renderer_gl.cpp 126 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_cmpFunc[] =
  84. {
  85. 0, // ignored
  86. GL_LESS,
  87. GL_LEQUAL,
  88. GL_EQUAL,
  89. GL_GEQUAL,
  90. GL_GREATER,
  91. GL_NOTEQUAL,
  92. GL_NEVER,
  93. GL_ALWAYS,
  94. };
  95. static const GLenum s_stencilOp[] =
  96. {
  97. GL_ZERO,
  98. GL_KEEP,
  99. GL_REPLACE,
  100. GL_INCR_WRAP,
  101. GL_INCR,
  102. GL_DECR_WRAP,
  103. GL_DECR,
  104. GL_INVERT,
  105. };
  106. static const GLenum s_stencilFace[] =
  107. {
  108. GL_FRONT_AND_BACK,
  109. GL_FRONT,
  110. GL_BACK,
  111. };
  112. static const GLenum s_textureAddress[] =
  113. {
  114. GL_REPEAT,
  115. GL_MIRRORED_REPEAT,
  116. GL_CLAMP_TO_EDGE,
  117. };
  118. static const GLenum s_textureFilterMag[] =
  119. {
  120. GL_LINEAR,
  121. GL_NEAREST,
  122. GL_LINEAR,
  123. };
  124. static const GLenum s_textureFilterMin[][3] =
  125. {
  126. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  127. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  128. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  129. };
  130. struct TextureFormatInfo
  131. {
  132. GLenum m_internalFmt;
  133. GLenum m_fmt;
  134. GLenum m_type;
  135. bool m_supported;
  136. };
  137. static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
  138. {
  139. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
  140. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
  141. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, false }, // BC3
  142. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, false }, // BC4
  143. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, false }, // BC5
  144. { GL_ETC1_RGB8_OES, GL_ETC1_RGB8_OES, GL_ZERO, false }, // ETC1
  145. { GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, false }, // ETC2
  146. { GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_ZERO, false }, // ETC2A
  147. { GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_ZERO, false }, // ETC2A1
  148. { GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12
  149. { GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14
  150. { GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12A
  151. { GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14A
  152. { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
  153. { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
  154. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
  155. { GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // L8
  156. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
  157. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
  158. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
  159. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, true }, // R5G6B5
  160. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, true }, // RGBA4
  161. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, true }, // RGB5A1
  162. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, true }, // RGB10A2
  163. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // UnknownDepth
  164. { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_SHORT, false }, // D16
  165. { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D24
  166. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false }, // D24S8
  167. { GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D32
  168. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D16F
  169. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D24F
  170. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
  171. { GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
  172. };
  173. static const Matrix4 s_bias =
  174. {{{
  175. 0.5f, 0.0f, 0.0f, 0.0f,
  176. 0.0f, 0.5f, 0.0f, 0.0f,
  177. 0.0f, 0.0f, 0.5f, 0.0f,
  178. 0.5f, 0.5f, 0.5f, 1.0f,
  179. }}};
  180. struct Extension
  181. {
  182. enum Enum
  183. {
  184. ANGLE_depth_texture,
  185. ANGLE_framebuffer_blit,
  186. ANGLE_framebuffer_multisample,
  187. ANGLE_instanced_arrays,
  188. ANGLE_texture_compression_dxt1,
  189. ANGLE_texture_compression_dxt3,
  190. ANGLE_texture_compression_dxt5,
  191. ANGLE_translated_shader_source,
  192. APPLE_texture_format_BGRA8888,
  193. APPLE_texture_max_level,
  194. ARB_debug_label,
  195. ARB_debug_output,
  196. ARB_depth_clamp,
  197. ARB_draw_buffers_blend,
  198. ARB_ES3_compatibility,
  199. ARB_framebuffer_object,
  200. ARB_framebuffer_sRGB,
  201. ARB_get_program_binary,
  202. ARB_half_float_pixel,
  203. ARB_half_float_vertex,
  204. ARB_instanced_arrays,
  205. ARB_map_buffer_range,
  206. ARB_multisample,
  207. ARB_sampler_objects,
  208. ARB_seamless_cube_map,
  209. ARB_shader_texture_lod,
  210. ARB_texture_compression_rgtc,
  211. ARB_texture_float,
  212. ARB_texture_multisample,
  213. ARB_texture_storage,
  214. ARB_texture_swizzle,
  215. ARB_timer_query,
  216. ARB_uniform_buffer_object,
  217. ARB_vertex_array_object,
  218. ARB_vertex_type_2_10_10_10_rev,
  219. ATI_meminfo,
  220. CHROMIUM_depth_texture,
  221. CHROMIUM_framebuffer_multisample,
  222. CHROMIUM_texture_compression_dxt3,
  223. CHROMIUM_texture_compression_dxt5,
  224. EXT_bgra,
  225. EXT_blend_color,
  226. EXT_blend_minmax,
  227. EXT_blend_subtract,
  228. EXT_debug_label,
  229. EXT_debug_marker,
  230. EXT_frag_depth,
  231. EXT_framebuffer_blit,
  232. EXT_framebuffer_object,
  233. EXT_framebuffer_sRGB,
  234. EXT_occlusion_query_boolean,
  235. EXT_read_format_bgra,
  236. EXT_shader_texture_lod,
  237. EXT_shadow_samplers,
  238. EXT_texture_array,
  239. EXT_texture_compression_dxt1,
  240. EXT_texture_compression_latc,
  241. EXT_texture_compression_rgtc,
  242. EXT_texture_compression_s3tc,
  243. EXT_texture_filter_anisotropic,
  244. EXT_texture_format_BGRA8888,
  245. EXT_texture_sRGB,
  246. EXT_texture_storage,
  247. EXT_texture_swizzle,
  248. EXT_texture_type_2_10_10_10_REV,
  249. EXT_timer_query,
  250. EXT_unpack_subimage,
  251. GOOGLE_depth_texture,
  252. GREMEDY_string_marker,
  253. GREMEDY_frame_terminator,
  254. IMG_multisampled_render_to_texture,
  255. IMG_read_format,
  256. IMG_shader_binary,
  257. IMG_texture_compression_pvrtc,
  258. IMG_texture_compression_pvrtc2,
  259. IMG_texture_format_BGRA8888,
  260. KHR_debug,
  261. MOZ_WEBGL_compressed_texture_s3tc,
  262. MOZ_WEBGL_depth_texture,
  263. NVX_gpu_memory_info,
  264. OES_compressed_ETC1_RGB8_texture,
  265. OES_depth24,
  266. OES_depth32,
  267. OES_depth_texture,
  268. OES_fragment_precision_high,
  269. OES_get_program_binary,
  270. OES_required_internalformat,
  271. OES_packed_depth_stencil,
  272. OES_read_format,
  273. OES_rgb8_rgba8,
  274. OES_standard_derivatives,
  275. OES_texture_3D,
  276. OES_texture_float,
  277. OES_texture_float_linear,
  278. OES_texture_npot,
  279. OES_texture_half_float,
  280. OES_texture_half_float_linear,
  281. OES_vertex_array_object,
  282. OES_vertex_half_float,
  283. OES_vertex_type_10_10_10_2,
  284. WEBGL_compressed_texture_s3tc,
  285. WEBGL_depth_texture,
  286. WEBKIT_EXT_texture_filter_anisotropic,
  287. WEBKIT_WEBGL_compressed_texture_s3tc,
  288. WEBKIT_WEBGL_depth_texture,
  289. Count
  290. };
  291. const char* m_name;
  292. bool m_supported;
  293. bool m_initialize;
  294. };
  295. static Extension s_extension[Extension::Count] =
  296. {
  297. { "ANGLE_depth_texture", false, true },
  298. { "ANGLE_framebuffer_blit", false, true },
  299. { "ANGLE_framebuffer_multisample", false, false },
  300. { "ANGLE_instanced_arrays", false, true },
  301. { "ANGLE_texture_compression_dxt1", false, true },
  302. { "ANGLE_texture_compression_dxt3", false, true },
  303. { "ANGLE_texture_compression_dxt5", false, true },
  304. { "ANGLE_translated_shader_source", false, true },
  305. { "APPLE_texture_format_BGRA8888", false, true },
  306. { "APPLE_texture_max_level", false, true },
  307. { "ARB_debug_label", false, true },
  308. { "ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  309. { "ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  310. { "ARB_draw_buffers_blend", BGFX_CONFIG_RENDERER_OPENGL >= 40, true },
  311. { "ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  312. { "ARB_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  313. { "ARB_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  314. { "ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  315. { "ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  316. { "ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  317. { "ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  318. { "ARB_map_buffer_range", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  319. { "ARB_multisample", false, true },
  320. { "ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  321. { "ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  322. { "ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  323. { "ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  324. { "ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  325. { "ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  326. { "ARB_texture_storage", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  327. { "ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  328. { "ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  329. { "ARB_uniform_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  330. { "ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  331. { "ARB_vertex_type_2_10_10_10_rev", false, true },
  332. { "ATI_meminfo", false, true },
  333. { "CHROMIUM_depth_texture", false, true },
  334. { "CHROMIUM_framebuffer_multisample", false, true },
  335. { "CHROMIUM_texture_compression_dxt3", false, true },
  336. { "CHROMIUM_texture_compression_dxt5", false, true },
  337. { "EXT_bgra", false, true },
  338. { "EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  339. { "EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  340. { "EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  341. { "EXT_debug_label", false, true },
  342. { "EXT_debug_marker", false, true },
  343. { "EXT_frag_depth", false, true }, // GLES2 extension.
  344. { "EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  345. { "EXT_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  346. { "EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  347. { "EXT_occlusion_query_boolean", false, true },
  348. { "EXT_read_format_bgra", false, true },
  349. { "EXT_shader_texture_lod", false, true }, // GLES2 extension.
  350. { "EXT_shadow_samplers", false, true },
  351. { "EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  352. { "EXT_texture_compression_dxt1", false, true },
  353. { "EXT_texture_compression_latc", false, true },
  354. { "EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  355. { "EXT_texture_compression_s3tc", false, true },
  356. { "EXT_texture_filter_anisotropic", false, true },
  357. { "EXT_texture_format_BGRA8888", false, true },
  358. { "EXT_texture_sRGB", false, true },
  359. { "EXT_texture_storage", false, true },
  360. { "EXT_texture_swizzle", false, true },
  361. { "EXT_texture_type_2_10_10_10_REV", false, true },
  362. { "EXT_timer_query", false, true },
  363. { "EXT_unpack_subimage", false, true },
  364. { "GOOGLE_depth_texture", false, true },
  365. { "GREMEDY_string_marker", false, true },
  366. { "GREMEDY_frame_terminator", false, true },
  367. { "IMG_multisampled_render_to_texture", false, true },
  368. { "IMG_read_format", false, true },
  369. { "IMG_shader_binary", false, true },
  370. { "IMG_texture_compression_pvrtc", false, true },
  371. { "IMG_texture_compression_pvrtc2", false, true },
  372. { "IMG_texture_format_BGRA8888", false, true },
  373. { "KHR_debug", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  374. { "MOZ_WEBGL_compressed_texture_s3tc", false, true },
  375. { "MOZ_WEBGL_depth_texture", false, true },
  376. { "NVX_gpu_memory_info", false, true },
  377. { "OES_compressed_ETC1_RGB8_texture", false, true },
  378. { "OES_depth24", false, true },
  379. { "OES_depth32", false, true },
  380. { "OES_depth_texture", false, true },
  381. { "OES_fragment_precision_high", false, true },
  382. { "OES_get_program_binary", false, true },
  383. { "OES_required_internalformat", false, true },
  384. { "OES_packed_depth_stencil", false, true },
  385. { "OES_read_format", false, true },
  386. { "OES_rgb8_rgba8", false, true },
  387. { "OES_standard_derivatives", false, true },
  388. { "OES_texture_3D", false, true },
  389. { "OES_texture_float", false, true },
  390. { "OES_texture_float_linear", false, true },
  391. { "OES_texture_npot", false, true },
  392. { "OES_texture_half_float", false, true },
  393. { "OES_texture_half_float_linear", false, true },
  394. { "OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  395. { "OES_vertex_half_float", false, true },
  396. { "OES_vertex_type_10_10_10_2", false, true },
  397. { "WEBGL_compressed_texture_s3tc", false, true },
  398. { "WEBGL_depth_texture", false, true },
  399. { "WEBKIT_EXT_texture_filter_anisotropic", false, true },
  400. { "WEBKIT_WEBGL_compressed_texture_s3tc", false, true },
  401. { "WEBKIT_WEBGL_depth_texture", false, true },
  402. };
  403. static const char* s_ARB_shader_texture_lod[] =
  404. {
  405. "texture2DLod",
  406. "texture2DProjLod",
  407. "texture3DLod",
  408. "texture3DProjLod",
  409. "textureCubeLod",
  410. "shadow2DLod",
  411. "shadow2DProjLod",
  412. NULL
  413. // "texture1DLod",
  414. // "texture1DProjLod",
  415. // "shadow1DLod",
  416. // "shadow1DProjLod",
  417. };
  418. static const char* s_EXT_shader_texture_lod[] =
  419. {
  420. "texture2DLod",
  421. "texture2DProjLod",
  422. "textureCubeLod",
  423. NULL
  424. // "texture2DGrad",
  425. // "texture2DProjGrad",
  426. // "textureCubeGrad",
  427. };
  428. static const char* s_EXT_shadow_samplers[] =
  429. {
  430. "shadow2D",
  431. "shadow2DProj",
  432. NULL
  433. };
  434. static const char* s_OES_standard_derivatives[] =
  435. {
  436. "dFdx",
  437. "dFdy",
  438. "fwidth",
  439. NULL
  440. };
  441. static const char* s_OES_texture_3D[] =
  442. {
  443. "texture3D",
  444. "texture3DProj",
  445. "texture3DLod",
  446. "texture3DProjLod",
  447. NULL
  448. };
  449. #if !BGFX_CONFIG_RENDERER_OPENGLES3
  450. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  451. {
  452. }
  453. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  454. {
  455. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  456. }
  457. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  458. {
  459. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  460. }
  461. #endif // !BGFX_CONFIG_RENDERER_OPENGLES3
  462. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  463. {
  464. }
  465. static void GL_APIENTRY stubInsertEventMarker(GLsizei /*_length*/, const char* /*_marker*/)
  466. {
  467. }
  468. static void GL_APIENTRY stubInsertEventMarkerGREMEDY(GLsizei _length, const char* _marker)
  469. {
  470. // If <marker> is a null-terminated string then <length> should not
  471. // include the terminator.
  472. //
  473. // If <length> is 0 then <marker> is assumed to be null-terminated.
  474. uint32_t size = (0 == _length ? (uint32_t)strlen(_marker) : _length) + 1;
  475. size *= sizeof(wchar_t);
  476. wchar_t* name = (wchar_t*)alloca(size);
  477. mbstowcs(name, _marker, size-2);
  478. GL_CHECK(glStringMarkerGREMEDY(_length, _marker) );
  479. }
  480. static void GL_APIENTRY stubObjectLabel(GLenum /*_identifier*/, GLuint /*_name*/, GLsizei /*_length*/, const char* /*_label*/)
  481. {
  482. }
  483. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  484. static const char* getGLString(GLenum _name)
  485. {
  486. const char* str = (const char*)glGetString(_name);
  487. glGetError(); // ignore error if glGetString returns NULL.
  488. if (NULL != str)
  489. {
  490. return str;
  491. }
  492. return "<unknown>";
  493. }
  494. static uint32_t getGLStringHash(GLenum _name)
  495. {
  496. const char* str = (const char*)glGetString(_name);
  497. glGetError(); // ignore error if glGetString returns NULL.
  498. if (NULL != str)
  499. {
  500. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  501. }
  502. return 0;
  503. }
  504. void dumpExtensions(const char* _extensions)
  505. {
  506. if (NULL != _extensions)
  507. {
  508. char name[1024];
  509. const char* pos = _extensions;
  510. const char* end = _extensions + strlen(_extensions);
  511. while (pos < end)
  512. {
  513. uint32_t len;
  514. const char* space = strchr(pos, ' ');
  515. if (NULL != space)
  516. {
  517. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  518. }
  519. else
  520. {
  521. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  522. }
  523. strncpy(name, pos, len);
  524. name[len] = '\0';
  525. BX_TRACE("\t%s", name);
  526. pos += len+1;
  527. }
  528. }
  529. }
  530. const char* toString(GLenum _enum)
  531. {
  532. #if defined(GL_DEBUG_SOURCE_API_ARB)
  533. switch (_enum)
  534. {
  535. case GL_DEBUG_SOURCE_API_ARB: return "API";
  536. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  537. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  538. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  539. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  540. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  541. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  542. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  543. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  544. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  545. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  546. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  547. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  548. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  549. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  550. default:
  551. break;
  552. }
  553. #else
  554. BX_UNUSED(_enum);
  555. #endif // defined(GL_DEBUG_SOURCE_API_ARB)
  556. return "<unknown>";
  557. }
  558. static void GL_APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  559. {
  560. BX_UNUSED(debugProcCb(_source, _type, _id, _severity, 0, NULL, NULL) );
  561. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  562. , toString(_source)
  563. , toString(_type)
  564. , _id
  565. , toString(_severity)
  566. , _message
  567. );
  568. BX_UNUSED(_source, _type, _id, _severity, _message);
  569. }
  570. GLint glGet(GLenum _pname)
  571. {
  572. GLint result = 0;
  573. glGetIntegerv(_pname, &result);
  574. GLenum err = glGetError();
  575. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  576. return 0 == err ? result : 0;
  577. }
  578. struct RendererContext
  579. {
  580. RendererContext()
  581. : m_rtMsaa(false)
  582. , m_capture(NULL)
  583. , m_captureSize(0)
  584. , m_maxAnisotropy(0.0f)
  585. , m_maxMsaa(0)
  586. , m_vao(0)
  587. , m_vaoSupport(false)
  588. , m_samplerObjectSupport(false)
  589. , m_shadowSamplersSupport(false)
  590. , m_programBinarySupport(false)
  591. , m_textureSwizzleSupport(false)
  592. , m_depthTextureSupport(false)
  593. , m_useClearQuad(true)
  594. , m_flip(false)
  595. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  596. , m_backBufferFbo(0)
  597. , m_msaaBackBufferFbo(0)
  598. {
  599. m_fbh.idx = invalidHandle;
  600. memset(&m_resolution, 0, sizeof(m_resolution) );
  601. }
  602. void updateResolution(const Resolution& _resolution)
  603. {
  604. if (m_resolution.m_width != _resolution.m_width
  605. || m_resolution.m_height != _resolution.m_height
  606. || m_resolution.m_flags != _resolution.m_flags)
  607. {
  608. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  609. m_textVideoMem.clear();
  610. m_resolution = _resolution;
  611. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  612. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  613. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  614. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  615. updateCapture();
  616. }
  617. }
  618. uint32_t setFrameBuffer(FrameBufferHandle _fbh, uint32_t _height, bool _msaa = true)
  619. {
  620. if (isValid(m_fbh)
  621. && m_fbh.idx != _fbh.idx
  622. && m_rtMsaa)
  623. {
  624. FrameBuffer& frameBuffer = m_frameBuffers[m_fbh.idx];
  625. frameBuffer.resolve();
  626. }
  627. if (!isValid(_fbh) )
  628. {
  629. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  630. }
  631. else
  632. {
  633. FrameBuffer& frameBuffer = m_frameBuffers[_fbh.idx];
  634. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.m_fbo[0]) );
  635. _height = frameBuffer.m_height;
  636. }
  637. m_fbh = _fbh;
  638. m_rtMsaa = _msaa;
  639. return _height;
  640. }
  641. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  642. {
  643. if (1 < _msaa)
  644. {
  645. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  646. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  647. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  648. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  649. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  650. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  651. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  652. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  653. GLenum attachment = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT;
  654. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  655. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  656. , "glCheckFramebufferStatus failed 0x%08x"
  657. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  658. );
  659. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  660. }
  661. }
  662. void destroyMsaaFbo()
  663. {
  664. if (0 != m_msaaBackBufferFbo)
  665. {
  666. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  667. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  668. m_msaaBackBufferFbo = 0;
  669. }
  670. }
  671. void blitMsaaFbo()
  672. {
  673. if (0 != m_msaaBackBufferFbo)
  674. {
  675. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  676. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  677. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  678. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  679. uint32_t width = m_resolution.m_width;
  680. uint32_t height = m_resolution.m_height;
  681. GLenum filter = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) ? GL_NEAREST : GL_LINEAR;
  682. GL_CHECK(glBlitFramebuffer(0
  683. , 0
  684. , width
  685. , height
  686. , 0
  687. , 0
  688. , width
  689. , height
  690. , GL_COLOR_BUFFER_BIT
  691. , filter
  692. ) );
  693. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  694. }
  695. }
  696. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  697. {
  698. if (_width != 0
  699. || _height != 0)
  700. {
  701. if (!m_glctx.isValid() )
  702. {
  703. m_glctx.create(_width, _height);
  704. #if BX_PLATFORM_IOS
  705. // BK - Temp, need to figure out how to deal with FBO created by context.
  706. m_backBufferFbo = m_glctx.m_fbo;
  707. m_msaaBackBufferFbo = m_glctx.m_fbo;
  708. #endif // BX_PLATFORM_IOS
  709. }
  710. else
  711. {
  712. destroyMsaaFbo();
  713. m_glctx.resize(_width, _height, _vsync);
  714. createMsaaFbo(_width, _height, _msaa);
  715. }
  716. }
  717. m_flip = true;
  718. }
  719. void flip()
  720. {
  721. if (m_flip)
  722. {
  723. m_glctx.swap();
  724. }
  725. }
  726. void invalidateCache()
  727. {
  728. if (m_vaoSupport)
  729. {
  730. m_vaoStateCache.invalidate();
  731. }
  732. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2)
  733. && m_samplerObjectSupport)
  734. {
  735. m_samplerStateCache.invalidate();
  736. }
  737. }
  738. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  739. {
  740. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2) )
  741. {
  742. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  743. {
  744. _flags = (_flags&(~BGFX_TEXTURE_RESERVED_MASK) ) | (_numMips<<BGFX_TEXTURE_RESERVED_SHIFT);
  745. GLuint sampler = m_samplerStateCache.find(_flags);
  746. if (UINT32_MAX == sampler)
  747. {
  748. sampler = m_samplerStateCache.add(_flags);
  749. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  750. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  751. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  752. const uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  753. const uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  754. const uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  755. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  756. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  757. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  758. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  759. && 0.0f < m_maxAnisotropy)
  760. {
  761. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  762. }
  763. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2)
  764. || m_shadowSamplersSupport)
  765. {
  766. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  767. if (0 == cmpFunc)
  768. {
  769. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  770. }
  771. else
  772. {
  773. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  774. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  775. }
  776. }
  777. }
  778. GL_CHECK(glBindSampler(_stage, sampler) );
  779. }
  780. else
  781. {
  782. GL_CHECK(glBindSampler(_stage, 0) );
  783. }
  784. }
  785. }
  786. void updateCapture()
  787. {
  788. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  789. {
  790. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  791. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  792. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  793. }
  794. else
  795. {
  796. captureFinish();
  797. }
  798. }
  799. void capture()
  800. {
  801. if (NULL != m_capture)
  802. {
  803. GL_CHECK(glReadPixels(0
  804. , 0
  805. , m_resolution.m_width
  806. , m_resolution.m_height
  807. , m_readPixelsFmt
  808. , GL_UNSIGNED_BYTE
  809. , m_capture
  810. ) );
  811. g_callback->captureFrame(m_capture, m_captureSize);
  812. }
  813. }
  814. void captureFinish()
  815. {
  816. if (NULL != m_capture)
  817. {
  818. g_callback->captureEnd();
  819. BX_FREE(g_allocator, m_capture);
  820. m_capture = NULL;
  821. m_captureSize = 0;
  822. }
  823. }
  824. void saveScreenShot(const char* _filePath)
  825. {
  826. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  827. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  828. uint32_t width = m_resolution.m_width;
  829. uint32_t height = m_resolution.m_height;
  830. GL_CHECK(glReadPixels(0
  831. , 0
  832. , width
  833. , height
  834. , m_readPixelsFmt
  835. , GL_UNSIGNED_BYTE
  836. , data
  837. ) );
  838. if (GL_RGBA == m_readPixelsFmt)
  839. {
  840. imageSwizzleBgra8(width, height, width*4, data, data);
  841. }
  842. g_callback->screenShot(_filePath
  843. , width
  844. , height
  845. , width*4
  846. , data
  847. , length
  848. , true
  849. );
  850. BX_FREE(g_allocator, data);
  851. }
  852. void init()
  853. {
  854. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  855. m_vendor = getGLString(GL_VENDOR);
  856. m_renderer = getGLString(GL_RENDERER);
  857. m_version = getGLString(GL_VERSION);
  858. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  859. GLint numCmpFormats = 0;
  860. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  861. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  862. GLint* cmpFormat = NULL;
  863. if (0 < numCmpFormats)
  864. {
  865. numCmpFormats = numCmpFormats > 256 ? 256 : numCmpFormats;
  866. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  867. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  868. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  869. {
  870. GLint internalFmt = cmpFormat[ii];
  871. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  872. for (uint32_t jj = 0; jj < fmt; ++jj)
  873. {
  874. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  875. {
  876. s_textureFormat[jj].m_supported = true;
  877. fmt = jj;
  878. }
  879. }
  880. BX_TRACE(" %3d: %8x %s", ii, internalFmt, getName( (TextureFormat::Enum)fmt) );
  881. }
  882. }
  883. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  884. {
  885. #define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  886. BX_TRACE("Defaults:");
  887. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  888. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  889. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  890. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  891. #else
  892. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  893. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  894. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  895. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
  896. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  897. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  898. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  899. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  900. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  901. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  902. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  903. #undef GL_GET
  904. BX_TRACE(" Vendor: %s", m_vendor);
  905. BX_TRACE(" Renderer: %s", m_renderer);
  906. BX_TRACE(" Version: %s", m_version);
  907. BX_TRACE("GLSL version: %s", m_glslVersion);
  908. }
  909. // Initial binary shader hash depends on driver version.
  910. m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  911. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  912. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  913. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  914. ;
  915. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  916. {
  917. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  918. glGetError(); // ignore error if glGetString returns NULL.
  919. if (NULL != extensions)
  920. {
  921. char name[1024];
  922. const char* pos = extensions;
  923. const char* end = extensions + strlen(extensions);
  924. uint32_t index = 0;
  925. while (pos < end)
  926. {
  927. uint32_t len;
  928. const char* space = strchr(pos, ' ');
  929. if (NULL != space)
  930. {
  931. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  932. }
  933. else
  934. {
  935. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  936. }
  937. strncpy(name, pos, len);
  938. name[len] = '\0';
  939. bool supported = false;
  940. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  941. {
  942. Extension& extension = s_extension[ii];
  943. if (!extension.m_supported
  944. && extension.m_initialize)
  945. {
  946. const char* ext = name;
  947. if (0 == strncmp(ext, "GL_", 3) ) // skip GL_
  948. {
  949. ext += 3;
  950. }
  951. if (0 == strcmp(ext, extension.m_name) )
  952. {
  953. extension.m_supported = true;
  954. supported = true;
  955. break;
  956. }
  957. }
  958. }
  959. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  960. BX_UNUSED(supported);
  961. pos += len+1;
  962. ++index;
  963. }
  964. BX_TRACE("Supported extensions:");
  965. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  966. {
  967. if (s_extension[ii].m_supported)
  968. {
  969. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  970. }
  971. }
  972. }
  973. }
  974. bool bc123Supported = 0
  975. || s_extension[Extension::EXT_texture_compression_s3tc].m_supported
  976. || s_extension[Extension::MOZ_WEBGL_compressed_texture_s3tc].m_supported
  977. || s_extension[Extension::WEBGL_compressed_texture_s3tc].m_supported
  978. || s_extension[Extension::WEBKIT_WEBGL_compressed_texture_s3tc].m_supported
  979. ;
  980. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported
  981. || s_extension[Extension::ANGLE_texture_compression_dxt1].m_supported
  982. || s_extension[Extension::EXT_texture_compression_dxt1].m_supported
  983. ;
  984. if (!s_textureFormat[TextureFormat::BC1].m_supported
  985. && (s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  986. {
  987. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  988. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  989. {
  990. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  991. {
  992. s_textureFormat[TextureFormat::BC1].m_internalFmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  993. s_textureFormat[TextureFormat::BC1].m_fmt = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  994. s_textureFormat[TextureFormat::BC1].m_supported = true;
  995. break;
  996. }
  997. }
  998. }
  999. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported
  1000. || s_extension[Extension::ANGLE_texture_compression_dxt3].m_supported
  1001. || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported
  1002. ;
  1003. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported
  1004. || s_extension[Extension::ANGLE_texture_compression_dxt5].m_supported
  1005. || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported
  1006. ;
  1007. bool bc45Supported = s_extension[Extension::EXT_texture_compression_latc].m_supported
  1008. || s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  1009. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported
  1010. ;
  1011. s_textureFormat[TextureFormat::BC4].m_supported |= bc45Supported;
  1012. s_textureFormat[TextureFormat::BC5].m_supported |= bc45Supported;
  1013. bool etc1Supported = s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported;
  1014. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  1015. bool etc2Supported = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1016. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  1017. ;
  1018. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  1019. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  1020. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  1021. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  1022. && s_textureFormat[TextureFormat::ETC2].m_supported)
  1023. {
  1024. // When ETC2 is supported override ETC1 texture format settings.
  1025. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  1026. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  1027. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  1028. }
  1029. bool ptc1Supported = s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported;
  1030. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  1031. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  1032. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  1033. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  1034. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  1035. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  1036. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  1037. uint64_t supportedCompressedFormats = 0
  1038. | (s_textureFormat[TextureFormat::BC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC1 : 0)
  1039. | (s_textureFormat[TextureFormat::BC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC2 : 0)
  1040. | (s_textureFormat[TextureFormat::BC3 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC3 : 0)
  1041. | (s_textureFormat[TextureFormat::BC4 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC4 : 0)
  1042. | (s_textureFormat[TextureFormat::BC5 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_BC5 : 0)
  1043. | (s_textureFormat[TextureFormat::ETC1 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC1 : 0)
  1044. | (s_textureFormat[TextureFormat::ETC2 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2 : 0)
  1045. | (s_textureFormat[TextureFormat::ETC2A ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A : 0)
  1046. | (s_textureFormat[TextureFormat::ETC2A1].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 : 0)
  1047. | (s_textureFormat[TextureFormat::PTC12 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12 : 0)
  1048. | (s_textureFormat[TextureFormat::PTC14 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14 : 0)
  1049. | (s_textureFormat[TextureFormat::PTC14A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC14A : 0)
  1050. | (s_textureFormat[TextureFormat::PTC12A].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC12A : 0)
  1051. | (s_textureFormat[TextureFormat::PTC22 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC22 : 0)
  1052. | (s_textureFormat[TextureFormat::PTC24 ].m_supported ? BGFX_CAPS_TEXTURE_FORMAT_PTC24 : 0)
  1053. ;
  1054. g_caps.supported |= supportedCompressedFormats;
  1055. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_texture_3D].m_supported
  1056. ? BGFX_CAPS_TEXTURE_3D
  1057. : 0
  1058. ;
  1059. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::EXT_shadow_samplers].m_supported
  1060. ? BGFX_CAPS_TEXTURE_COMPARE_ALL
  1061. : 0
  1062. ;
  1063. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::OES_vertex_half_float].m_supported
  1064. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  1065. : 0
  1066. ;
  1067. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)|s_extension[Extension::EXT_frag_depth].m_supported
  1068. ? BGFX_CAPS_FRAGMENT_DEPTH
  1069. : 0
  1070. ;
  1071. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  1072. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGLES2) )
  1073. {
  1074. g_caps.maxFBAttachments = bx::uint32_min(glGet(GL_MAX_COLOR_ATTACHMENTS), BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1075. }
  1076. m_vaoSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1077. || s_extension[Extension::ARB_vertex_array_object].m_supported
  1078. || s_extension[Extension::OES_vertex_array_object].m_supported
  1079. ;
  1080. if (BX_ENABLED(BX_PLATFORM_NACL) )
  1081. {
  1082. m_vaoSupport &= NULL != glGenVertexArrays
  1083. && NULL != glDeleteVertexArrays
  1084. && NULL != glBindVertexArray
  1085. ;
  1086. }
  1087. if (m_vaoSupport)
  1088. {
  1089. GL_CHECK(glGenVertexArrays(1, &m_vao) );
  1090. }
  1091. m_samplerObjectSupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1092. || s_extension[Extension::ARB_sampler_objects].m_supported
  1093. ;
  1094. m_shadowSamplersSupport = !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  1095. || s_extension[Extension::EXT_shadow_samplers].m_supported
  1096. ;
  1097. m_programBinarySupport = !!BGFX_CONFIG_RENDERER_OPENGLES3
  1098. || s_extension[Extension::ARB_get_program_binary].m_supported
  1099. || s_extension[Extension::OES_get_program_binary].m_supported
  1100. || s_extension[Extension::IMG_shader_binary].m_supported
  1101. ;
  1102. m_textureSwizzleSupport = false
  1103. || s_extension[Extension::ARB_texture_swizzle].m_supported
  1104. || s_extension[Extension::EXT_texture_swizzle].m_supported
  1105. ;
  1106. m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  1107. || s_extension[Extension::ANGLE_depth_texture].m_supported
  1108. || s_extension[Extension::CHROMIUM_depth_texture].m_supported
  1109. || s_extension[Extension::GOOGLE_depth_texture].m_supported
  1110. || s_extension[Extension::OES_depth_texture].m_supported
  1111. || s_extension[Extension::MOZ_WEBGL_depth_texture].m_supported
  1112. || s_extension[Extension::WEBGL_depth_texture].m_supported
  1113. || s_extension[Extension::WEBKIT_WEBGL_depth_texture].m_supported
  1114. ;
  1115. g_caps.supported |= m_depthTextureSupport
  1116. ? (BGFX_CAPS_TEXTURE_DEPTH_MASK|BGFX_CAPS_TEXTURE_COMPARE_LEQUAL)
  1117. : 0
  1118. ;
  1119. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  1120. {
  1121. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_maxAnisotropy) );
  1122. }
  1123. if (s_extension[Extension::ARB_texture_multisample].m_supported
  1124. || s_extension[Extension::ANGLE_framebuffer_multisample].m_supported)
  1125. {
  1126. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &m_maxMsaa) );
  1127. }
  1128. if (s_extension[Extension::OES_read_format].m_supported
  1129. && (s_extension[Extension::IMG_read_format].m_supported || s_extension[Extension::EXT_read_format_bgra].m_supported) )
  1130. {
  1131. m_readPixelsFmt = GL_BGRA_EXT;
  1132. }
  1133. else
  1134. {
  1135. m_readPixelsFmt = GL_RGBA;
  1136. }
  1137. if (s_extension[Extension::EXT_texture_format_BGRA8888].m_supported
  1138. || s_extension[Extension::EXT_bgra].m_supported
  1139. || s_extension[Extension::IMG_texture_format_BGRA8888].m_supported
  1140. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  1141. {
  1142. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1143. {
  1144. m_readPixelsFmt = GL_BGRA_EXT;
  1145. }
  1146. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA_EXT;
  1147. // Mixing GLES and GL extensions here. OpenGL EXT_bgra wants
  1148. // format to be BGRA but internal format to stay RGBA, but
  1149. // EXT_texture_format_BGRA8888 wants both format and internal
  1150. // format to be BGRA.
  1151. //
  1152. // Reference:
  1153. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  1154. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  1155. if (!s_extension[Extension::EXT_bgra].m_supported)
  1156. {
  1157. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA_EXT;
  1158. }
  1159. }
  1160. if (s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  1161. {
  1162. s_textureFormat[TextureFormat::BC4].m_fmt = GL_COMPRESSED_RED_RGTC1_EXT;
  1163. s_textureFormat[TextureFormat::BC4].m_internalFmt = GL_COMPRESSED_RED_RGTC1_EXT;
  1164. s_textureFormat[TextureFormat::BC5].m_fmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  1165. s_textureFormat[TextureFormat::BC5].m_internalFmt = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
  1166. }
  1167. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  1168. {
  1169. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1170. }
  1171. else
  1172. {
  1173. if (!BX_ENABLED(BX_PLATFORM_IOS) )
  1174. {
  1175. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  1176. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  1177. {
  1178. if (NULL != glVertexAttribDivisor
  1179. && NULL != glDrawArraysInstanced
  1180. && NULL != glDrawElementsInstanced)
  1181. {
  1182. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1183. }
  1184. }
  1185. }
  1186. if (0 == (g_caps.supported & BGFX_CAPS_INSTANCING) )
  1187. {
  1188. glVertexAttribDivisor = stubVertexAttribDivisor;
  1189. glDrawArraysInstanced = stubDrawArraysInstanced;
  1190. glDrawElementsInstanced = stubDrawElementsInstanced;
  1191. }
  1192. }
  1193. #if BGFX_CONFIG_RENDERER_OPENGL
  1194. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31) )
  1195. {
  1196. s_textureFormat[TextureFormat::L8].m_internalFmt = GL_R8;
  1197. s_textureFormat[TextureFormat::L8].m_fmt = GL_RED;
  1198. }
  1199. if (s_extension[Extension::ARB_debug_output].m_supported
  1200. || s_extension[Extension::KHR_debug].m_supported)
  1201. {
  1202. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  1203. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  1204. }
  1205. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  1206. {
  1207. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  1208. }
  1209. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  1210. {
  1211. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  1212. }
  1213. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1214. if (NULL == glFrameTerminatorGREMEDY)
  1215. {
  1216. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  1217. }
  1218. if (NULL == glInsertEventMarker)
  1219. {
  1220. glInsertEventMarker = NULL != glStringMarkerGREMEDY
  1221. ? stubInsertEventMarkerGREMEDY
  1222. : stubInsertEventMarker
  1223. ;
  1224. }
  1225. if (NULL == glObjectLabel)
  1226. {
  1227. glObjectLabel = stubObjectLabel;
  1228. }
  1229. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1230. {
  1231. m_queries.create();
  1232. }
  1233. }
  1234. void shutdown()
  1235. {
  1236. captureFinish();
  1237. invalidateCache();
  1238. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1239. {
  1240. m_queries.destroy();
  1241. }
  1242. destroyMsaaFbo();
  1243. m_glctx.destroy();
  1244. m_flip = false;
  1245. }
  1246. IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  1247. VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  1248. Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS];
  1249. Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS];
  1250. Program m_program[BGFX_CONFIG_MAX_PROGRAMS];
  1251. Texture m_textures[BGFX_CONFIG_MAX_TEXTURES];
  1252. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  1253. FrameBuffer m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  1254. UniformRegistry m_uniformReg;
  1255. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  1256. Queries m_queries;
  1257. VaoStateCache m_vaoStateCache;
  1258. SamplerStateCache m_samplerStateCache;
  1259. TextVideoMem m_textVideoMem;
  1260. bool m_rtMsaa;
  1261. FrameBufferHandle m_fbh;
  1262. Resolution m_resolution;
  1263. void* m_capture;
  1264. uint32_t m_captureSize;
  1265. float m_maxAnisotropy;
  1266. int32_t m_maxMsaa;
  1267. GLuint m_vao;
  1268. bool m_vaoSupport;
  1269. bool m_samplerObjectSupport;
  1270. bool m_shadowSamplersSupport;
  1271. bool m_programBinarySupport;
  1272. bool m_textureSwizzleSupport;
  1273. bool m_depthTextureSupport;
  1274. bool m_useClearQuad;
  1275. bool m_flip;
  1276. uint64_t m_hash;
  1277. GLenum m_readPixelsFmt;
  1278. GLuint m_backBufferFbo;
  1279. GLuint m_msaaBackBufferFbo;
  1280. GLuint m_msaaBackBufferRbos[2];
  1281. GlContext m_glctx;
  1282. const char* m_vendor;
  1283. const char* m_renderer;
  1284. const char* m_version;
  1285. const char* m_glslVersion;
  1286. };
  1287. RendererContext* s_renderCtx;
  1288. const char* glslTypeName(GLuint _type)
  1289. {
  1290. #define GLSL_TYPE(_ty) case _ty: return #_ty
  1291. switch (_type)
  1292. {
  1293. GLSL_TYPE(GL_FLOAT);
  1294. GLSL_TYPE(GL_FLOAT_VEC2);
  1295. GLSL_TYPE(GL_FLOAT_VEC3);
  1296. GLSL_TYPE(GL_FLOAT_VEC4);
  1297. GLSL_TYPE(GL_FLOAT_MAT2);
  1298. GLSL_TYPE(GL_FLOAT_MAT3);
  1299. GLSL_TYPE(GL_FLOAT_MAT4);
  1300. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  1301. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  1302. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  1303. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  1304. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  1305. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  1306. // GLSL_TYPE(GL_SAMPLER_1D);
  1307. GLSL_TYPE(GL_SAMPLER_2D);
  1308. GLSL_TYPE(GL_SAMPLER_3D);
  1309. GLSL_TYPE(GL_SAMPLER_CUBE);
  1310. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  1311. GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  1312. }
  1313. #undef GLSL_TYPE
  1314. return "UNKNOWN GLSL TYPE!";
  1315. }
  1316. const char* glEnumName(GLenum _enum)
  1317. {
  1318. #define GLENUM(_ty) case _ty: return #_ty
  1319. switch (_enum)
  1320. {
  1321. GLENUM(GL_TEXTURE);
  1322. GLENUM(GL_RENDERBUFFER);
  1323. }
  1324. #undef GLENUM
  1325. return "UNKNOWN GLENUM!";
  1326. }
  1327. UniformType::Enum convertGlType(GLenum _type)
  1328. {
  1329. switch (_type)
  1330. {
  1331. case GL_FLOAT:
  1332. return UniformType::Uniform1fv;
  1333. case GL_FLOAT_VEC2:
  1334. return UniformType::Uniform2fv;
  1335. case GL_FLOAT_VEC3:
  1336. return UniformType::Uniform3fv;
  1337. case GL_FLOAT_VEC4:
  1338. return UniformType::Uniform4fv;
  1339. case GL_FLOAT_MAT2:
  1340. break;
  1341. case GL_FLOAT_MAT3:
  1342. return UniformType::Uniform3x3fv;
  1343. case GL_FLOAT_MAT4:
  1344. return UniformType::Uniform4x4fv;
  1345. // case GL_FLOAT_MAT2x3:
  1346. // case GL_FLOAT_MAT2x4:
  1347. // case GL_FLOAT_MAT3x2:
  1348. // case GL_FLOAT_MAT3x4:
  1349. // case GL_FLOAT_MAT4x2:
  1350. // case GL_FLOAT_MAT4x3:
  1351. // break;
  1352. // case GL_SAMPLER_1D:
  1353. case GL_SAMPLER_2D:
  1354. case GL_SAMPLER_3D:
  1355. case GL_SAMPLER_CUBE:
  1356. // case GL_SAMPLER_1D_SHADOW:
  1357. case GL_SAMPLER_2D_SHADOW:
  1358. return UniformType::Uniform1iv;
  1359. };
  1360. return UniformType::End;
  1361. }
  1362. void Program::create(const Shader& _vsh, const Shader& _fsh)
  1363. {
  1364. m_id = glCreateProgram();
  1365. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  1366. bool cached = false;
  1367. uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  1368. id ^= s_renderCtx->m_hash;
  1369. if (s_renderCtx->m_programBinarySupport)
  1370. {
  1371. uint32_t length = g_callback->cacheReadSize(id);
  1372. cached = length > 0;
  1373. if (cached)
  1374. {
  1375. void* data = BX_ALLOC(g_allocator, length);
  1376. if (g_callback->cacheRead(id, data, length) )
  1377. {
  1378. bx::MemoryReader reader(data, length);
  1379. GLenum format;
  1380. bx::read(&reader, format);
  1381. GL_CHECK(glProgramBinary(m_id, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  1382. }
  1383. BX_FREE(g_allocator, data);
  1384. }
  1385. #if BGFX_CONFIG_RENDERER_OPENGL
  1386. GL_CHECK(glProgramParameteri(m_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  1387. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1388. }
  1389. if (!cached)
  1390. {
  1391. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  1392. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  1393. GL_CHECK(glLinkProgram(m_id) );
  1394. GLint linked = 0;
  1395. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  1396. if (0 == linked)
  1397. {
  1398. char log[1024];
  1399. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  1400. BX_TRACE("%d: %s", linked, log);
  1401. GL_CHECK(glDeleteProgram(m_id) );
  1402. return;
  1403. }
  1404. if (s_renderCtx->m_programBinarySupport)
  1405. {
  1406. GLint programLength;
  1407. GLenum format;
  1408. GL_CHECK(glGetProgramiv(m_id, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  1409. if (0 < programLength)
  1410. {
  1411. uint32_t length = programLength + 4;
  1412. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1413. GL_CHECK(glGetProgramBinary(m_id, programLength, NULL, &format, &data[4]) );
  1414. *(uint32_t*)data = format;
  1415. g_callback->cacheWrite(id, data, length);
  1416. BX_FREE(g_allocator, data);
  1417. }
  1418. }
  1419. }
  1420. init();
  1421. if (!cached)
  1422. {
  1423. // Must be after init, otherwise init might fail to lookup shader
  1424. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  1425. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  1426. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  1427. }
  1428. }
  1429. void Program::destroy()
  1430. {
  1431. if (NULL != m_constantBuffer)
  1432. {
  1433. ConstantBuffer::destroy(m_constantBuffer);
  1434. m_constantBuffer = NULL;
  1435. }
  1436. m_numPredefined = 0;
  1437. if (0 != m_id)
  1438. {
  1439. GL_CHECK(glUseProgram(0) );
  1440. GL_CHECK(glDeleteProgram(m_id) );
  1441. m_id = 0;
  1442. }
  1443. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1444. }
  1445. void Program::init()
  1446. {
  1447. GLint activeAttribs;
  1448. GLint activeUniforms;
  1449. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  1450. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  1451. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  1452. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) );
  1453. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  1454. GLint max0, max1;
  1455. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  1456. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  1457. GLint maxLength = bx::uint32_max(max0, max1);
  1458. char* name = (char*)alloca(maxLength + 1);
  1459. BX_TRACE("Program %d", m_id);
  1460. BX_TRACE("Attributes (%d):", activeAttribs);
  1461. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  1462. {
  1463. GLint size;
  1464. GLenum type;
  1465. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  1466. BX_TRACE("\t%s %s is at location %d"
  1467. , glslTypeName(type)
  1468. , name
  1469. , glGetAttribLocation(m_id, name)
  1470. );
  1471. }
  1472. m_numPredefined = 0;
  1473. m_constantBuffer = ConstantBuffer::create(1024);
  1474. m_numSamplers = 0;
  1475. BX_TRACE("Uniforms (%d):", activeUniforms);
  1476. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  1477. {
  1478. GLint num;
  1479. GLenum gltype;
  1480. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  1481. GLint loc = glGetUniformLocation(m_id, name);
  1482. int offset = 0;
  1483. char* array = strchr(name, '[');
  1484. if (NULL != array)
  1485. {
  1486. BX_TRACE("--- %s", name);
  1487. *array = '\0';
  1488. array++;
  1489. char* end = strchr(array, ']');
  1490. *end = '\0';
  1491. offset = atoi(array);
  1492. }
  1493. switch (gltype)
  1494. {
  1495. case GL_SAMPLER_2D:
  1496. case GL_SAMPLER_3D:
  1497. case GL_SAMPLER_CUBE:
  1498. case GL_SAMPLER_2D_SHADOW:
  1499. BX_TRACE("Sampler %d at %d.", m_numSamplers, loc);
  1500. m_sampler[m_numSamplers] = loc;
  1501. m_numSamplers++;
  1502. break;
  1503. default:
  1504. break;
  1505. }
  1506. const void* data = NULL;
  1507. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  1508. if (PredefinedUniform::Count != predefined)
  1509. {
  1510. m_predefined[m_numPredefined].m_loc = loc;
  1511. m_predefined[m_numPredefined].m_type = predefined;
  1512. m_predefined[m_numPredefined].m_count = num;
  1513. m_numPredefined++;
  1514. }
  1515. else
  1516. {
  1517. const UniformInfo* info = s_renderCtx->m_uniformReg.find(name);
  1518. if (NULL != info)
  1519. {
  1520. data = info->m_data;
  1521. UniformType::Enum type = convertGlType(gltype);
  1522. m_constantBuffer->writeUniformRef(type, 0, data, num);
  1523. m_constantBuffer->write(loc);
  1524. BX_TRACE("store %s %p", name, data);
  1525. }
  1526. }
  1527. BX_TRACE("\tuniform %s %s%s is at location %d, size %d (%p), offset %d"
  1528. , glslTypeName(gltype)
  1529. , name
  1530. , PredefinedUniform::Count != predefined ? "*" : ""
  1531. , loc
  1532. , num
  1533. , data
  1534. , offset
  1535. );
  1536. BX_UNUSED(offset);
  1537. }
  1538. m_constantBuffer->finish();
  1539. memset(m_attributes, 0xff, sizeof(m_attributes) );
  1540. uint32_t used = 0;
  1541. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  1542. {
  1543. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  1544. if (-1 != loc)
  1545. {
  1546. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  1547. m_attributes[ii] = loc;
  1548. m_used[used++] = ii;
  1549. }
  1550. }
  1551. m_used[used] = Attrib::Count;
  1552. used = 0;
  1553. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  1554. {
  1555. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  1556. if (GLuint(-1) != loc )
  1557. {
  1558. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  1559. m_instanceData[used++] = loc;
  1560. }
  1561. }
  1562. m_instanceData[used] = 0xffff;
  1563. }
  1564. void Program::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  1565. {
  1566. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  1567. {
  1568. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  1569. GLint loc = m_attributes[attr];
  1570. uint8_t num;
  1571. AttribType::Enum type;
  1572. bool normalized;
  1573. bool asInt;
  1574. _vertexDecl.decode(attr, num, type, normalized, asInt);
  1575. if (-1 != loc)
  1576. {
  1577. if (0xff != _vertexDecl.m_attributes[attr])
  1578. {
  1579. GL_CHECK(glEnableVertexAttribArray(loc) );
  1580. GL_CHECK(glVertexAttribDivisor(loc, 0) );
  1581. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  1582. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  1583. }
  1584. else
  1585. {
  1586. GL_CHECK(glDisableVertexAttribArray(loc) );
  1587. }
  1588. }
  1589. }
  1590. }
  1591. void Program::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  1592. {
  1593. uint32_t baseVertex = _baseVertex;
  1594. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  1595. {
  1596. GLint loc = m_instanceData[ii];
  1597. GL_CHECK(glEnableVertexAttribArray(loc) );
  1598. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  1599. GL_CHECK(glVertexAttribDivisor(loc, 1) );
  1600. baseVertex += 16;
  1601. }
  1602. }
  1603. void IndexBuffer::destroy()
  1604. {
  1605. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  1606. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1607. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1608. }
  1609. void VertexBuffer::destroy()
  1610. {
  1611. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  1612. GL_CHECK(glDeleteBuffers(1, &m_id) );
  1613. m_vcref.invalidate(s_renderCtx->m_vaoStateCache);
  1614. }
  1615. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  1616. {
  1617. if (BX_ENABLED(!BGFX_CONFIG_RENDERER_OPENGL) )
  1618. {
  1619. _internalFormat = _format; // GLES wants internal format to match format...
  1620. }
  1621. if (_target == GL_TEXTURE_3D)
  1622. {
  1623. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  1624. }
  1625. else
  1626. {
  1627. BX_UNUSED(_depth);
  1628. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  1629. }
  1630. }
  1631. 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)
  1632. {
  1633. if (_target == GL_TEXTURE_3D)
  1634. {
  1635. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  1636. }
  1637. else
  1638. {
  1639. BX_UNUSED(_zoffset, _depth);
  1640. BX_TRACE("x %d, y %d, w %d, h %d", _xoffset, _yoffset, _width, _height);
  1641. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  1642. }
  1643. }
  1644. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  1645. {
  1646. if (_target == GL_TEXTURE_3D)
  1647. {
  1648. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  1649. }
  1650. else
  1651. {
  1652. BX_UNUSED(_depth);
  1653. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  1654. }
  1655. }
  1656. 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)
  1657. {
  1658. if (_target == GL_TEXTURE_3D)
  1659. {
  1660. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  1661. }
  1662. else
  1663. {
  1664. BX_UNUSED(_zoffset, _depth);
  1665. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  1666. }
  1667. }
  1668. bool Texture::init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  1669. {
  1670. m_target = _target;
  1671. m_numMips = _numMips;
  1672. m_flags = _flags;
  1673. m_currentFlags = UINT32_MAX;
  1674. m_width = _width;
  1675. m_height = _height;
  1676. m_requestedFormat = _format;
  1677. m_textureFormat = _format;
  1678. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  1679. if (!bufferOnly)
  1680. {
  1681. GL_CHECK(glGenTextures(1, &m_id) );
  1682. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  1683. GL_CHECK(glBindTexture(_target, m_id) );
  1684. setSamplerState(_flags);
  1685. const TextureFormatInfo& tfi = s_textureFormat[_format];
  1686. m_fmt = tfi.m_fmt;
  1687. m_type = tfi.m_type;
  1688. const bool compressed = isCompressed(TextureFormat::Enum(_format) );
  1689. const bool decompress = !tfi.m_supported && compressed;
  1690. if (decompress)
  1691. {
  1692. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  1693. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  1694. m_fmt = tfi.m_fmt;
  1695. m_type = tfi.m_type;
  1696. }
  1697. #if BGFX_CONFIG_RENDERER_OPENGL
  1698. if (GL_RGBA == m_fmt
  1699. && s_renderCtx->m_textureSwizzleSupport)
  1700. {
  1701. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  1702. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  1703. }
  1704. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1705. }
  1706. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  1707. if (renderTarget)
  1708. {
  1709. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  1710. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  1711. msaaQuality = bx::uint32_min(s_renderCtx->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
  1712. if (0 != msaaQuality
  1713. || bufferOnly)
  1714. {
  1715. GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
  1716. BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
  1717. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) );
  1718. if (0 == msaaQuality)
  1719. {
  1720. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER
  1721. , s_textureFormat[m_textureFormat].m_internalFmt
  1722. , _width
  1723. , _height
  1724. ) );
  1725. }
  1726. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3) )
  1727. {
  1728. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER
  1729. , msaaQuality
  1730. , s_textureFormat[m_textureFormat].m_internalFmt
  1731. , _width
  1732. , _height
  1733. ) );
  1734. }
  1735. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  1736. if (bufferOnly)
  1737. {
  1738. // This is render buffer, there is no sampling, no need
  1739. // to create texture.
  1740. return false;
  1741. }
  1742. }
  1743. }
  1744. return true;
  1745. }
  1746. void Texture::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  1747. {
  1748. ImageContainer imageContainer;
  1749. if (imageParse(imageContainer, _mem->data, _mem->size) )
  1750. {
  1751. uint8_t numMips = imageContainer.m_numMips;
  1752. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  1753. numMips -= startLod;
  1754. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  1755. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  1756. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  1757. GLenum target = GL_TEXTURE_2D;
  1758. if (imageContainer.m_cubeMap)
  1759. {
  1760. target = GL_TEXTURE_CUBE_MAP;
  1761. }
  1762. else if (imageContainer.m_depth > 1)
  1763. {
  1764. target = GL_TEXTURE_3D;
  1765. }
  1766. if (!init(target
  1767. , textureWidth
  1768. , textureHeight
  1769. , imageContainer.m_format
  1770. , numMips
  1771. , _flags
  1772. ) )
  1773. {
  1774. return;
  1775. }
  1776. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1777. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  1778. const bool swizzle = true
  1779. && TextureFormat::BGRA8 == m_textureFormat
  1780. && GL_RGBA == m_fmt
  1781. && !s_renderCtx->m_textureSwizzleSupport
  1782. ;
  1783. const bool convert = m_textureFormat != m_requestedFormat;
  1784. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  1785. uint32_t blockWidth = 1;
  1786. uint32_t blockHeight = 1;
  1787. if (convert && compressed)
  1788. {
  1789. blockWidth = blockInfo.blockWidth;
  1790. blockHeight = blockInfo.blockHeight;
  1791. }
  1792. BX_WARN(!swizzle && !convert, "Texture %s%s%s from %s to %s."
  1793. , swizzle ? "swizzle" : ""
  1794. , swizzle&&convert ? " and " : ""
  1795. , convert ? "convert" : ""
  1796. , getName( (TextureFormat::Enum)m_requestedFormat)
  1797. , getName( (TextureFormat::Enum)m_textureFormat)
  1798. );
  1799. uint8_t* temp = NULL;
  1800. if (convert || swizzle)
  1801. {
  1802. temp = (uint8_t*)BX_ALLOC(g_allocator, textureWidth*textureHeight*4);
  1803. }
  1804. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  1805. {
  1806. uint32_t width = textureWidth;
  1807. uint32_t height = textureHeight;
  1808. uint32_t depth = imageContainer.m_depth;
  1809. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  1810. {
  1811. width = bx::uint32_max(blockWidth, width);
  1812. height = bx::uint32_max(blockHeight, height);
  1813. depth = bx::uint32_max(1, depth);
  1814. ImageMip mip;
  1815. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  1816. {
  1817. if (compressed)
  1818. {
  1819. compressedTexImage(target+side
  1820. , lod
  1821. , internalFmt
  1822. , width
  1823. , height
  1824. , depth
  1825. , 0
  1826. , mip.m_size
  1827. , mip.m_data
  1828. );
  1829. }
  1830. else
  1831. {
  1832. const uint8_t* data = mip.m_data;
  1833. if (convert)
  1834. {
  1835. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  1836. data = temp;
  1837. }
  1838. if (swizzle)
  1839. {
  1840. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  1841. data = temp;
  1842. }
  1843. texImage(target+side
  1844. , lod
  1845. , internalFmt
  1846. , width
  1847. , height
  1848. , depth
  1849. , 0
  1850. , m_fmt
  1851. , m_type
  1852. , data
  1853. );
  1854. }
  1855. }
  1856. else
  1857. {
  1858. if (compressed)
  1859. {
  1860. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  1861. * bx::uint32_max(1, (height + 3)>>2)
  1862. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  1863. ;
  1864. compressedTexImage(target+side
  1865. , lod
  1866. , internalFmt
  1867. , width
  1868. , height
  1869. , depth
  1870. , 0
  1871. , size
  1872. , NULL
  1873. );
  1874. }
  1875. else
  1876. {
  1877. texImage(target+side
  1878. , lod
  1879. , internalFmt
  1880. , width
  1881. , height
  1882. , depth
  1883. , 0
  1884. , m_fmt
  1885. , m_type
  1886. , NULL
  1887. );
  1888. }
  1889. }
  1890. width >>= 1;
  1891. height >>= 1;
  1892. depth >>= 1;
  1893. }
  1894. }
  1895. if (NULL != temp)
  1896. {
  1897. BX_FREE(g_allocator, temp);
  1898. }
  1899. }
  1900. GL_CHECK(glBindTexture(m_target, 0) );
  1901. }
  1902. void Texture::destroy()
  1903. {
  1904. if (0 != m_id)
  1905. {
  1906. GL_CHECK(glBindTexture(m_target, 0) );
  1907. GL_CHECK(glDeleteTextures(1, &m_id) );
  1908. m_id = 0;
  1909. }
  1910. if (0 != m_rbo)
  1911. {
  1912. GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) );
  1913. m_rbo = 0;
  1914. }
  1915. }
  1916. void Texture::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  1917. {
  1918. BX_UNUSED(_z, _depth);
  1919. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  1920. const uint32_t rectpitch = _rect.m_width*bpp/8;
  1921. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  1922. GL_CHECK(glBindTexture(m_target, m_id) );
  1923. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  1924. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  1925. const bool swizzle = true
  1926. && TextureFormat::BGRA8 == m_textureFormat
  1927. && GL_RGBA == m_fmt
  1928. && !s_renderCtx->m_textureSwizzleSupport
  1929. ;
  1930. const bool unpackRowLength = !!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported;
  1931. const bool convert = m_textureFormat != m_requestedFormat;
  1932. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  1933. const uint32_t width = _rect.m_width;
  1934. const uint32_t height = _rect.m_height;
  1935. uint8_t* temp = NULL;
  1936. if (convert
  1937. || swizzle
  1938. || !unpackRowLength)
  1939. {
  1940. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  1941. }
  1942. else if (unpackRowLength)
  1943. {
  1944. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  1945. }
  1946. if (compressed)
  1947. {
  1948. const uint8_t* data = _mem->data;
  1949. if (!unpackRowLength)
  1950. {
  1951. imageCopy(width, height, bpp, srcpitch, data, temp);
  1952. data = temp;
  1953. }
  1954. GL_CHECK(compressedTexSubImage(target+_side
  1955. , _mip
  1956. , _rect.m_x
  1957. , _rect.m_y
  1958. , _z
  1959. , _rect.m_width
  1960. , _rect.m_height
  1961. , _depth
  1962. , m_fmt
  1963. , _mem->size
  1964. , data
  1965. ) );
  1966. }
  1967. else
  1968. {
  1969. const uint8_t* data = _mem->data;
  1970. if (convert)
  1971. {
  1972. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  1973. data = temp;
  1974. srcpitch = rectpitch;
  1975. }
  1976. if (swizzle)
  1977. {
  1978. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  1979. data = temp;
  1980. }
  1981. else if (!unpackRowLength && !convert)
  1982. {
  1983. imageCopy(width, height, bpp, srcpitch, data, temp);
  1984. data = temp;
  1985. }
  1986. GL_CHECK(texSubImage(target+_side
  1987. , _mip
  1988. , _rect.m_x
  1989. , _rect.m_y
  1990. , _z
  1991. , _rect.m_width
  1992. , _rect.m_height
  1993. , _depth
  1994. , m_fmt
  1995. , m_type
  1996. , data
  1997. ) );
  1998. }
  1999. if (NULL != temp)
  2000. {
  2001. BX_FREE(g_allocator, temp);
  2002. }
  2003. }
  2004. void Texture::setSamplerState(uint32_t _flags)
  2005. {
  2006. const uint32_t flags = _flags&(~BGFX_TEXTURE_RESERVED_MASK);
  2007. if ( (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) && m_flags != m_currentFlags)
  2008. || m_currentFlags != flags)
  2009. {
  2010. const GLenum target = m_target;
  2011. const uint8_t numMips = m_numMips;
  2012. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  2013. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  2014. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3)
  2015. || s_extension[Extension::APPLE_texture_max_level].m_supported)
  2016. {
  2017. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  2018. }
  2019. if (target == GL_TEXTURE_3D)
  2020. {
  2021. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  2022. }
  2023. const uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  2024. const uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  2025. const uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  2026. const GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  2027. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  2028. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  2029. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2030. && 0.0f < s_renderCtx->m_maxAnisotropy)
  2031. {
  2032. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderCtx->m_maxAnisotropy) );
  2033. }
  2034. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2)
  2035. || s_renderCtx->m_shadowSamplersSupport)
  2036. {
  2037. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2038. if (0 == cmpFunc)
  2039. {
  2040. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  2041. }
  2042. else
  2043. {
  2044. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  2045. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  2046. }
  2047. }
  2048. m_currentFlags = flags;
  2049. }
  2050. }
  2051. void Texture::commit(uint32_t _stage, uint32_t _flags)
  2052. {
  2053. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  2054. GL_CHECK(glBindTexture(m_target, m_id) );
  2055. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) )
  2056. {
  2057. // GLES2 doesn't have support for sampler object.
  2058. setSamplerState(_flags);
  2059. }
  2060. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL < 31) )
  2061. {
  2062. // In case that GL 2.1 sampler object is supported via extension.
  2063. if (s_renderCtx->m_samplerObjectSupport)
  2064. {
  2065. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  2066. }
  2067. else
  2068. {
  2069. setSamplerState(_flags);
  2070. }
  2071. }
  2072. else
  2073. {
  2074. // Everything else has sampler object.
  2075. s_renderCtx->setSamplerState(_stage, m_numMips, _flags);
  2076. }
  2077. }
  2078. void writeString(bx::WriterI* _writer, const char* _str)
  2079. {
  2080. bx::write(_writer, _str, (int32_t)strlen(_str) );
  2081. }
  2082. void strins(char* _str, const char* _insert)
  2083. {
  2084. size_t len = strlen(_insert);
  2085. memmove(&_str[len], _str, strlen(_str)+1);
  2086. memcpy(_str, _insert, len);
  2087. }
  2088. void Shader::create(GLenum _type, Memory* _mem)
  2089. {
  2090. m_id = glCreateShader(_type);
  2091. m_type = _type;
  2092. bx::MemoryReader reader(_mem->data, _mem->size);
  2093. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  2094. uint32_t magic;
  2095. bx::read(&reader, magic);
  2096. uint32_t iohash;
  2097. bx::read(&reader, iohash);
  2098. const char* code = (const char*)reader.getDataPtr();
  2099. if (0 != m_id)
  2100. {
  2101. int32_t codeLen = (int32_t)strlen(code);
  2102. int32_t tempLen = codeLen + (4<<10);
  2103. char* temp = (char*)alloca(tempLen);
  2104. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  2105. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES2) )
  2106. {
  2107. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported
  2108. && bx::findIdentifierMatch(code, s_OES_standard_derivatives)
  2109. ;
  2110. bool usesFragDepth = !!bx::findIdentifierMatch(code, "gl_FragDepth");
  2111. bool usesShadowSamplers = !!bx::findIdentifierMatch(code, s_EXT_shadow_samplers);
  2112. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported
  2113. && bx::findIdentifierMatch(code, s_OES_texture_3D)
  2114. ;
  2115. bool usesTextureLod = !!bx::findIdentifierMatch(code, s_EXT_shader_texture_lod);
  2116. if (usesDerivatives)
  2117. {
  2118. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  2119. }
  2120. bool insertFragDepth = false;
  2121. if (usesFragDepth)
  2122. {
  2123. BX_WARN(s_extension[Extension::EXT_frag_depth].m_supported, "EXT_frag_depth is used but not supported by GLES2 driver.");
  2124. if (s_extension[Extension::EXT_frag_depth].m_supported)
  2125. {
  2126. writeString(&writer
  2127. , "#extension GL_EXT_frag_depth : enable\n"
  2128. "#define bgfx_FragDepth gl_FragDepthEXT\n"
  2129. );
  2130. char str[128];
  2131. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  2132. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  2133. );
  2134. writeString(&writer, str);
  2135. }
  2136. else
  2137. {
  2138. insertFragDepth = true;
  2139. }
  2140. }
  2141. if (usesShadowSamplers)
  2142. {
  2143. if (s_renderCtx->m_shadowSamplersSupport)
  2144. {
  2145. writeString(&writer
  2146. , "#extension GL_EXT_shadow_samplers : enable\n"
  2147. "#define shadow2D shadow2DEXT\n"
  2148. "#define shadow2DProj shadow2DProjEXT\n"
  2149. );
  2150. }
  2151. else
  2152. {
  2153. writeString(&writer
  2154. , "#define sampler2DShadow sampler2D\n"
  2155. "#define shadow2D(_sampler, _coord) step(_coord.z, texture2D(_sampler, _coord.xy).x)\n"
  2156. "#define shadow2DProj(_sampler, _coord) step(_coord.z/_coord.w, texture2DProj(_sampler, _coord).x)\n"
  2157. );
  2158. }
  2159. }
  2160. if (usesTexture3D)
  2161. {
  2162. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  2163. }
  2164. if (usesTextureLod)
  2165. {
  2166. BX_WARN(s_extension[Extension::EXT_shader_texture_lod].m_supported, "EXT_shader_texture_lod is used but not supported by GLES2 driver.");
  2167. if (s_extension[Extension::EXT_shader_texture_lod].m_supported)
  2168. {
  2169. writeString(&writer
  2170. , "#extension GL_EXT_shader_texture_lod : enable\n"
  2171. "#define texture2DLod texture2DLodEXT\n"
  2172. "#define texture2DProjLod texture2DProjLodEXT\n"
  2173. "#define textureCubeLod textureCubeLodEXT\n"
  2174. );
  2175. }
  2176. else
  2177. {
  2178. writeString(&writer
  2179. , "#define texture2DLod(_sampler, _coord, _level) texture2D(_sampler, _coord)\n"
  2180. "#define texture2DProjLod(_sampler, _coord, _level) texture2DProj(_sampler, _coord)\n"
  2181. "#define textureCubeLod(_sampler, _coord, _level) textureCube(_sampler, _coord)\n"
  2182. );
  2183. }
  2184. }
  2185. writeString(&writer, "precision highp float;\n");
  2186. bx::write(&writer, code, codeLen);
  2187. bx::write(&writer, '\0');
  2188. if (insertFragDepth)
  2189. {
  2190. char* entry = strstr(temp, "void main ()");
  2191. if (NULL != entry)
  2192. {
  2193. char* brace = strstr(entry, "{");
  2194. if (NULL != brace)
  2195. {
  2196. const char* end = bx::strmb(brace, '{', '}');
  2197. if (NULL != end)
  2198. {
  2199. strins(brace+1, "\n float bgfx_FragDepth = 0.0;\n");
  2200. }
  2201. }
  2202. }
  2203. }
  2204. // Replace all instances of gl_FragDepth with bgfx_FragDepth.
  2205. for (const char* fragDepth = bx::findIdentifierMatch(temp, "gl_FragDepth"); NULL != fragDepth; fragDepth = bx::findIdentifierMatch(fragDepth, "gl_FragDepth") )
  2206. {
  2207. char* insert = const_cast<char*>(fragDepth);
  2208. strins(insert, "bg");
  2209. memcpy(insert + 2, "fx", 2);
  2210. }
  2211. }
  2212. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES3) )
  2213. {
  2214. writeString(&writer, "precision highp float;\n");
  2215. bx::write(&writer, code, codeLen);
  2216. bx::write(&writer, '\0');
  2217. }
  2218. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL <= 21) )
  2219. {
  2220. bool usesTextureLod = s_extension[Extension::ARB_shader_texture_lod].m_supported
  2221. && bx::findIdentifierMatch(code, s_ARB_shader_texture_lod)
  2222. ;
  2223. if (usesTextureLod)
  2224. {
  2225. writeString(&writer, "#version 120\n");
  2226. if (_type == GL_FRAGMENT_SHADER)
  2227. {
  2228. writeString(&writer, "#extension GL_ARB_shader_texture_lod : enable\n");
  2229. }
  2230. }
  2231. writeString(&writer
  2232. , "#define lowp\n"
  2233. "#define mediump\n"
  2234. "#define highp\n"
  2235. );
  2236. bx::write(&writer, code, codeLen);
  2237. bx::write(&writer, '\0');
  2238. }
  2239. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31) )
  2240. {
  2241. writeString(&writer, "#version 140\n");
  2242. if (_type == GL_FRAGMENT_SHADER)
  2243. {
  2244. writeString(&writer, "#define varying in\n");
  2245. writeString(&writer, "#define texture2D texture\n");
  2246. writeString(&writer, "#define texture2DLod textureLod\n");
  2247. writeString(&writer, "#define texture2DProj textureProj\n");
  2248. writeString(&writer, "#define shadow2D(_sampler, _coord) vec2(textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  2249. writeString(&writer, "#define shadow2DProj(_sampler, _coord) vec2(textureProj(_sampler, _coord) ) )\n");
  2250. writeString(&writer, "#define texture3D texture\n");
  2251. writeString(&writer, "#define texture3DLod textureLod\n");
  2252. writeString(&writer, "#define textureCube texture\n");
  2253. writeString(&writer, "#define textureCubeLod textureLod\n");
  2254. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  2255. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  2256. }
  2257. else
  2258. {
  2259. writeString(&writer, "#define attribute in\n");
  2260. writeString(&writer, "#define varying out\n");
  2261. }
  2262. writeString(&writer
  2263. , "#define lowp\n"
  2264. "#define mediump\n"
  2265. "#define highp\n"
  2266. );
  2267. bx::write(&writer, code, codeLen);
  2268. bx::write(&writer, '\0');
  2269. }
  2270. code = temp;
  2271. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  2272. GL_CHECK(glCompileShader(m_id) );
  2273. GLint compiled = 0;
  2274. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  2275. if (0 == compiled)
  2276. {
  2277. BX_TRACE("\n####\n%s\n####", code);
  2278. GLsizei len;
  2279. char log[1024];
  2280. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), &len, log) );
  2281. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  2282. GL_CHECK(glDeleteShader(m_id) );
  2283. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  2284. }
  2285. else if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2286. && s_extension[Extension::ANGLE_translated_shader_source].m_supported)
  2287. {
  2288. GLsizei len;
  2289. GL_CHECK(glGetShaderiv(m_id, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len) );
  2290. char* source = (char*)alloca(len);
  2291. GL_CHECK(glGetTranslatedShaderSourceANGLE(m_id, len, &len, source) );
  2292. BX_TRACE("ANGLE source (len: %d):\n%s\n####", len, source);
  2293. }
  2294. }
  2295. }
  2296. void Shader::destroy()
  2297. {
  2298. if (0 != m_id)
  2299. {
  2300. GL_CHECK(glDeleteShader(m_id) );
  2301. m_id = 0;
  2302. }
  2303. }
  2304. void FrameBuffer::create(uint8_t _num, const TextureHandle* _handles)
  2305. {
  2306. GL_CHECK(glGenFramebuffers(1, &m_fbo[0]) );
  2307. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  2308. bool needResolve = false;
  2309. uint32_t colorIdx = 0;
  2310. for (uint32_t ii = 0; ii < _num; ++ii)
  2311. {
  2312. TextureHandle handle = _handles[ii];
  2313. if (isValid(handle) )
  2314. {
  2315. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  2316. if (0 == colorIdx)
  2317. {
  2318. m_width = texture.m_width;
  2319. m_height = texture.m_height;
  2320. }
  2321. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  2322. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2323. {
  2324. attachment = GL_DEPTH_ATTACHMENT;
  2325. }
  2326. else
  2327. {
  2328. ++colorIdx;
  2329. }
  2330. if (0 != texture.m_rbo)
  2331. {
  2332. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  2333. , attachment
  2334. , GL_RENDERBUFFER
  2335. , texture.m_rbo
  2336. ) );
  2337. }
  2338. else
  2339. {
  2340. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  2341. , attachment
  2342. , texture.m_target
  2343. , texture.m_id
  2344. , 0
  2345. ) );
  2346. }
  2347. needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
  2348. }
  2349. }
  2350. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  2351. {
  2352. if (0 == colorIdx)
  2353. {
  2354. // When only depth is attached disable draw buffer to avoid
  2355. // GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.
  2356. GL_CHECK(glDrawBuffer(GL_NONE) );
  2357. }
  2358. // Disable read buffer to avoid GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.
  2359. GL_CHECK(glReadBuffer(GL_NONE) );
  2360. }
  2361. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2362. , "glCheckFramebufferStatus failed 0x%08x"
  2363. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2364. );
  2365. if (needResolve)
  2366. {
  2367. GL_CHECK(glGenFramebuffers(1, &m_fbo[1]) );
  2368. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  2369. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  2370. {
  2371. TextureHandle handle = _handles[ii];
  2372. if (isValid(handle) )
  2373. {
  2374. const Texture& texture = s_renderCtx->m_textures[handle.idx];
  2375. if (0 != texture.m_id)
  2376. {
  2377. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  2378. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  2379. {
  2380. attachment = GL_DEPTH_ATTACHMENT;
  2381. }
  2382. else
  2383. {
  2384. ++colorIdx;
  2385. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  2386. , attachment
  2387. , texture.m_target
  2388. , texture.m_id
  2389. , 0
  2390. ) );
  2391. }
  2392. }
  2393. }
  2394. }
  2395. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2396. , "glCheckFramebufferStatus failed 0x%08x"
  2397. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  2398. );
  2399. }
  2400. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2401. }
  2402. void FrameBuffer::destroy()
  2403. {
  2404. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  2405. memset(m_fbo, 0, sizeof(m_fbo) );
  2406. }
  2407. void FrameBuffer::resolve()
  2408. {
  2409. if (0 != m_fbo[1])
  2410. {
  2411. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  2412. GL_CHECK(glReadBuffer(GL_COLOR_ATTACHMENT0) );
  2413. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  2414. GL_CHECK(glBlitFramebuffer(0
  2415. , 0
  2416. , m_width
  2417. , m_height
  2418. , 0
  2419. , 0
  2420. , m_width
  2421. , m_height
  2422. , GL_COLOR_BUFFER_BIT
  2423. , GL_LINEAR
  2424. ) );
  2425. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  2426. GL_CHECK(glReadBuffer(GL_NONE) );
  2427. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2428. }
  2429. }
  2430. void ConstantBuffer::commit()
  2431. {
  2432. reset();
  2433. do
  2434. {
  2435. uint32_t opcode = read();
  2436. if (UniformType::End == opcode)
  2437. {
  2438. break;
  2439. }
  2440. UniformType::Enum type;
  2441. uint16_t ignore;
  2442. uint16_t num;
  2443. uint16_t copy;
  2444. decodeOpcode(opcode, type, ignore, num, copy);
  2445. const char* data;
  2446. if (copy)
  2447. {
  2448. data = read(g_uniformTypeSize[type]*num);
  2449. }
  2450. else
  2451. {
  2452. memcpy(&data, read(sizeof(void*) ), sizeof(void*) );
  2453. }
  2454. uint32_t loc = read();
  2455. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  2456. case UniformType::_uniform: \
  2457. { \
  2458. _type* value = (_type*)data; \
  2459. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  2460. } \
  2461. break;
  2462. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  2463. case UniformType::_uniform: \
  2464. { \
  2465. _type* value = (_type*)data; \
  2466. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  2467. } \
  2468. break;
  2469. switch (type)
  2470. {
  2471. // case ConstantType::Uniform1iv:
  2472. // {
  2473. // int* value = (int*)data;
  2474. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  2475. // GL_CHECK(glUniform1iv(loc, num, value) );
  2476. // }
  2477. // break;
  2478. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  2479. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  2480. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  2481. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  2482. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  2483. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  2484. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  2485. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  2486. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  2487. case UniformType::End:
  2488. break;
  2489. default:
  2490. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy);
  2491. break;
  2492. }
  2493. #undef CASE_IMPLEMENT_UNIFORM
  2494. #undef CASE_IMPLEMENT_UNIFORM_T
  2495. } while (true);
  2496. }
  2497. void TextVideoMemBlitter::setup()
  2498. {
  2499. if (0 != s_renderCtx->m_vao)
  2500. {
  2501. GL_CHECK(glBindVertexArray(s_renderCtx->m_vao) );
  2502. }
  2503. uint32_t width = s_renderCtx->m_resolution.m_width;
  2504. uint32_t height = s_renderCtx->m_resolution.m_height;
  2505. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2506. GL_CHECK(glViewport(0, 0, width, height) );
  2507. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2508. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2509. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2510. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2511. GL_CHECK(glDisable(GL_CULL_FACE) );
  2512. GL_CHECK(glDisable(GL_BLEND) );
  2513. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2514. Program& program = s_renderCtx->m_program[m_program.idx];
  2515. GL_CHECK(glUseProgram(program.m_id) );
  2516. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  2517. float proj[16];
  2518. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  2519. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  2520. , 1
  2521. , GL_FALSE
  2522. , proj
  2523. ) );
  2524. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  2525. GL_CHECK(glBindTexture(GL_TEXTURE_2D, s_renderCtx->m_textures[m_texture.idx].m_id) );
  2526. }
  2527. void TextVideoMemBlitter::render(uint32_t _numIndices)
  2528. {
  2529. uint32_t numVertices = _numIndices*4/6;
  2530. s_renderCtx->m_indexBuffers[m_ib->handle.idx].update(0, _numIndices*2, m_ib->data);
  2531. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, numVertices*m_decl.m_stride, m_vb->data);
  2532. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2533. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2534. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib->handle.idx];
  2535. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2536. Program& program = s_renderCtx->m_program[m_program.idx];
  2537. program.bindAttributes(m_decl, 0);
  2538. GL_CHECK(glDrawElements(GL_TRIANGLES
  2539. , _numIndices
  2540. , GL_UNSIGNED_SHORT
  2541. , (void*)0
  2542. ) );
  2543. }
  2544. void ClearQuad::clear(const Rect& _rect, const Clear& _clear, uint32_t _height)
  2545. {
  2546. if (BX_ENABLED(BGFX_CONFIG_CLEAR_QUAD)
  2547. && s_renderCtx->m_useClearQuad)
  2548. {
  2549. const GLuint defaultVao = s_renderCtx->m_vao;
  2550. if (0 != defaultVao)
  2551. {
  2552. GL_CHECK(glBindVertexArray(defaultVao) );
  2553. }
  2554. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2555. GL_CHECK(glDisable(GL_CULL_FACE) );
  2556. GL_CHECK(glDisable(GL_BLEND) );
  2557. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  2558. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  2559. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2560. {
  2561. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2562. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  2563. GL_CHECK(glDepthMask(GL_TRUE) );
  2564. }
  2565. else
  2566. {
  2567. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  2568. }
  2569. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2570. {
  2571. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2572. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  2573. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  2574. }
  2575. else
  2576. {
  2577. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2578. }
  2579. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[m_vb->handle.idx];
  2580. VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[m_vb->decl.idx];
  2581. {
  2582. struct Vertex
  2583. {
  2584. float m_x;
  2585. float m_y;
  2586. float m_z;
  2587. uint32_t m_abgr;
  2588. } * vertex = (Vertex*)m_vb->data;
  2589. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  2590. const uint32_t abgr = bx::endianSwap(_clear.m_rgba);
  2591. const float depth = _clear.m_depth;
  2592. vertex->m_x = -1.0f;
  2593. vertex->m_y = -1.0f;
  2594. vertex->m_z = depth;
  2595. vertex->m_abgr = abgr;
  2596. vertex++;
  2597. vertex->m_x = 1.0f;
  2598. vertex->m_y = -1.0f;
  2599. vertex->m_z = depth;
  2600. vertex->m_abgr = abgr;
  2601. vertex++;
  2602. vertex->m_x = 1.0f;
  2603. vertex->m_y = 1.0f;
  2604. vertex->m_z = depth;
  2605. vertex->m_abgr = abgr;
  2606. vertex++;
  2607. vertex->m_x = -1.0f;
  2608. vertex->m_y = 1.0f;
  2609. vertex->m_z = depth;
  2610. vertex->m_abgr = abgr;
  2611. }
  2612. s_renderCtx->m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
  2613. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2614. IndexBuffer& ib = s_renderCtx->m_indexBuffers[m_ib.idx];
  2615. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  2616. Program& program = s_renderCtx->m_program[m_program.idx];
  2617. GL_CHECK(glUseProgram(program.m_id) );
  2618. program.bindAttributes(vertexDecl, 0);
  2619. GL_CHECK(glDrawElements(GL_TRIANGLES
  2620. , 6
  2621. , GL_UNSIGNED_SHORT
  2622. , (void*)0
  2623. ) );
  2624. }
  2625. else
  2626. {
  2627. GLuint flags = 0;
  2628. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  2629. {
  2630. flags |= GL_COLOR_BUFFER_BIT;
  2631. uint32_t rgba = _clear.m_rgba;
  2632. float rr = (rgba>>24)/255.0f;
  2633. float gg = ( (rgba>>16)&0xff)/255.0f;
  2634. float bb = ( (rgba>>8)&0xff)/255.0f;
  2635. float aa = (rgba&0xff)/255.0f;
  2636. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  2637. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  2638. }
  2639. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  2640. {
  2641. flags |= GL_DEPTH_BUFFER_BIT;
  2642. GL_CHECK(glClearDepth(_clear.m_depth) );
  2643. GL_CHECK(glDepthMask(GL_TRUE) );
  2644. }
  2645. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  2646. {
  2647. flags |= GL_STENCIL_BUFFER_BIT;
  2648. GL_CHECK(glClearStencil(_clear.m_stencil) );
  2649. }
  2650. if (0 != flags)
  2651. {
  2652. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2653. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  2654. GL_CHECK(glClear(flags) );
  2655. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2656. }
  2657. }
  2658. }
  2659. void Context::rendererFlip()
  2660. {
  2661. if (NULL != s_renderCtx)
  2662. {
  2663. s_renderCtx->flip();
  2664. }
  2665. }
  2666. void Context::rendererInit()
  2667. {
  2668. s_renderCtx = BX_NEW(g_allocator, RendererContext);
  2669. s_renderCtx->init();
  2670. }
  2671. void Context::rendererShutdown()
  2672. {
  2673. if (s_renderCtx->m_vaoSupport)
  2674. {
  2675. GL_CHECK(glBindVertexArray(0) );
  2676. GL_CHECK(glDeleteVertexArrays(1, &s_renderCtx->m_vao) );
  2677. s_renderCtx->m_vao = 0;
  2678. }
  2679. s_renderCtx->shutdown();
  2680. BX_DELETE(g_allocator, s_renderCtx);
  2681. s_renderCtx = NULL;
  2682. }
  2683. void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem)
  2684. {
  2685. s_renderCtx->m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  2686. }
  2687. void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle)
  2688. {
  2689. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2690. }
  2691. void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl)
  2692. {
  2693. VertexDecl& decl = s_renderCtx->m_vertexDecls[_handle.idx];
  2694. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  2695. dump(decl);
  2696. }
  2697. void Context::rendererDestroyVertexDecl(VertexDeclHandle /*_handle*/)
  2698. {
  2699. }
  2700. void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle)
  2701. {
  2702. s_renderCtx->m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  2703. }
  2704. void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle)
  2705. {
  2706. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2707. }
  2708. void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size)
  2709. {
  2710. s_renderCtx->m_indexBuffers[_handle.idx].create(_size, NULL);
  2711. }
  2712. void Context::rendererUpdateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2713. {
  2714. s_renderCtx->m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2715. }
  2716. void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle)
  2717. {
  2718. s_renderCtx->m_indexBuffers[_handle.idx].destroy();
  2719. }
  2720. void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size)
  2721. {
  2722. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  2723. s_renderCtx->m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  2724. }
  2725. void Context::rendererUpdateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem)
  2726. {
  2727. s_renderCtx->m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  2728. }
  2729. void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle)
  2730. {
  2731. s_renderCtx->m_vertexBuffers[_handle.idx].destroy();
  2732. }
  2733. void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem)
  2734. {
  2735. s_renderCtx->m_vertexShaders[_handle.idx].create(GL_VERTEX_SHADER, _mem);
  2736. }
  2737. void Context::rendererDestroyVertexShader(VertexShaderHandle _handle)
  2738. {
  2739. s_renderCtx->m_vertexShaders[_handle.idx].destroy();
  2740. }
  2741. void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem)
  2742. {
  2743. s_renderCtx->m_fragmentShaders[_handle.idx].create(GL_FRAGMENT_SHADER, _mem);
  2744. }
  2745. void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle)
  2746. {
  2747. s_renderCtx->m_fragmentShaders[_handle.idx].destroy();
  2748. }
  2749. void Context::rendererCreateProgram(ProgramHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
  2750. {
  2751. Shader dummyFragmentShader;
  2752. s_renderCtx->m_program[_handle.idx].create(s_renderCtx->m_vertexShaders[_vsh.idx], isValid(_fsh) ? s_renderCtx->m_fragmentShaders[_fsh.idx] : dummyFragmentShader);
  2753. }
  2754. void Context::rendererDestroyProgram(FragmentShaderHandle _handle)
  2755. {
  2756. s_renderCtx->m_program[_handle.idx].destroy();
  2757. }
  2758. void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip)
  2759. {
  2760. s_renderCtx->m_textures[_handle.idx].create(_mem, _flags, _skip);
  2761. }
  2762. void Context::rendererUpdateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/)
  2763. {
  2764. }
  2765. 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)
  2766. {
  2767. s_renderCtx->m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  2768. }
  2769. void Context::rendererUpdateTextureEnd()
  2770. {
  2771. }
  2772. void Context::rendererDestroyTexture(TextureHandle _handle)
  2773. {
  2774. s_renderCtx->m_textures[_handle.idx].destroy();
  2775. }
  2776. void Context::rendererCreateFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles)
  2777. {
  2778. s_renderCtx->m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  2779. }
  2780. void Context::rendererDestroyFrameBuffer(FrameBufferHandle _handle)
  2781. {
  2782. s_renderCtx->m_frameBuffers[_handle.idx].destroy();
  2783. }
  2784. void Context::rendererCreateUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name)
  2785. {
  2786. uint32_t size = g_uniformTypeSize[_type]*_num;
  2787. void* data = BX_ALLOC(g_allocator, size);
  2788. memset(data, 0, size);
  2789. s_renderCtx->m_uniforms[_handle.idx] = data;
  2790. s_renderCtx->m_uniformReg.add(_name, s_renderCtx->m_uniforms[_handle.idx]);
  2791. }
  2792. void Context::rendererDestroyUniform(UniformHandle _handle)
  2793. {
  2794. BX_FREE(g_allocator, s_renderCtx->m_uniforms[_handle.idx]);
  2795. }
  2796. void Context::rendererSaveScreenShot(const char* _filePath)
  2797. {
  2798. s_renderCtx->saveScreenShot(_filePath);
  2799. }
  2800. void Context::rendererUpdateViewName(uint8_t _id, const char* _name)
  2801. {
  2802. bx::strlcpy(&s_viewName[_id][0], _name, BX_COUNTOF(s_viewName[0]) );
  2803. }
  2804. void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size)
  2805. {
  2806. memcpy(s_renderCtx->m_uniforms[_loc], _data, _size);
  2807. }
  2808. void Context::rendererSetMarker(const char* _marker, uint32_t _size)
  2809. {
  2810. GL_CHECK(glInsertEventMarker(_size, _marker) );
  2811. }
  2812. void Context::rendererSubmit()
  2813. {
  2814. const GLuint defaultVao = s_renderCtx->m_vao;
  2815. if (0 != defaultVao)
  2816. {
  2817. GL_CHECK(glBindVertexArray(defaultVao) );
  2818. }
  2819. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_backBufferFbo) );
  2820. s_renderCtx->updateResolution(m_render->m_resolution);
  2821. int64_t elapsed = -bx::getHPCounter();
  2822. int64_t captureElapsed = 0;
  2823. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2824. && (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) ) )
  2825. {
  2826. s_renderCtx->m_queries.begin(0, GL_TIME_ELAPSED);
  2827. }
  2828. if (0 < m_render->m_iboffset)
  2829. {
  2830. TransientIndexBuffer* ib = m_render->m_transientIb;
  2831. s_renderCtx->m_indexBuffers[ib->handle.idx].update(0, m_render->m_iboffset, ib->data);
  2832. }
  2833. if (0 < m_render->m_vboffset)
  2834. {
  2835. TransientVertexBuffer* vb = m_render->m_transientVb;
  2836. s_renderCtx->m_vertexBuffers[vb->handle.idx].update(0, m_render->m_vboffset, vb->data);
  2837. }
  2838. m_render->sort();
  2839. RenderState currentState;
  2840. currentState.reset();
  2841. currentState.m_flags = BGFX_STATE_NONE;
  2842. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  2843. Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS];
  2844. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  2845. {
  2846. float4x4_mul(&viewProj[ii].un.f4x4, &m_render->m_view[ii].un.f4x4, &m_render->m_proj[ii].un.f4x4);
  2847. }
  2848. uint16_t programIdx = invalidHandle;
  2849. SortKey key;
  2850. uint8_t view = 0xff;
  2851. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  2852. int32_t height = m_render->m_resolution.m_height;
  2853. float alphaRef = 0.0f;
  2854. uint32_t blendFactor = 0;
  2855. GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES;
  2856. uint32_t primNumVerts = 3;
  2857. uint32_t baseVertex = 0;
  2858. GLuint currentVao = 0;
  2859. bool viewHasScissor = false;
  2860. Rect viewScissorRect;
  2861. viewScissorRect.clear();
  2862. uint32_t statsNumPrimsSubmitted = 0;
  2863. uint32_t statsNumIndices = 0;
  2864. uint32_t statsNumInstances = 0;
  2865. uint32_t statsNumPrimsRendered = 0;
  2866. if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) )
  2867. {
  2868. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderCtx->m_msaaBackBufferFbo) );
  2869. for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item)
  2870. {
  2871. key.decode(m_render->m_sortKeys[item]);
  2872. const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ];
  2873. const uint64_t newFlags = state.m_flags;
  2874. uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
  2875. currentState.m_flags = newFlags;
  2876. const uint64_t newStencil = state.m_stencil;
  2877. uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
  2878. currentState.m_stencil = newStencil;
  2879. if (key.m_view != view)
  2880. {
  2881. currentState.clear();
  2882. currentState.m_scissor = !state.m_scissor;
  2883. changedFlags = BGFX_STATE_MASK;
  2884. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  2885. currentState.m_flags = newFlags;
  2886. currentState.m_stencil = newStencil;
  2887. GL_CHECK(glInsertEventMarker(0, s_viewName[key.m_view]) );
  2888. view = key.m_view;
  2889. programIdx = invalidHandle;
  2890. if (m_render->m_fb[view].idx != fbh.idx)
  2891. {
  2892. fbh = m_render->m_fb[view];
  2893. height = s_renderCtx->setFrameBuffer(fbh, m_render->m_resolution.m_height);
  2894. }
  2895. const Rect& rect = m_render->m_rect[view];
  2896. const Rect& scissorRect = m_render->m_scissor[view];
  2897. viewHasScissor = !scissorRect.isZero();
  2898. viewScissorRect = viewHasScissor ? scissorRect : rect;
  2899. GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) );
  2900. Clear& clear = m_render->m_clear[view];
  2901. if (BGFX_CLEAR_NONE != clear.m_flags)
  2902. {
  2903. m_clearQuad.clear(rect, clear, height);
  2904. }
  2905. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2906. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  2907. GL_CHECK(glDepthFunc(GL_LESS) );
  2908. GL_CHECK(glEnable(GL_CULL_FACE) );
  2909. GL_CHECK(glDisable(GL_BLEND) );
  2910. }
  2911. uint16_t scissor = state.m_scissor;
  2912. if (currentState.m_scissor != scissor)
  2913. {
  2914. currentState.m_scissor = scissor;
  2915. if (UINT16_MAX == scissor)
  2916. {
  2917. if (viewHasScissor)
  2918. {
  2919. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2920. GL_CHECK(glScissor(viewScissorRect.m_x, height-viewScissorRect.m_height-viewScissorRect.m_y, viewScissorRect.m_width, viewScissorRect.m_height) );
  2921. }
  2922. else
  2923. {
  2924. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  2925. }
  2926. }
  2927. else
  2928. {
  2929. Rect scissorRect;
  2930. scissorRect.intersect(viewScissorRect, m_render->m_rectCache.m_cache[scissor]);
  2931. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  2932. GL_CHECK(glScissor(scissorRect.m_x, height-scissorRect.m_height-scissorRect.m_y, scissorRect.m_width, scissorRect.m_height) );
  2933. }
  2934. }
  2935. if (0 != changedStencil)
  2936. {
  2937. if (0 != newStencil)
  2938. {
  2939. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  2940. uint32_t bstencil = unpackStencil(1, newStencil);
  2941. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  2942. // uint32_t bchanged = unpackStencil(1, changedStencil);
  2943. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  2944. // {
  2945. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2946. // GL_CHECK(glStencilMask(wmask) );
  2947. // }
  2948. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  2949. {
  2950. uint32_t stencil = unpackStencil(ii, newStencil);
  2951. uint32_t changed = unpackStencil(ii, changedStencil);
  2952. GLenum face = s_stencilFace[frontAndBack+ii];
  2953. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  2954. {
  2955. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2956. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2957. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  2958. GL_CHECK(glStencilFuncSeparate(face, s_cmpFunc[func], ref, mask));
  2959. }
  2960. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  2961. {
  2962. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  2963. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  2964. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  2965. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  2966. }
  2967. }
  2968. }
  2969. else
  2970. {
  2971. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2972. }
  2973. }
  2974. if ( (0
  2975. | BGFX_STATE_CULL_MASK
  2976. | BGFX_STATE_DEPTH_WRITE
  2977. | BGFX_STATE_DEPTH_TEST_MASK
  2978. | BGFX_STATE_ALPHA_MASK
  2979. | BGFX_STATE_RGB_WRITE
  2980. | BGFX_STATE_BLEND_MASK
  2981. | BGFX_STATE_BLEND_EQUATION_MASK
  2982. | BGFX_STATE_ALPHA_REF_MASK
  2983. | BGFX_STATE_PT_MASK
  2984. | BGFX_STATE_POINT_SIZE_MASK
  2985. | BGFX_STATE_MSAA
  2986. ) & changedFlags)
  2987. {
  2988. if (BGFX_STATE_CULL_MASK & changedFlags)
  2989. {
  2990. if (BGFX_STATE_CULL_CW & newFlags)
  2991. {
  2992. GL_CHECK(glEnable(GL_CULL_FACE) );
  2993. GL_CHECK(glCullFace(GL_BACK) );
  2994. }
  2995. else if (BGFX_STATE_CULL_CCW & newFlags)
  2996. {
  2997. GL_CHECK(glEnable(GL_CULL_FACE) );
  2998. GL_CHECK(glCullFace(GL_FRONT) );
  2999. }
  3000. else
  3001. {
  3002. GL_CHECK(glDisable(GL_CULL_FACE) );
  3003. }
  3004. }
  3005. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  3006. {
  3007. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  3008. }
  3009. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3010. {
  3011. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3012. if (0 != func)
  3013. {
  3014. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3015. GL_CHECK(glDepthFunc(s_cmpFunc[func]) );
  3016. }
  3017. else
  3018. {
  3019. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  3020. }
  3021. }
  3022. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3023. {
  3024. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3025. alphaRef = ref/255.0f;
  3026. }
  3027. #if BGFX_CONFIG_RENDERER_OPENGL
  3028. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3029. {
  3030. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  3031. GL_CHECK(glPointSize(pointSize) );
  3032. }
  3033. if (BGFX_STATE_MSAA & changedFlags)
  3034. {
  3035. if (BGFX_STATE_MSAA & newFlags)
  3036. {
  3037. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  3038. }
  3039. else
  3040. {
  3041. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  3042. }
  3043. }
  3044. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3045. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3046. {
  3047. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  3048. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  3049. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  3050. }
  3051. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags)
  3052. {
  3053. if (BGFX_STATE_BLEND_MASK & newFlags)
  3054. {
  3055. uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT;
  3056. uint32_t equation = (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT;
  3057. uint32_t src = blend&0xf;
  3058. uint32_t dst = (blend>>4)&0xf;
  3059. GL_CHECK(glEnable(GL_BLEND) );
  3060. GL_CHECK(glBlendFunc(s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  3061. GL_CHECK(glBlendEquation(s_blendEquation[equation]) );
  3062. if ( (s_blendFactor[src].m_factor || s_blendFactor[dst].m_factor)
  3063. && blendFactor != state.m_rgba)
  3064. {
  3065. blendFactor = state.m_rgba;
  3066. GLclampf rr = (blendFactor>>24)/255.0f;
  3067. GLclampf gg = ( (blendFactor>>16)&0xff)/255.0f;
  3068. GLclampf bb = ( (blendFactor>>8)&0xff)/255.0f;
  3069. GLclampf aa = (blendFactor&0xff)/255.0f;
  3070. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  3071. }
  3072. }
  3073. else
  3074. {
  3075. GL_CHECK(glDisable(GL_BLEND) );
  3076. }
  3077. }
  3078. uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT);
  3079. primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : s_primType[primIndex];
  3080. primNumVerts = 3-primIndex;
  3081. }
  3082. bool programChanged = false;
  3083. bool constantsChanged = state.m_constBegin < state.m_constEnd;
  3084. bool bindAttribs = false;
  3085. rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
  3086. if (key.m_program != programIdx)
  3087. {
  3088. programIdx = key.m_program;
  3089. GLuint id = invalidHandle == programIdx ? 0 : s_renderCtx->m_program[programIdx].m_id;
  3090. GL_CHECK(glUseProgram(id) );
  3091. programChanged =
  3092. constantsChanged =
  3093. bindAttribs = true;
  3094. }
  3095. if (invalidHandle != programIdx)
  3096. {
  3097. Program& program = s_renderCtx->m_program[programIdx];
  3098. if (constantsChanged)
  3099. {
  3100. program.commit();
  3101. }
  3102. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  3103. {
  3104. PredefinedUniform& predefined = program.m_predefined[ii];
  3105. switch (predefined.m_type)
  3106. {
  3107. case PredefinedUniform::ViewRect:
  3108. {
  3109. float rect[4];
  3110. rect[0] = m_render->m_rect[view].m_x;
  3111. rect[1] = m_render->m_rect[view].m_y;
  3112. rect[2] = m_render->m_rect[view].m_width;
  3113. rect[3] = m_render->m_rect[view].m_height;
  3114. GL_CHECK(glUniform4fv(predefined.m_loc
  3115. , 1
  3116. , &rect[0]
  3117. ) );
  3118. }
  3119. break;
  3120. case PredefinedUniform::ViewTexel:
  3121. {
  3122. float rect[4];
  3123. rect[0] = 1.0f/float(m_render->m_rect[view].m_width);
  3124. rect[1] = 1.0f/float(m_render->m_rect[view].m_height);
  3125. GL_CHECK(glUniform4fv(predefined.m_loc
  3126. , 1
  3127. , &rect[0]
  3128. ) );
  3129. }
  3130. break;
  3131. case PredefinedUniform::View:
  3132. {
  3133. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3134. , 1
  3135. , GL_FALSE
  3136. , m_render->m_view[view].un.val
  3137. ) );
  3138. }
  3139. break;
  3140. case PredefinedUniform::ViewProj:
  3141. {
  3142. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3143. , 1
  3144. , GL_FALSE
  3145. , viewProj[view].un.val
  3146. ) );
  3147. }
  3148. break;
  3149. case PredefinedUniform::Model:
  3150. {
  3151. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3152. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3153. , bx::uint32_min(predefined.m_count, state.m_num)
  3154. , GL_FALSE
  3155. , model.un.val
  3156. ) );
  3157. }
  3158. break;
  3159. case PredefinedUniform::ModelView:
  3160. {
  3161. Matrix4 modelView;
  3162. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3163. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &m_render->m_view[view].un.f4x4);
  3164. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3165. , 1
  3166. , GL_FALSE
  3167. , modelView.un.val
  3168. ) );
  3169. }
  3170. break;
  3171. case PredefinedUniform::ModelViewProj:
  3172. {
  3173. Matrix4 modelViewProj;
  3174. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3175. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
  3176. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3177. , 1
  3178. , GL_FALSE
  3179. , modelViewProj.un.val
  3180. ) );
  3181. }
  3182. break;
  3183. case PredefinedUniform::ModelViewProjX:
  3184. {
  3185. const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix];
  3186. uint8_t other = m_render->m_other[view];
  3187. Matrix4 viewProjBias;
  3188. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  3189. Matrix4 modelViewProj;
  3190. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProjBias.un.f4x4);
  3191. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3192. , 1
  3193. , GL_FALSE
  3194. , modelViewProj.un.val
  3195. ) );
  3196. }
  3197. break;
  3198. case PredefinedUniform::ViewProjX:
  3199. {
  3200. uint8_t other = m_render->m_other[view];
  3201. Matrix4 viewProjBias;
  3202. bx::float4x4_mul(&viewProjBias.un.f4x4, &viewProj[other].un.f4x4, &s_bias.un.f4x4);
  3203. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  3204. , 1
  3205. , GL_FALSE
  3206. , viewProjBias.un.val
  3207. ) );
  3208. }
  3209. break;
  3210. case PredefinedUniform::AlphaRef:
  3211. {
  3212. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  3213. }
  3214. break;
  3215. case PredefinedUniform::Count:
  3216. break;
  3217. }
  3218. }
  3219. // if (BGFX_STATE_TEX_MASK & changedFlags)
  3220. {
  3221. uint64_t flag = BGFX_STATE_TEX0;
  3222. for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
  3223. {
  3224. const Sampler& sampler = state.m_sampler[stage];
  3225. Sampler& current = currentState.m_sampler[stage];
  3226. if (current.m_idx != sampler.m_idx
  3227. || current.m_flags != sampler.m_flags
  3228. || programChanged)
  3229. {
  3230. if (invalidHandle != sampler.m_idx)
  3231. {
  3232. Texture& texture = s_renderCtx->m_textures[sampler.m_idx];
  3233. texture.commit(stage, sampler.m_flags);
  3234. }
  3235. }
  3236. current = sampler;
  3237. flag <<= 1;
  3238. }
  3239. }
  3240. if (0 != defaultVao
  3241. && 0 == state.m_startVertex
  3242. && 0 == state.m_instanceDataOffset)
  3243. {
  3244. if (programChanged
  3245. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3246. || currentState.m_indexBuffer.idx != state.m_indexBuffer.idx
  3247. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3248. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3249. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3250. {
  3251. bx::HashMurmur2A murmur;
  3252. murmur.begin();
  3253. murmur.add(state.m_vertexBuffer.idx);
  3254. murmur.add(state.m_indexBuffer.idx);
  3255. murmur.add(state.m_instanceDataBuffer.idx);
  3256. murmur.add(state.m_instanceDataOffset);
  3257. murmur.add(state.m_instanceDataStride);
  3258. murmur.add(programIdx);
  3259. uint32_t hash = murmur.end();
  3260. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3261. currentState.m_indexBuffer = state.m_indexBuffer;
  3262. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3263. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3264. baseVertex = state.m_startVertex;
  3265. GLuint id = s_renderCtx->m_vaoStateCache.find(hash);
  3266. if (UINT32_MAX != id)
  3267. {
  3268. currentVao = id;
  3269. GL_CHECK(glBindVertexArray(id) );
  3270. }
  3271. else
  3272. {
  3273. id = s_renderCtx->m_vaoStateCache.add(hash);
  3274. currentVao = id;
  3275. GL_CHECK(glBindVertexArray(id) );
  3276. Program& program = s_renderCtx->m_program[programIdx];
  3277. program.add(hash);
  3278. if (isValid(state.m_vertexBuffer) )
  3279. {
  3280. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3281. vb.add(hash);
  3282. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3283. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3284. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3285. if (isValid(state.m_instanceDataBuffer) )
  3286. {
  3287. VertexBuffer& instanceVb = s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx];
  3288. instanceVb.add(hash);
  3289. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  3290. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3291. }
  3292. }
  3293. else
  3294. {
  3295. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3296. }
  3297. if (isValid(state.m_indexBuffer) )
  3298. {
  3299. IndexBuffer& ib = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx];
  3300. ib.add(hash);
  3301. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3302. }
  3303. else
  3304. {
  3305. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3306. }
  3307. }
  3308. }
  3309. }
  3310. else
  3311. {
  3312. if (0 != defaultVao
  3313. && 0 != currentVao)
  3314. {
  3315. GL_CHECK(glBindVertexArray(defaultVao) );
  3316. currentState.m_vertexBuffer.idx = invalidHandle;
  3317. currentState.m_indexBuffer.idx = invalidHandle;
  3318. bindAttribs = true;
  3319. currentVao = 0;
  3320. }
  3321. if (programChanged
  3322. || currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
  3323. || currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
  3324. || currentState.m_instanceDataOffset != state.m_instanceDataOffset
  3325. || currentState.m_instanceDataStride != state.m_instanceDataStride)
  3326. {
  3327. currentState.m_vertexBuffer = state.m_vertexBuffer;
  3328. currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
  3329. currentState.m_instanceDataOffset = state.m_instanceDataOffset;
  3330. currentState.m_instanceDataStride = state.m_instanceDataStride;
  3331. uint16_t handle = state.m_vertexBuffer.idx;
  3332. if (invalidHandle != handle)
  3333. {
  3334. VertexBuffer& vb = s_renderCtx->m_vertexBuffers[handle];
  3335. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  3336. bindAttribs = true;
  3337. }
  3338. else
  3339. {
  3340. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  3341. }
  3342. }
  3343. if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
  3344. {
  3345. currentState.m_indexBuffer = state.m_indexBuffer;
  3346. uint16_t handle = state.m_indexBuffer.idx;
  3347. if (invalidHandle != handle)
  3348. {
  3349. IndexBuffer& ib = s_renderCtx->m_indexBuffers[handle];
  3350. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  3351. }
  3352. else
  3353. {
  3354. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  3355. }
  3356. }
  3357. if (isValid(currentState.m_vertexBuffer) )
  3358. {
  3359. if (baseVertex != state.m_startVertex
  3360. || bindAttribs)
  3361. {
  3362. baseVertex = state.m_startVertex;
  3363. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[state.m_vertexBuffer.idx];
  3364. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3365. const Program& program = s_renderCtx->m_program[programIdx];
  3366. program.bindAttributes(s_renderCtx->m_vertexDecls[decl], state.m_startVertex);
  3367. if (isValid(state.m_instanceDataBuffer) )
  3368. {
  3369. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, s_renderCtx->m_vertexBuffers[state.m_instanceDataBuffer.idx].m_id) );
  3370. program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
  3371. }
  3372. }
  3373. }
  3374. }
  3375. if (isValid(currentState.m_vertexBuffer) )
  3376. {
  3377. uint32_t numVertices = state.m_numVertices;
  3378. if (UINT32_MAX == numVertices)
  3379. {
  3380. const VertexBuffer& vb = s_renderCtx->m_vertexBuffers[currentState.m_vertexBuffer.idx];
  3381. uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
  3382. const VertexDecl& vertexDecl = s_renderCtx->m_vertexDecls[decl];
  3383. numVertices = vb.m_size/vertexDecl.m_stride;
  3384. }
  3385. uint32_t numIndices = 0;
  3386. uint32_t numPrimsSubmitted = 0;
  3387. uint32_t numInstances = 0;
  3388. uint32_t numPrimsRendered = 0;
  3389. if (isValid(state.m_indexBuffer) )
  3390. {
  3391. if (UINT32_MAX == state.m_numIndices)
  3392. {
  3393. numIndices = s_renderCtx->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
  3394. numPrimsSubmitted = numIndices/primNumVerts;
  3395. numInstances = state.m_numInstances;
  3396. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3397. GL_CHECK(glDrawElementsInstanced(primType
  3398. , numIndices
  3399. , GL_UNSIGNED_SHORT
  3400. , (void*)0
  3401. , state.m_numInstances
  3402. ) );
  3403. }
  3404. else if (primNumVerts <= state.m_numIndices)
  3405. {
  3406. numIndices = state.m_numIndices;
  3407. numPrimsSubmitted = numIndices/primNumVerts;
  3408. numInstances = state.m_numInstances;
  3409. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3410. GL_CHECK(glDrawElementsInstanced(primType
  3411. , numIndices
  3412. , GL_UNSIGNED_SHORT
  3413. , (void*)(uintptr_t)(state.m_startIndex*2)
  3414. , state.m_numInstances
  3415. ) );
  3416. }
  3417. }
  3418. else
  3419. {
  3420. numPrimsSubmitted = numVertices/primNumVerts;
  3421. numInstances = state.m_numInstances;
  3422. numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
  3423. GL_CHECK(glDrawArraysInstanced(primType
  3424. , 0
  3425. , numVertices
  3426. , state.m_numInstances
  3427. ) );
  3428. }
  3429. statsNumPrimsSubmitted += numPrimsSubmitted;
  3430. statsNumIndices += numIndices;
  3431. statsNumInstances += numInstances;
  3432. statsNumPrimsRendered += numPrimsRendered;
  3433. }
  3434. }
  3435. }
  3436. s_renderCtx->blitMsaaFbo();
  3437. if (0 < m_render->m_num)
  3438. {
  3439. captureElapsed = -bx::getHPCounter();
  3440. s_renderCtx->capture();
  3441. captureElapsed += bx::getHPCounter();
  3442. }
  3443. }
  3444. int64_t now = bx::getHPCounter();
  3445. elapsed += now;
  3446. static int64_t last = now;
  3447. int64_t frameTime = now - last;
  3448. last = now;
  3449. static int64_t min = frameTime;
  3450. static int64_t max = frameTime;
  3451. min = min > frameTime ? frameTime : min;
  3452. max = max < frameTime ? frameTime : max;
  3453. if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  3454. {
  3455. double elapsedGpuMs = 0.0;
  3456. #if BGFX_CONFIG_RENDERER_OPENGL
  3457. s_renderCtx->m_queries.end(GL_TIME_ELAPSED);
  3458. uint64_t elapsedGl = s_renderCtx->m_queries.getResult(0);
  3459. elapsedGpuMs = double(elapsedGl)/1e6;
  3460. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3461. TextVideoMem& tvm = s_renderCtx->m_textVideoMem;
  3462. static int64_t next = now;
  3463. if (now >= next)
  3464. {
  3465. next = now + bx::getHPFrequency();
  3466. double freq = double(bx::getHPFrequency() );
  3467. double toMs = 1000.0/freq;
  3468. tvm.clear();
  3469. uint16_t pos = 0;
  3470. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " " BGFX_RENDERER_NAME " / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " ");
  3471. tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderCtx->m_vendor);
  3472. tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderCtx->m_renderer);
  3473. tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderCtx->m_version);
  3474. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", s_renderCtx->m_glslVersion);
  3475. pos = 10;
  3476. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  3477. , double(frameTime)*toMs
  3478. , double(min)*toMs
  3479. , double(max)*toMs
  3480. , freq/frameTime
  3481. );
  3482. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  3483. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d "
  3484. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  3485. , 0 != msaa ? '\xfe' : ' '
  3486. , 1<<msaa
  3487. );
  3488. double elapsedCpuMs = double(elapsed)*toMs;
  3489. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  3490. , m_render->m_num
  3491. , elapsedCpuMs
  3492. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  3493. , elapsedGpuMs
  3494. );
  3495. tvm.printf(10, pos++, 0x8e, " Prims: %7d (#inst: %5d), submitted: %7d"
  3496. , statsNumPrimsRendered
  3497. , statsNumInstances
  3498. , statsNumPrimsSubmitted
  3499. );
  3500. double captureMs = double(captureElapsed)*toMs;
  3501. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  3502. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  3503. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset);
  3504. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset);
  3505. #if BGFX_CONFIG_RENDERER_OPENGL
  3506. if (s_extension[Extension::ATI_meminfo].m_supported)
  3507. {
  3508. GLint vboFree[4];
  3509. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  3510. GLint texFree[4];
  3511. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  3512. GLint rbfFree[4];
  3513. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  3514. pos++;
  3515. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  3516. tvm.printf(10, pos++, 0x8e, " VBO: %7d, %7d, %7d, %7d", vboFree[0], vboFree[1], vboFree[2], vboFree[3]);
  3517. tvm.printf(10, pos++, 0x8e, " Texture: %7d, %7d, %7d, %7d", texFree[0], texFree[1], texFree[2], texFree[3]);
  3518. tvm.printf(10, pos++, 0x8e, " Render Buffer: %7d, %7d, %7d, %7d", rbfFree[0], rbfFree[1], rbfFree[2], rbfFree[3]);
  3519. }
  3520. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  3521. {
  3522. GLint dedicated;
  3523. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  3524. GLint totalAvail;
  3525. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  3526. GLint currAvail;
  3527. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  3528. GLint evictedCount;
  3529. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  3530. GLint evictedMemory;
  3531. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  3532. pos++;
  3533. tvm.printf(10, pos++, 0x8c, "----------|");
  3534. tvm.printf(10, pos++, 0x8e, " Dedicated: %7d", dedicated);
  3535. tvm.printf(10, pos++, 0x8e, " Available: %7d (%7d)", currAvail, totalAvail);
  3536. tvm.printf(10, pos++, 0x8e, " Eviction: %7d / %7d", evictedCount, evictedMemory);
  3537. }
  3538. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3539. uint8_t attr[2] = { 0x89, 0x8a };
  3540. uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender;
  3541. pos++;
  3542. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(m_render->m_waitSubmit)*toMs);
  3543. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(m_render->m_waitRender)*toMs);
  3544. min = frameTime;
  3545. max = frameTime;
  3546. }
  3547. m_textVideoMemBlitter.blit(tvm);
  3548. }
  3549. else if (m_render->m_debug & BGFX_DEBUG_TEXT)
  3550. {
  3551. m_textVideoMemBlitter.blit(m_render->m_textVideoMem);
  3552. }
  3553. GL_CHECK(glFrameTerminatorGREMEDY() );
  3554. }
  3555. }
  3556. #endif // (BGFX_CONFIG_RENDERER_OPENGLES2|BGFX_CONFIG_RENDERER_OPENGLES3|BGFX_CONFIG_RENDERER_OPENGL)