererDestroyTexture(TextureHandle _handle)
  2532. {
  2533. s_renderCtx->m_textures[_handle.idx].destroy();
  2534. }
  2535. void Context::rendererCreateFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles)
  2536. {
  2537. s_renderCtx->m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  2538. }
  2539. void Context::rendererDestroyFrameBuffer(FrameBufferHandle _handle)
  2540. {
  2541. s_renderCtx->m_frameBuffers[_handle.idx].destroy();
  2542. }
  2543. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  2544. {
  2545. uint32_t size = g_uniformTypeSize[_type]*_num;
  2546. void* data = BX_ALLOC(g_allocator, size);
  2547. memset(data, 0, size);
  2548. s_renderCtx->m_uniforms[_handle.idx] = data;
  2549. s_renderCtx->m_uniformReg.add(_name, s_renderCtx->m_uniforms[_handle.idx]);
  2550. }
  2551. void Context::rendererDestroyUniform(UniformHandle _handle)
  2552. {
  2553. BX_FREE(g_allocator, s_renderCtx->m_uniforms[_handle.idx]);
  2554. }
  2555. void Context::rendererSaveScreenShot(const char* _filePath)
  2556. {
  2557. s_renderCtx->saveScreenShot(_filePath);
  2558. }
  2559. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  2560. {
  2561. bx::strlcpy(&s_viewName[_id][0], _name, sizeof(s_viewName[0][0]) );
  2562. }
  2563. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  2564. {
  2565. memcpy(s_renderCtx->m_uniforms[_loc], _data, _size);
  2566. }
  2567. void Context::rendererSetMarker(const char* _marker, uint32_t /*_size*/)
  2568. {
  2569. GREMEDY_SETMARKER(_marker);
  2570. }
  2571. void Context::rendererSubmit()
  2572. {
  2573. const GLuint defaultVao = s_renderCtx->m_vao;
  2574. if (0 != defaultVao)
  2575. {
  2576. GL_CHECK(glBindVertexArray(defaultVao) );
  2577. }
  2578. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2579. s_renderCtx->updateResolution(m_render->m_resolution);
  2580. int64_t elapsed = -bx::getHPCounter();
  2581. int64_t captureElapsed = 0;
  2582. #if BGFX_CONFIG_RENDERER_OPENGL
  2583. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  2584. {
  2585. s_renderCtx->m_queries.begin(0, GL_TIME_ELAPSED);
  2586. }
  2587. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2588. if (0 < m_render->m_iboffset)
  2589. {
  2590. TransientIndexBuffer* ib = m_render->m_transientIb;
  2591. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  2592. }
  2593. if (0 < m_render->m_vboffset)
  2594. {
  2595. TransientVertexBuffer* vb = m_render->m_transientVb;
  2596. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  2597. }
  2598. m_render->sort();
  2599. RenderState currentState;
  2600. currentState.reset();
  2601. currentState.m_flags = BGFX_STATE_NONE;
  2602. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2603. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2604. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2605. {
  2606. float4x4_mul(&viewProj[ii].un.f4x4, &m_render->m_view[ii].un.f4x4, &m_render->m_proj[ii].un.f4x4);
  2607. }
  2608. uint16_t programIdx = invalidHandle;
  2609. SortKey key;
  2610. uint8_t view = 0xff;
  2611. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2612. int32_t height = m_render->m_resolution.m_height;
  2613. float alphaRef = 0.0f;
  2614. uint32_t blendFactor = 0;
  2615. GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
  2616. uint32_t primNumVerts = 3;
  2617. uint32_t baseVertex = 0;
  2618. GLuint currentVao = 0;
  2619. bool viewHasScissor = false;
  2620. Rect viewScissorRect;
  2621. viewScissorRect.clear();
  2622. uint32_t statsNumPrimsSubmitted = 0;
  2623. uint32_t statsNumIndices = 0;
  2624. uint32_t statsNumInstances = 0;
  2625. uint32_t statsNumPrimsRendered = 0;
  2626. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  2627. {
  2628. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2629. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  2630. {
  2631. key.decode(m_render->m_sortKeys[item]);
  2632. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  2633. const uint64_t newFlags = state.m_flags;
  2634. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  2635. currentState.m_flags = newFlags;
  2636. const uint64_t newStencil = state.m_stencil;
  2637. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  2638. currentState.m_stencil = newStencil;
  2639. if (key.m_view != view)
  2640. {
  2641. currentState.clear();
  2642. currentState.m_scissor = !state.m_scissor;
  2643. changedFlags = BGFX_STATE_MASK;
  2644. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2645. currentState.m_flags = newFlags;
  2646. currentState.m_stencil = newStencil;
  2647. GREMEDY_SETMARKER(s_viewName[key.m_view]);
  2648. view = key.m_view;
  2649. programIdx = invalidHandle;
  2650. if (m_render->m_fb[view].idx != fbh.idx)
  2651. {
  2652. fbh = m_render->m_fb[view];
  2653. height = s_renderCtx->setFrameBuffer(fbh, m_render->m_resolution.m_height);
  2654. }
  2655. const Rect& rect = m_render->m_rect[view];
  2656. const Rect& scissorRect = m_render->m_scissor[view];
  2657. viewHasScissor = !scissorRect.isZero();
  2658. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2659. GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
  2660. Clear& clear = m_render->m_clear[view];
  2661. if (BGFX_CLEAR_NONE != clear.m_flags)
  2662. {
  2663. m_clearQuad.clear(rect, clear, height);
  2664. }
  2665. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2666. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2667. GL_CHECK(glDepthFunc(GL_LESS) );
  2668. GL_CHECK(glEnable(GL_CULL_FACE) );
  2669. GL_CHECK(glDisable(GL_BLEND) );
  2670. }
  2671. uint16_t scissor = state.m_scissor;
  2672. if (currentState.m_scissor != scissor)
  2673. {
  2674. currentState.m_scissor = scissor;
  2675. if (UINT16_MAX == scissor)
  2676. {
  2677. if (viewHasScissor)
  2678. {
  2679. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2680. GL_CHECK(glScissor(viewScissorRect.m_x, height-viewScissorRect.m_height-viewScissorRect.m_y, viewScissorRect.m_width, viewScissorRect.m_height) );
  2681. }
  2682. else
  2683. {
  2684. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2685. }
  2686. }
  2687. else
  2688. {
  2689. Rect scissorRect;
  2690. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  2691. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2692. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  2693. }
  2694. }
  2695. if (0 != changedStencil)
  2696. {
  2697. if (0 != newStencil)
  2698. {
  2699. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2700. uint32_t bstencil = unpackStencil(1, newStencil);
  2701. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  2702. // uint32_t bchanged = unpackStencil(1, changedStencil);
  2703. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  2704. // {
  2705. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2706. // GL_CHECK(glStencilMask(wmask) );
  2707. // }
  2708. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  2709. {
  2710. uint32_t stencil = unpackStencil(ii, newStencil);
  2711. uint32_t changed = unpackStencil(ii, changedStencil);
  2712. GLenum face = s_stencilFace[frontAndBack+ii];
  2713. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  2714. {
  2715. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2716. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2717. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  2718. GL_CHECK(glStencilFuncSeparate(face, s_stencilFunc[func], ref, mask));
  2719. }
  2720. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  2721. {
  2722. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  2723. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  2724. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  2725. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  2726. }
  2727. }
  2728. }
  2729. else
  2730. {
  2731. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2732. }
  2733. }
  2734. if ( (0
  2735. | BGFX_STATE_CULL_MASK
  2736. | BGFX_STATE_DEPTH_WRITE
  2737. | BGFX_STATE_DEPTH_TEST_MASK
  2738. | BGFX_STATE_ALPHA_MASK
  2739. | BGFX_STATE_RGB_WRITE
  2740. | BGFX_STATE_BLEND_MASK
  2741. | BGFX_STATE_BLEND_EQUATION_MASK
  2742. | BGFX_STATE_ALPHA_REF_MASK
  2743. | BGFX_STATE_PT_MASK
  2744. | BGFX_STATE_POINT_SIZE_MASK
  2745. | BGFX_STATE_MSAA
  2746. ) & changedFlags)
  2747. {
  2748. if (BGFX_STATE_CULL_MASK & changedFlags)
  2749. {
  2750. if (BGFX_STATE_CULL_CW & newFlags)
  2751. {
  2752. GL_CHECK(glEnable(GL_CULL_FACE) );
  2753. GL_CHECK(glCullFace(GL_BACK) );
  2754. }
  2755. else if (BGFX_STATE_CULL_CCW & newFlags)
  2756. {
  2757. GL_CHECK(glEnable(GL_CULL_FACE) );
  2758. GL_CHECK(glCullFace(GL_FRONT) );
  2759. }
  2760. else
  2761. {
  2762. GL_CHECK(glDisable(GL_CULL_FACE) );
  2763. }
  2764. }
  2765. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  2766. {
  2767. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  2768. }
  2769. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  2770. {
  2771. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2772. if (0 != func)
  2773. {
  2774. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2775. GL_CHECK(glDepthFunc(s_depthFunc[func]) );
  2776. }
  2777. else
  2778. {
  2779. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2780. }
  2781. }
  2782. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  2783. {
  2784. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  2785. alphaRef = ref/255.0f;
  2786. }
  2787. #if BGFX_CONFIG_RENDERER_OPENGL
  2788. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  2789. {
  2790. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  2791. GL_CHECK(glPointSize(pointSize) );
  2792. }
  2793. if (BGFX_STATE_MSAA & changedFlags)
  2794. {
  2795. if (BGFX_STATE_MSAA & newFlags)
  2796. {
  2797. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  2798. }
  2799. else
  2800. {
  2801. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  2802. }
  2803. }
  2804. #endif // BGFX_CONFIG_RENDERER_OPENGL
  2805. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  2806. {
  2807. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  2808. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  2809. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  2810. }
  2811. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
  2812. {
  2813. if (BGFX_STATE_BLEND_MASK & newFlags)
  2814. {
  2815. uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  2816. uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  2817. uint32_t src = blend&0xf;
  2818. uint32_t dst = (blend>>4)&0xf;
  2819. GL_CHECK(glEnable(GL_BLEND) );
  2820. GL_CHECK(glBlendFunc(s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  2821. GL_CHECK(glBlendEquation(s_blendEquation[equation]) );
  2822. if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
  2823. && blendFactor != state.m_rgba)
  2824. {
  2825. blendFactor = state.m_rgba;
  2826. GLclampf rr = (blendFactor>>24)/255.0f;
  2827. GLclampf gg = ( (blendFactor>>16)&0xff)/255.0f;
  2828. GLclampf bb = ( (blendFactor>>8)&0xff)/255.0f;
  2829. GLclampf aa = (blendFactor&0xff)/255.0f;
  2830. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  2831. }
  2832. }
  2833. else
  2834. {
  2835. GL_CHECK(glDisable(GL_BLEND) );
  2836. }
  2837. }
  2838. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  2839. primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : s_primType[primIndex];
  2840. primNumVerts = 3-primIndex;
  2841. }
  2842. bool programChanged = false;
  2843. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  2844. bool bindAttribs = false;
  2845. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  2846. if (key.m_program != programIdx)
  2847. {
  2848. programIdx = key.m_program;
  2849. GLuint id = invalidHandle == programIdx ? 0 : s_renderCtx->m_program[programIdx].m_id;
  2850. GL_CHECK(glUseProgram(id) );
  2851. programChanged =
  2852. constantsChanged =
  2853. bindAttribs = true;
  2854. }
  2855. if (invalidHandle != programIdx)
  2856. {
  2857. Program& program = s_renderCtx->m_program[programIdx];
  2858. if (constantsChanged)
  2859. {
  2860. program.commit();
  2861. }
  2862. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  2863. {
  2864. PredefinedUniform& predefined = program.m_predefined[ii];
  2865. switch (predefined.m_type)
  2866. {
  2867. case PredefinedUniform::ViewRect:
  2868. {
  2869. float rect[4];
  2870. rect[0] = m_render->m_rect[view].m_x;
  2871. rect[1] = m_render->m_rect[view].m_y;
  2872. rect[2] = m_render->m_rect[view].m_width;
  2873. rect[3] = m_render->m_rect[view].m_height;
  2874. GL_CHECK(glUniform4fv(predefined.m_loc
  2875. , 1
  2876. , &rect[0]
  2877. ) );
  2878. }
  2879. break;
  2880. case PredefinedUniform::ViewTexel:
  2881. {
  2882. float rect[4];
  2883. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  2884. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  2885. GL_CHECK(glUniform4fv(predefined.m_loc
  2886. , 1
  2887. , &rect[0]
  2888. ) );
  2889. }
  2890. break;
  2891. case PredefinedUniform::View:
  2892. {
  2893. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2894. , 1
  2895. , GL_FALSE
  2896. , m_render->m_view[view].un.val
  2897. ) );
  2898. }
  2899. break;
  2900. case PredefinedUniform::ViewProj:
  2901. {
  2902. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2903. , 1
  2904. , GL_FALSE
  2905. , viewProj[view].un.val
  2906. ) );
  2907. }
  2908. break;
  2909. case PredefinedUniform::Model:
  2910. {
  2911. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2912. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2913. , bx::uint32_min(predefined.m_count, state.m_num)
  2914. , GL_FALSE
  2915. , model.un.val
  2916. ) );
  2917. }
  2918. break;
  2919. case PredefinedUniform::ModelView:
  2920. {
  2921. Matrix4 modelView;
  2922. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2923. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &m_render->m_view[view].un.f4x4);
  2924. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2925. , 1
  2926. , GL_FALSE
  2927. , modelView.un.val
  2928. ) );
  2929. }
  2930. break;
  2931. case PredefinedUniform::ModelViewProj:
  2932. {
  2933. Matrix4 modelViewProj;
  2934. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2935. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  2936. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2937. , 1
  2938. , GL_FALSE
  2939. , modelViewProj.un.val
  2940. ) );
  2941. }
  2942. break;
  2943. case PredefinedUniform::ModelViewProjX:
  2944. {
  2945. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  2946. uint8_t other = m_render->m_other[view];
  2947. Matrix4 viewProjBias;
  2948. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  2949. Matrix4 modelViewProj;
  2950. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProjBias.un.f4x4);
  2951. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2952. , 1
  2953. , GL_FALSE
  2954. , modelViewProj.un.val
  2955. ) );
  2956. }
  2957. break;
  2958. case PredefinedUniform::ViewProjX:
  2959. {
  2960. uint8_t other = m_render->m_other[view];
  2961. Matrix4 viewProjBias;
  2962. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  2963. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  2964. , 1
  2965. , GL_FALSE
  2966. , viewProjBias.un.val
  2967. ) );
  2968. }
  2969. break;
  2970. case PredefinedUniform::AlphaRef:
  2971. {
  2972. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  2973. }
  2974. break;
  2975. case PredefinedUniform::Count:
  2976. break;
  2977. }
  2978. }
  2979. // if (BGFX_STATE_TEX_MASK & changedFlags)
  2980. {
  2981. uint64_t flag = BGFX_STATE_TEX0;
  2982. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  2983. {
  2984. const Sampler& sampler = state.m_sampler[stage];
  2985. Sampler& current = currentState.m_sampler[stage];
  2986. if (current.m_idx != sampler.m_idx
  2987. || current.m_flags != sampler.m_flags
  2988. || programChanged)
  2989. {
  2990. if (invalidHandle != sampler.m_idx)
  2991. {
  2992. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  2993. texture.commit(stage, sampler.m_flags);
  2994. }
  2995. }
  2996. current = sampler;
  2997. flag <<= 1;
  2998. }
  2999. }
  3000. if (0 != defaultVao
  3001. && 0 == state.m_startVertex
  3002. && 0 == state.m_instanceDataOffset)
  3003. {
  3004. if (programChanged
  3005. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3006. || currentState.m_indexBuffer.idx != state.m_indexBuffer.idx
  3007. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3008. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3009. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3010. {
  3011. bx::HashMurmur2A murmur;
  3012. murmur.begin();
  3013. murmur.add(state.m_vertexBuffer.idx);
  3014. murmur.add(state.m_indexBuffer.idx);
  3015. murmur.add(state.m_instanceDataBuffer.idx);
  3016. murmur.add(state.m_instanceDataOffset);
  3017. murmur.add(state.m_instanceDataStride);
  3018. murmur.add(programIdx);
  3019. uint32_t hash = murmur.end();
  3020. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3021. currentState.m_indexBuffer = state.m_indexBuffer;
  3022. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3023. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3024. baseVertex = state.m_startVertex;
  3025. GLuint id = s_renderCtx->m_vaoStateCache.find(hash);
  3026. if (UINT32_MAX != id)
  3027. {
  3028. currentVao = id;
  3029. GL_CHECK(glBindVertexArray(id) );
  3030. }
  3031. else
  3032. {
  3033. id = s_renderCtx->m_vaoStateCache.add(hash);
  3034. currentVao = id;
  3035. GL_CHECK(glBindVertexArray(id) );
  3036. Program& program = s_renderCtx->m_program[programIdx];
  3037. program.add(hash);
  3038. if (isValid(state.m_vertexBuffer) )
  3039. {
  3040. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3041. vb.add(hash);
  3042. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3043. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3044. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3045. if (isValid(state.m_instanceDataBuffer) )
  3046. {
  3047. VertexBuffer& instanceVb = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  3048. instanceVb.add(hash);
  3049. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  3050. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3051. }
  3052. }
  3053. else
  3054. {
  3055. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3056. }
  3057. if (isValid(state.m_indexBuffer) )
  3058. {
  3059. IndexBuffer& ib = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx];
  3060. ib.add(hash);
  3061. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3062. }
  3063. else
  3064. {
  3065. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3066. }
  3067. }
  3068. }
  3069. }
  3070. else
  3071. {
  3072. if (0 != defaultVao
  3073. && 0 != currentVao)
  3074. {
  3075. GL_CHECK(glBindVertexArray(defaultVao) );
  3076. currentState.m_vertexBuffer.idx = invalidHandle;
  3077. currentState.m_indexBuffer.idx = invalidHandle;
  3078. bindAttribs = true;
  3079. currentVao = 0;
  3080. }
  3081. if (programChanged
  3082. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3083. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3084. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3085. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3086. {
  3087. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3088. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  3089. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3090. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3091. uint16_t handle = state.m_vertexBuffer.idx;
  3092. if (invalidHandle != handle)
  3093. {
  3094. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  3095. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3096. bindAttribs = true;
  3097. }
  3098. else
  3099. {
  3100. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3101. }
  3102. }
  3103. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  3104. {
  3105. currentState.m_indexBuffer = state.m_indexBuffer;
  3106. uint16_t handle = state.m_indexBuffer.idx;
  3107. if (invalidHandle != handle)
  3108. {
  3109. IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  3110. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3111. }
  3112. else
  3113. {
  3114. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3115. }
  3116. }
  3117. if (isValid(currentState.m_vertexBuffer) )
  3118. {
  3119. if (baseVertex != state.m_startVertex
  3120. || bindAttribs)
  3121. {
  3122. baseVertex = state.m_startVertex;
  3123. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3124. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3125. const Program& program = s_renderCtx->m_program[programIdx];
  3126. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3127. if (isValid(state.m_instanceDataBuffer) )
  3128. {
  3129. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx].m_id) );
  3130. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3131. }
  3132. }
  3133. }
  3134. }
  3135. if (isValid(currentState.m_vertexBuffer) )
  3136. {
  3137. uint32_t numVertices = state.m_numVertices;
  3138. if (UINT32_MAX == numVertices)
  3139. {
  3140. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3141. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3142. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  3143. numVertices = vb.m_size/vertexDecl.m_stride;
  3144. }
  3145. uint32_t numIndices = 0;
  3146. uint32_t numPrimsSubmitted = 0;
  3147. uint32_t numInstances = 0;
  3148. uint32_t numPrimsRendered = 0;
  3149. if (isValid(state.m_indexBuffer) )
  3150. {
  3151. if (UINT32_MAX == state.m_numIndices)
  3152. {
  3153. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  3154. numPrimsSubmitted = numIndices/primNumVerts;
  3155. numInstances = state.m_numInstances;
  3156. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3157. GL_CHECK(s_drawElementsInstanced(primType
  3158. , numIndices
  3159. , GL_UNSIGNED_SHORT
  3160. , (void*)0
  3161. , state.m_numInstances
  3162. ) );
  3163. }
  3164. else if (primNumVerts <= state.m_numIndices)
  3165. {
  3166. numIndices = state.m_numIndices;
  3167. numPrimsSubmitted = numIndices/primNumVerts;
  3168. numInstances = state.m_numInstances;
  3169. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3170. GL_CHECK(s_drawElementsInstanced(primType
  3171. , numIndices
  3172. , GL_UNSIGNED_SHORT
  3173. , (void*)(uintptr_t)(state.m_startIndex*2)
  3174. , state.m_numInstances
  3175. ) );
  3176. }
  3177. }
  3178. else
  3179. {
  3180. numPrimsSubmitted = numVertices/primNumVerts;
  3181. numInstances = state.m_numInstances;
  3182. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3183. GL_CHECK(s_drawArraysInstanced(primType
  3184. , 0
  3185. , numVertices
  3186. , state.m_numInstances
  3187. ) );
  3188. }
  3189. statsNumPrimsSubmitted += numPrimsSubmitted;
  3190. statsNumIndices += numIndices;
  3191. statsNumInstances += numInstances;
  3192. statsNumPrimsRendered += numPrimsRendered;
  3193. }
  3194. }
  3195. }
  3196. s_renderCtx->blitMsaaFbo();
  3197. if (0 < m_render->m_num)
  3198. {
  3199. captureElapsed = -bx::getHPCounter();
  3200. s_renderCtx->capture();
  3201. captureElapsed += bx::getHPCounter();
  3202. }
  3203. }
  3204. int64_t now = bx::getHPCounter();
  3205. elapsed += now;
  3206. static int64_t last = now;
  3207. int64_t frameTime = now - last;
  3208. last = now;
  3209. static int64_t min = frameTime;
  3210. static int64_t max = frameTime;
  3211. min = min > frameTime ? frameTime : min;
  3212. max = max < frameTime ? frameTime : max;
  3213. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3214. {
  3215. double elapsedGpuMs = 0.0;
  3216. #if BGFX_CONFIG_RENDERER_OPENGL
  3217. s_renderCtx->m_queries.end(GL_TIME_ELAPSED);
  3218. uint64_t elapsedGl = s_renderCtx->m_queries.getResult(0);
  3219. elapsedGpuMs = double(elapsedGl)/1e6;
  3220. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3221. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  3222. static int64_t next = now;
  3223. if (now >= next)
  3224. {
  3225. next = now + bx::getHPFrequency();
  3226. double freq = double(bx::getHPFrequency() );
  3227. double toMs = 1000.0/freq;
  3228. tvm.clear();
  3229. uint16_t pos = 0;
  3230. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
  3231. tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderCtx->m_vendor);
  3232. tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderCtx->m_renderer);
  3233. tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderCtx->m_version);
  3234. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", s_renderCtx->m_glslVersion);
  3235. pos = 10;
  3236. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3237. , double(frameTime)*toMs
  3238. , double(min)*toMs
  3239. , double(max)*toMs
  3240. , freq/frameTime
  3241. );
  3242. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3243. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  3244. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3245. , 0 != msaa ? '\xfe' : ' '
  3246. , 1<<msaa
  3247. );
  3248. double elapsedCpuMs = double(elapsed)*toMs;
  3249. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  3250. , m_render->m_num
  3251. , elapsedCpuMs
  3252. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  3253. , elapsedGpuMs
  3254. );
  3255. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  3256. , statsNumPrimsRendered
  3257. , statsNumInstances
  3258. , statsNumPrimsSubmitted
  3259. );
  3260. double captureMs = double(captureElapsed)*toMs;
  3261. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3262. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3263. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  3264. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  3265. #if BGFX_CONFIG_RENDERER_OPENGL
  3266. if (s_extension[Extension::ATI_meminfo].m_supported)
  3267. {
  3268. GLint vboFree[4];
  3269. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  3270. GLint texFree[4];
  3271. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  3272. GLint rbfFree[4];
  3273. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  3274. pos++;
  3275. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  3276. tvm.printf(10, pos++, 0x8e, " VBO: %7d, %7d, %7d, %7d", vboFree[0], vboFree[1], vboFree[2], vboFree[3]);
  3277. tvm.printf(10, pos++, 0x8e, " Texture: %7d, %7d, %7d, %7d", texFree[0], texFree[1], texFree[2], texFree[3]);
  3278. tvm.printf(10, pos++, 0x8e, " Render Buffer: %7d, %7d, %7d, %7d", rbfFree[0], rbfFree[1], rbfFree[2], rbfFree[3]);
  3279. }
  3280. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  3281. {
  3282. GLint dedicated;
  3283. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  3284. GLint totalAvail;
  3285. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  3286. GLint currAvail;
  3287. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  3288. GLint evictedCount;
  3289. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  3290. GLint evictedMemory;
  3291. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  3292. pos++;
  3293. tvm.printf(10, pos++, 0x8c, "----------|");
  3294. tvm.printf(10, pos++, 0x8e, " Dedicated: %7d", dedicated);
  3295. tvm.printf(10, pos++, 0x8e, " Available: %7d (%7d)", currAvail, totalAvail);
  3296. tvm.printf(10, pos++, 0x8e, " Eviction: %7d / %7d", evictedCount, evictedMemory);
  3297. }
  3298. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3299. uint8_t attr[2] = { 0x89, 0x8a };
  3300. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  3301. pos++;
  3302. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(m_render->m_waitSubmit)*toMs);
  3303. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(m_render->m_waitRender)*toMs);
  3304. min = frameTime;
  3305. max = frameTime;
  3306. }
  3307. m_textVideoMemBlitter.blit(tvm);
  3308. }
  3309. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  3310. {
  3311. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  3312. }
  3313. GREMEDY_FRAMETERMINATOR();
  3314. }
  3315. }
  3316. #endif // (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)