renderer_gl.cpp 158 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "bgfx_p.h"
  6. #if (BGFX_CONFIG_RENDERER_OPENGLES || BGFX_CONFIG_RENDERER_OPENGL)
  7. # include "renderer_gl.h"
  8. # include <bx/timer.h>
  9. # include <bx/uint32_t.h>
  10. namespace bgfx
  11. {
  12. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  13. struct PrimInfo
  14. {
  15. GLenum m_type;
  16. uint32_t m_min;
  17. uint32_t m_div;
  18. uint32_t m_sub;
  19. };
  20. static const PrimInfo s_primInfo[] =
  21. {
  22. { GL_TRIANGLES, 3, 3, 0 },
  23. { GL_TRIANGLE_STRIP, 3, 1, 2 },
  24. { GL_LINES, 2, 2, 0 },
  25. { GL_LINE_STRIP, 2, 1, 1 },
  26. { GL_POINTS, 1, 1, 0 },
  27. };
  28. static const char* s_primName[] =
  29. {
  30. "TriList",
  31. "TriStrip",
  32. "Line",
  33. "LineStrip",
  34. "Point",
  35. };
  36. static const char* s_attribName[] =
  37. {
  38. "a_position",
  39. "a_normal",
  40. "a_tangent",
  41. "a_bitangent",
  42. "a_color0",
  43. "a_color1",
  44. "a_indices",
  45. "a_weight",
  46. "a_texcoord0",
  47. "a_texcoord1",
  48. "a_texcoord2",
  49. "a_texcoord3",
  50. "a_texcoord4",
  51. "a_texcoord5",
  52. "a_texcoord6",
  53. "a_texcoord7",
  54. };
  55. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attribName) );
  56. static const char* s_instanceDataName[] =
  57. {
  58. "i_data0",
  59. "i_data1",
  60. "i_data2",
  61. "i_data3",
  62. "i_data4",
  63. };
  64. BX_STATIC_ASSERT(BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT == BX_COUNTOF(s_instanceDataName) );
  65. static const GLenum s_access[] =
  66. {
  67. GL_READ_ONLY,
  68. GL_WRITE_ONLY,
  69. GL_READ_WRITE,
  70. };
  71. BX_STATIC_ASSERT(Access::Count == BX_COUNTOF(s_access) );
  72. static const GLenum s_attribType[] =
  73. {
  74. GL_UNSIGNED_BYTE,
  75. GL_SHORT,
  76. GL_HALF_FLOAT,
  77. GL_FLOAT,
  78. };
  79. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  80. struct Blend
  81. {
  82. GLenum m_src;
  83. GLenum m_dst;
  84. bool m_factor;
  85. };
  86. static const Blend s_blendFactor[] =
  87. {
  88. { 0, 0, false }, // ignored
  89. { GL_ZERO, GL_ZERO, false }, // ZERO
  90. { GL_ONE, GL_ONE, false }, // ONE
  91. { GL_SRC_COLOR, GL_SRC_COLOR, false }, // SRC_COLOR
  92. { GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, false }, // INV_SRC_COLOR
  93. { GL_SRC_ALPHA, GL_SRC_ALPHA, false }, // SRC_ALPHA
  94. { GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, false }, // INV_SRC_ALPHA
  95. { GL_DST_ALPHA, GL_DST_ALPHA, false }, // DST_ALPHA
  96. { GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, false }, // INV_DST_ALPHA
  97. { GL_DST_COLOR, GL_DST_COLOR, false }, // DST_COLOR
  98. { GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_DST_COLOR, false }, // INV_DST_COLOR
  99. { GL_SRC_ALPHA_SATURATE, GL_ONE, false }, // SRC_ALPHA_SAT
  100. { GL_CONSTANT_COLOR, GL_CONSTANT_COLOR, true }, // FACTOR
  101. { GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, true }, // INV_FACTOR
  102. };
  103. static const GLenum s_blendEquation[] =
  104. {
  105. GL_FUNC_ADD,
  106. GL_FUNC_SUBTRACT,
  107. GL_FUNC_REVERSE_SUBTRACT,
  108. GL_MIN,
  109. GL_MAX,
  110. };
  111. static const GLenum s_cmpFunc[] =
  112. {
  113. 0, // ignored
  114. GL_LESS,
  115. GL_LEQUAL,
  116. GL_EQUAL,
  117. GL_GEQUAL,
  118. GL_GREATER,
  119. GL_NOTEQUAL,
  120. GL_NEVER,
  121. GL_ALWAYS,
  122. };
  123. static const GLenum s_stencilOp[] =
  124. {
  125. GL_ZERO,
  126. GL_KEEP,
  127. GL_REPLACE,
  128. GL_INCR_WRAP,
  129. GL_INCR,
  130. GL_DECR_WRAP,
  131. GL_DECR,
  132. GL_INVERT,
  133. };
  134. static const GLenum s_stencilFace[] =
  135. {
  136. GL_FRONT_AND_BACK,
  137. GL_FRONT,
  138. GL_BACK,
  139. };
  140. static const GLenum s_textureAddress[] =
  141. {
  142. GL_REPEAT,
  143. GL_MIRRORED_REPEAT,
  144. GL_CLAMP_TO_EDGE,
  145. };
  146. static const GLenum s_textureFilterMag[] =
  147. {
  148. GL_LINEAR,
  149. GL_NEAREST,
  150. GL_LINEAR,
  151. };
  152. static const GLenum s_textureFilterMin[][3] =
  153. {
  154. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  155. { GL_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_NEAREST },
  156. { GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_LINEAR },
  157. };
  158. struct TextureFormatInfo
  159. {
  160. GLenum m_internalFmt;
  161. GLenum m_fmt;
  162. GLenum m_type;
  163. bool m_supported;
  164. };
  165. static TextureFormatInfo s_textureFormat[] =
  166. {
  167. { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
  168. { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
  169. { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_ZERO, false }, // BC3
  170. { GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_ZERO, false }, // BC4
  171. { GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_ZERO, false }, // BC5
  172. { GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_ZERO, false }, // BC6H
  173. { GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_ZERO, false }, // BC7
  174. { GL_ETC1_RGB8_OES, GL_ETC1_RGB8_OES, GL_ZERO, false }, // ETC1
  175. { GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGB8_ETC2, GL_ZERO, false }, // ETC2
  176. { GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_ZERO, false }, // ETC2A
  177. { GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_ZERO, false }, // ETC2A1
  178. { GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12
  179. { GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14
  180. { GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG, GL_ZERO, false }, // PTC12A
  181. { GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, GL_ZERO, false }, // PTC14A
  182. { GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG, GL_ZERO, false }, // PTC22
  183. { GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG, GL_ZERO, false }, // PTC24
  184. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // Unknown
  185. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // R1
  186. { GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, true }, // R8
  187. { GL_R16, GL_RED, GL_UNSIGNED_SHORT, true }, // R16
  188. { GL_R16F, GL_RED, GL_HALF_FLOAT, true }, // R16F
  189. { GL_R32UI, GL_RED, GL_UNSIGNED_INT, true }, // R32
  190. { GL_R32F, GL_RED, GL_FLOAT, true }, // R32F
  191. { GL_RG8, GL_RG, GL_UNSIGNED_BYTE, true }, // RG8
  192. { GL_RG16, GL_RG, GL_UNSIGNED_SHORT, true }, // RG16
  193. { GL_RG16F, GL_RG, GL_FLOAT, true }, // RG16F
  194. { GL_RG32UI, GL_RG, GL_UNSIGNED_INT, true }, // RG32
  195. { GL_RG32F, GL_RG, GL_FLOAT, true }, // RG32F
  196. { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true }, // BGRA8
  197. { GL_RGBA16, GL_RGBA, GL_UNSIGNED_BYTE, true }, // RGBA16
  198. { GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT, true }, // RGBA16F
  199. { GL_RGBA32UI, GL_RGBA, GL_UNSIGNED_INT, true }, // RGBA32
  200. { GL_RGBA32F, GL_RGBA, GL_FLOAT, true }, // RGBA32F
  201. { GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, true }, // R5G6B5
  202. { GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, true }, // RGBA4
  203. { GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, true }, // RGB5A1
  204. { GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, true }, // RGB10A2
  205. { GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, true }, // R11G11B10F
  206. { GL_ZERO, GL_ZERO, GL_ZERO, true }, // UnknownDepth
  207. { GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, false }, // D16
  208. { GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D24
  209. { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false }, // D24S8
  210. { GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, false }, // D32
  211. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D16F
  212. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D24F
  213. { GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
  214. { GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
  215. };
  216. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  217. static GLenum s_imageFormat[] =
  218. {
  219. GL_ZERO, // BC1
  220. GL_ZERO, // BC2
  221. GL_ZERO, // BC3
  222. GL_ZERO, // BC4
  223. GL_ZERO, // BC5
  224. GL_ZERO, // BC6H
  225. GL_ZERO, // BC7
  226. GL_ZERO, // ETC1
  227. GL_ZERO, // ETC2
  228. GL_ZERO, // ETC2A
  229. GL_ZERO, // ETC2A1
  230. GL_ZERO, // PTC12
  231. GL_ZERO, // PTC14
  232. GL_ZERO, // PTC12A
  233. GL_ZERO, // PTC14A
  234. GL_ZERO, // PTC22
  235. GL_ZERO, // PTC24
  236. GL_ZERO, // Unknown
  237. GL_ZERO, // R1
  238. GL_R8, // R8
  239. GL_R16, // R16
  240. GL_R16F, // R16F
  241. GL_R32UI, // R32
  242. GL_R32F, // R32F
  243. GL_RG8, // RG8
  244. GL_RG16, // RG16
  245. GL_RG16F, // RG16F
  246. GL_RG32UI, // RG32
  247. GL_RG32F, // RG32F
  248. GL_RGBA8, // BGRA8
  249. GL_RGBA16, // RGBA16
  250. GL_RGBA16F, // RGBA16F
  251. GL_RGBA32UI, // RGBA32
  252. GL_RGBA32F, // RGBA32F
  253. GL_RGB565, // R5G6B5
  254. GL_RGBA4, // RGBA4
  255. GL_RGB5_A1, // RGB5A1
  256. GL_RGB10_A2, // RGB10A2
  257. GL_R11F_G11F_B10F, // R11G11B10F
  258. GL_ZERO, // UnknownDepth
  259. GL_ZERO, // D16
  260. GL_ZERO, // D24
  261. GL_ZERO, // D24S8
  262. GL_ZERO, // D32
  263. GL_ZERO, // D16F
  264. GL_ZERO, // D24F
  265. GL_ZERO, // D32F
  266. GL_ZERO, // D0S8
  267. };
  268. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_imageFormat) );
  269. struct Extension
  270. {
  271. enum Enum
  272. {
  273. AMD_conservative_depth,
  274. ANGLE_depth_texture,
  275. ANGLE_framebuffer_blit,
  276. ANGLE_framebuffer_multisample,
  277. ANGLE_instanced_arrays,
  278. ANGLE_texture_compression_dxt1,
  279. ANGLE_texture_compression_dxt3,
  280. ANGLE_texture_compression_dxt5,
  281. ANGLE_translated_shader_source,
  282. APPLE_texture_format_BGRA8888,
  283. APPLE_texture_max_level,
  284. ARB_compute_shader,
  285. ARB_conservative_depth,
  286. ARB_debug_label,
  287. ARB_debug_output,
  288. ARB_depth_buffer_float,
  289. ARB_depth_clamp,
  290. ARB_draw_buffers_blend,
  291. ARB_draw_instanced,
  292. ARB_ES3_compatibility,
  293. ARB_framebuffer_object,
  294. ARB_framebuffer_sRGB,
  295. ARB_get_program_binary,
  296. ARB_half_float_pixel,
  297. ARB_half_float_vertex,
  298. ARB_instanced_arrays,
  299. ARB_map_buffer_range,
  300. ARB_multisample,
  301. ARB_occlusion_query,
  302. ARB_occlusion_query2,
  303. ARB_program_interface_query,
  304. ARB_sampler_objects,
  305. ARB_seamless_cube_map,
  306. ARB_shader_bit_encoding,
  307. ARB_shader_image_load_store,
  308. ARB_shader_storage_buffer_object,
  309. ARB_shader_texture_lod,
  310. ARB_texture_compression_bptc,
  311. ARB_texture_compression_rgtc,
  312. ARB_texture_float,
  313. ARB_texture_multisample,
  314. ARB_texture_rg,
  315. ARB_texture_rgb10_a2ui,
  316. ARB_texture_stencil8,
  317. ARB_texture_storage,
  318. ARB_texture_swizzle,
  319. ARB_timer_query,
  320. ARB_uniform_buffer_object,
  321. ARB_vertex_array_object,
  322. ARB_vertex_type_2_10_10_10_rev,
  323. ATI_meminfo,
  324. CHROMIUM_color_buffer_float_rgb,
  325. CHROMIUM_color_buffer_float_rgba,
  326. CHROMIUM_depth_texture,
  327. CHROMIUM_framebuffer_multisample,
  328. CHROMIUM_texture_compression_dxt3,
  329. CHROMIUM_texture_compression_dxt5,
  330. EXT_bgra,
  331. EXT_blend_color,
  332. EXT_blend_minmax,
  333. EXT_blend_subtract,
  334. EXT_compressed_ETC1_RGB8_sub_texture,
  335. EXT_debug_label,
  336. EXT_debug_marker,
  337. EXT_draw_buffers,
  338. EXT_frag_depth,
  339. EXT_framebuffer_blit,
  340. EXT_framebuffer_object,
  341. EXT_framebuffer_sRGB,
  342. EXT_occlusion_query_boolean,
  343. EXT_packed_float,
  344. EXT_read_format_bgra,
  345. EXT_shader_image_load_store,
  346. EXT_shader_texture_lod,
  347. EXT_shadow_samplers,
  348. EXT_texture_array,
  349. EXT_texture_compression_dxt1,
  350. EXT_texture_compression_latc,
  351. EXT_texture_compression_rgtc,
  352. EXT_texture_compression_s3tc,
  353. EXT_texture_filter_anisotropic,
  354. EXT_texture_format_BGRA8888,
  355. EXT_texture_rg,
  356. EXT_texture_sRGB,
  357. EXT_texture_storage,
  358. EXT_texture_swizzle,
  359. EXT_texture_type_2_10_10_10_REV,
  360. EXT_timer_query,
  361. EXT_unpack_subimage,
  362. GOOGLE_depth_texture,
  363. GREMEDY_string_marker,
  364. GREMEDY_frame_terminator,
  365. IMG_multisampled_render_to_texture,
  366. IMG_read_format,
  367. IMG_shader_binary,
  368. IMG_texture_compression_pvrtc,
  369. IMG_texture_compression_pvrtc2,
  370. IMG_texture_format_BGRA8888,
  371. INTEL_fragment_shader_ordering,
  372. KHR_debug,
  373. MOZ_WEBGL_compressed_texture_s3tc,
  374. MOZ_WEBGL_depth_texture,
  375. NV_draw_buffers,
  376. NVX_gpu_memory_info,
  377. OES_compressed_ETC1_RGB8_texture,
  378. OES_depth24,
  379. OES_depth32,
  380. OES_depth_texture,
  381. OES_fragment_precision_high,
  382. OES_get_program_binary,
  383. OES_required_internalformat,
  384. OES_packed_depth_stencil,
  385. OES_read_format,
  386. OES_rgb8_rgba8,
  387. OES_standard_derivatives,
  388. OES_texture_3D,
  389. OES_texture_float,
  390. OES_texture_float_linear,
  391. OES_texture_npot,
  392. OES_texture_half_float,
  393. OES_texture_half_float_linear,
  394. OES_vertex_array_object,
  395. OES_vertex_half_float,
  396. OES_vertex_type_10_10_10_2,
  397. WEBGL_compressed_texture_etc1,
  398. WEBGL_compressed_texture_s3tc,
  399. WEBGL_compressed_texture_pvrtc,
  400. WEBGL_depth_texture,
  401. WEBKIT_EXT_texture_filter_anisotropic,
  402. WEBKIT_WEBGL_compressed_texture_s3tc,
  403. WEBKIT_WEBGL_depth_texture,
  404. Count
  405. };
  406. const char* m_name;
  407. bool m_supported;
  408. bool m_initialize;
  409. };
  410. static Extension s_extension[Extension::Count] =
  411. {
  412. { "AMD_conservative_depth", false, true },
  413. { "ANGLE_depth_texture", false, true },
  414. { "ANGLE_framebuffer_blit", false, true },
  415. { "ANGLE_framebuffer_multisample", false, false },
  416. { "ANGLE_instanced_arrays", false, true },
  417. { "ANGLE_texture_compression_dxt1", false, true },
  418. { "ANGLE_texture_compression_dxt3", false, true },
  419. { "ANGLE_texture_compression_dxt5", false, true },
  420. { "ANGLE_translated_shader_source", false, true },
  421. { "APPLE_texture_format_BGRA8888", false, true },
  422. { "APPLE_texture_max_level", false, true },
  423. { "ARB_compute_shader", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  424. { "ARB_conservative_depth", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  425. { "ARB_debug_label", false, true },
  426. { "ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  427. { "ARB_depth_buffer_float", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  428. { "ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  429. { "ARB_draw_buffers_blend", BGFX_CONFIG_RENDERER_OPENGL >= 40, true },
  430. { "ARB_draw_instanced", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  431. { "ARB_ES3_compatibility", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  432. { "ARB_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  433. { "ARB_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  434. { "ARB_get_program_binary", BGFX_CONFIG_RENDERER_OPENGL >= 41, true },
  435. { "ARB_half_float_pixel", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  436. { "ARB_half_float_vertex", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  437. { "ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  438. { "ARB_map_buffer_range", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  439. { "ARB_multisample", false, true },
  440. { "ARB_occlusion_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  441. { "ARB_occlusion_query2", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  442. { "ARB_program_interface_query", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  443. { "ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  444. { "ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  445. { "ARB_shader_bit_encoding", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  446. { "ARB_shader_image_load_store", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  447. { "ARB_shader_storage_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  448. { "ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  449. { "ARB_texture_compression_bptc", BGFX_CONFIG_RENDERER_OPENGL >= 44, true },
  450. { "ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  451. { "ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  452. { "ARB_texture_multisample", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
  453. { "ARB_texture_rg", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  454. { "ARB_texture_rgb10_a2ui", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  455. { "ARB_texture_stencil8", false, true },
  456. { "ARB_texture_storage", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
  457. { "ARB_texture_swizzle", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  458. { "ARB_timer_query", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  459. { "ARB_uniform_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  460. { "ARB_vertex_array_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  461. { "ARB_vertex_type_2_10_10_10_rev", false, true },
  462. { "ATI_meminfo", false, true },
  463. { "CHROMIUM_color_buffer_float_rgb", false, true },
  464. { "CHROMIUM_color_buffer_float_rgba", false, true },
  465. { "CHROMIUM_depth_texture", false, true },
  466. { "CHROMIUM_framebuffer_multisample", false, true },
  467. { "CHROMIUM_texture_compression_dxt3", false, true },
  468. { "CHROMIUM_texture_compression_dxt5", false, true },
  469. { "EXT_bgra", false, true },
  470. { "EXT_blend_color", BGFX_CONFIG_RENDERER_OPENGL >= 31, true },
  471. { "EXT_blend_minmax", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  472. { "EXT_blend_subtract", BGFX_CONFIG_RENDERER_OPENGL >= 14, true },
  473. { "EXT_compressed_ETC1_RGB8_sub_texture", false, true }, // GLES2 extension.
  474. { "EXT_debug_label", false, true },
  475. { "EXT_debug_marker", false, true },
  476. { "EXT_draw_buffers", false, true }, // GLES2 extension.
  477. { "EXT_frag_depth", false, true }, // GLES2 extension.
  478. { "EXT_framebuffer_blit", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  479. { "EXT_framebuffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  480. { "EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  481. { "EXT_occlusion_query_boolean", false, true },
  482. { "EXT_packed_float", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
  483. { "EXT_read_format_bgra", false, true },
  484. { "EXT_shader_image_load_store", false, true },
  485. { "EXT_shader_texture_lod", false, true }, // GLES2 extension.
  486. { "EXT_shadow_samplers", false, true },
  487. { "EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  488. { "EXT_texture_compression_dxt1", false, true },
  489. { "EXT_texture_compression_latc", false, true },
  490. { "EXT_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
  491. { "EXT_texture_compression_s3tc", false, true },
  492. { "EXT_texture_filter_anisotropic", false, true },
  493. { "EXT_texture_format_BGRA8888", false, true },
  494. { "EXT_texture_rg", false, true }, // GLES2 extension.
  495. { "EXT_texture_sRGB", false, true },
  496. { "EXT_texture_storage", false, true },
  497. { "EXT_texture_swizzle", false, true },
  498. { "EXT_texture_type_2_10_10_10_REV", false, true },
  499. { "EXT_timer_query", false, true },
  500. { "EXT_unpack_subimage", false, true },
  501. { "GOOGLE_depth_texture", false, true },
  502. { "GREMEDY_string_marker", false, true },
  503. { "GREMEDY_frame_terminator", false, true },
  504. { "IMG_multisampled_render_to_texture", false, true },
  505. { "IMG_read_format", false, true },
  506. { "IMG_shader_binary", false, true },
  507. { "IMG_texture_compression_pvrtc", false, true },
  508. { "IMG_texture_compression_pvrtc2", false, true },
  509. { "IMG_texture_format_BGRA8888", false, true },
  510. { "INTEL_fragment_shader_ordering", false, true },
  511. { "KHR_debug", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
  512. { "MOZ_WEBGL_compressed_texture_s3tc", false, true },
  513. { "MOZ_WEBGL_depth_texture", false, true },
  514. { "NV_draw_buffers", false, true }, // GLES2 extension.
  515. { "NVX_gpu_memory_info", false, true },
  516. { "OES_compressed_ETC1_RGB8_texture", false, true },
  517. { "OES_depth24", false, true },
  518. { "OES_depth32", false, true },
  519. { "OES_depth_texture", false, true },
  520. { "OES_fragment_precision_high", false, true },
  521. { "OES_get_program_binary", false, true },
  522. { "OES_required_internalformat", false, true },
  523. { "OES_packed_depth_stencil", false, true },
  524. { "OES_read_format", false, true },
  525. { "OES_rgb8_rgba8", false, true },
  526. { "OES_standard_derivatives", false, true },
  527. { "OES_texture_3D", false, true },
  528. { "OES_texture_float", false, true },
  529. { "OES_texture_float_linear", false, true },
  530. { "OES_texture_npot", false, true },
  531. { "OES_texture_half_float", false, true },
  532. { "OES_texture_half_float_linear", false, true },
  533. { "OES_vertex_array_object", false, !BX_PLATFORM_IOS },
  534. { "OES_vertex_half_float", false, true },
  535. { "OES_vertex_type_10_10_10_2", false, true },
  536. { "WEBGL_compressed_texture_etc1", false, true },
  537. { "WEBGL_compressed_texture_s3tc", false, true },
  538. { "WEBGL_compressed_texture_pvrtc", false, true },
  539. { "WEBGL_depth_texture", false, true },
  540. { "WEBKIT_EXT_texture_filter_anisotropic", false, true },
  541. { "WEBKIT_WEBGL_compressed_texture_s3tc", false, true },
  542. { "WEBKIT_WEBGL_depth_texture", false, true },
  543. };
  544. static const char* s_ARB_shader_texture_lod[] =
  545. {
  546. "texture2DLod",
  547. "texture2DProjLod",
  548. "texture3DLod",
  549. "texture3DProjLod",
  550. "textureCubeLod",
  551. "shadow2DLod",
  552. "shadow2DProjLod",
  553. NULL
  554. // "texture1DLod",
  555. // "texture1DProjLod",
  556. // "shadow1DLod",
  557. // "shadow1DProjLod",
  558. };
  559. static const char* s_EXT_shader_texture_lod[] =
  560. {
  561. "texture2DLod",
  562. "texture2DProjLod",
  563. "textureCubeLod",
  564. NULL
  565. // "texture2DGrad",
  566. // "texture2DProjGrad",
  567. // "textureCubeGrad",
  568. };
  569. static const char* s_EXT_shadow_samplers[] =
  570. {
  571. "shadow2D",
  572. "shadow2DProj",
  573. NULL
  574. };
  575. static const char* s_OES_standard_derivatives[] =
  576. {
  577. "dFdx",
  578. "dFdy",
  579. "fwidth",
  580. NULL
  581. };
  582. static const char* s_OES_texture_3D[] =
  583. {
  584. "texture3D",
  585. "texture3DProj",
  586. "texture3DLod",
  587. "texture3DProjLod",
  588. NULL
  589. };
  590. static void GL_APIENTRY stubVertexAttribDivisor(GLuint /*_index*/, GLuint /*_divisor*/)
  591. {
  592. }
  593. static void GL_APIENTRY stubDrawArraysInstanced(GLenum _mode, GLint _first, GLsizei _count, GLsizei /*_primcount*/)
  594. {
  595. GL_CHECK(glDrawArrays(_mode, _first, _count) );
  596. }
  597. static void GL_APIENTRY stubDrawElementsInstanced(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei /*_primcount*/)
  598. {
  599. GL_CHECK(glDrawElements(_mode, _count, _type, _indices) );
  600. }
  601. static void GL_APIENTRY stubFrameTerminatorGREMEDY()
  602. {
  603. }
  604. static void GL_APIENTRY stubInsertEventMarker(GLsizei /*_length*/, const char* /*_marker*/)
  605. {
  606. }
  607. static void GL_APIENTRY stubInsertEventMarkerGREMEDY(GLsizei _length, const char* _marker)
  608. {
  609. // If <marker> is a null-terminated string then <length> should not
  610. // include the terminator.
  611. //
  612. // If <length> is 0 then <marker> is assumed to be null-terminated.
  613. uint32_t size = (0 == _length ? (uint32_t)strlen(_marker) : _length) + 1;
  614. size *= sizeof(wchar_t);
  615. wchar_t* name = (wchar_t*)alloca(size);
  616. mbstowcs(name, _marker, size-2);
  617. GL_CHECK(glStringMarkerGREMEDY(_length, _marker) );
  618. }
  619. static void GL_APIENTRY stubObjectLabel(GLenum /*_identifier*/, GLuint /*_name*/, GLsizei /*_length*/, const char* /*_label*/)
  620. {
  621. }
  622. typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
  623. static const char* getGLString(GLenum _name)
  624. {
  625. const char* str = (const char*)glGetString(_name);
  626. glGetError(); // ignore error if glGetString returns NULL.
  627. if (NULL != str)
  628. {
  629. return str;
  630. }
  631. return "<unknown>";
  632. }
  633. static uint32_t getGLStringHash(GLenum _name)
  634. {
  635. const char* str = (const char*)glGetString(_name);
  636. glGetError(); // ignore error if glGetString returns NULL.
  637. if (NULL != str)
  638. {
  639. return bx::hashMurmur2A(str, (uint32_t)strlen(str) );
  640. }
  641. return 0;
  642. }
  643. void dumpExtensions(const char* _extensions)
  644. {
  645. if (NULL != _extensions)
  646. {
  647. char name[1024];
  648. const char* pos = _extensions;
  649. const char* end = _extensions + strlen(_extensions);
  650. while (pos < end)
  651. {
  652. uint32_t len;
  653. const char* space = strchr(pos, ' ');
  654. if (NULL != space)
  655. {
  656. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  657. }
  658. else
  659. {
  660. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  661. }
  662. strncpy(name, pos, len);
  663. name[len] = '\0';
  664. BX_TRACE("\t%s", name);
  665. pos += len+1;
  666. }
  667. }
  668. }
  669. const char* toString(GLenum _enum)
  670. {
  671. #if defined(GL_DEBUG_SOURCE_API_ARB)
  672. switch (_enum)
  673. {
  674. case GL_DEBUG_SOURCE_API_ARB: return "API";
  675. case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WinSys";
  676. case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "Shader";
  677. case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "3rdparty";
  678. case GL_DEBUG_SOURCE_APPLICATION_ARB: return "Application";
  679. case GL_DEBUG_SOURCE_OTHER_ARB: return "Other";
  680. case GL_DEBUG_TYPE_ERROR_ARB: return "Error";
  681. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "Deprecated behavior";
  682. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "Undefined behavior";
  683. case GL_DEBUG_TYPE_PORTABILITY_ARB: return "Portability";
  684. case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "Performance";
  685. case GL_DEBUG_TYPE_OTHER_ARB: return "Other";
  686. case GL_DEBUG_SEVERITY_HIGH_ARB: return "High";
  687. case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "Medium";
  688. case GL_DEBUG_SEVERITY_LOW_ARB: return "Low";
  689. default:
  690. break;
  691. }
  692. #else
  693. BX_UNUSED(_enum);
  694. #endif // defined(GL_DEBUG_SOURCE_API_ARB)
  695. return "<unknown>";
  696. }
  697. void GL_APIENTRY debugProcCb(GLenum _source, GLenum _type, GLuint _id, GLenum _severity, GLsizei /*_length*/, const GLchar* _message, const void* /*_userParam*/)
  698. {
  699. BX_TRACE("src %s, type %s, id %d, severity %s, '%s'"
  700. , toString(_source)
  701. , toString(_type)
  702. , _id
  703. , toString(_severity)
  704. , _message
  705. );
  706. BX_UNUSED(_source, _type, _id, _severity, _message);
  707. }
  708. GLint glGet(GLenum _pname)
  709. {
  710. GLint result = 0;
  711. glGetIntegerv(_pname, &result);
  712. GLenum err = glGetError();
  713. BX_WARN(0 == err, "glGetIntegerv(0x%04x, ...) failed with GL error: 0x%04x.", _pname, err);
  714. return 0 == err ? result : 0;
  715. }
  716. void setTextureFormat(TextureFormat::Enum _format, GLenum _internalFmt, GLenum _fmt, GLenum _type = GL_ZERO)
  717. {
  718. TextureFormatInfo& tfi = s_textureFormat[_format];
  719. tfi.m_internalFmt = _internalFmt;
  720. tfi.m_fmt = _fmt;
  721. tfi.m_type = _type;
  722. }
  723. bool isTextureFormatValid(TextureFormat::Enum _format)
  724. {
  725. GLuint id;
  726. GL_CHECK(glGenTextures(1, &id) );
  727. GL_CHECK(glBindTexture(GL_TEXTURE_2D, id) );
  728. const TextureFormatInfo& tfi = s_textureFormat[_format];
  729. GLsizei size = (16*16*getBitsPerPixel(_format) )/8;
  730. void* data = alloca(size);
  731. if (isCompressed(_format) )
  732. {
  733. glCompressedTexImage2D(GL_TEXTURE_2D, 0, tfi.m_internalFmt, 16, 16, 0, size, data);
  734. }
  735. else
  736. {
  737. glTexImage2D(GL_TEXTURE_2D, 0, tfi.m_internalFmt, 16, 16, 0, tfi.m_fmt, tfi.m_type, data);
  738. }
  739. GLenum err = glGetError();
  740. BX_WARN(0 == err, "TextureFormat::%s is not supported (%x: %s).", getName(_format), err, glEnumName(err) );
  741. GL_CHECK(glDeleteTextures(1, &id) );
  742. return 0 == err;
  743. }
  744. struct RendererContextGL : public RendererContextI
  745. {
  746. RendererContextGL()
  747. : m_numWindows(1)
  748. , m_rtMsaa(false)
  749. , m_capture(NULL)
  750. , m_captureSize(0)
  751. , m_maxAnisotropy(0.0f)
  752. , m_maxMsaa(0)
  753. , m_vao(0)
  754. , m_vaoSupport(false)
  755. , m_samplerObjectSupport(false)
  756. , m_shadowSamplersSupport(false)
  757. , m_programBinarySupport(false)
  758. , m_textureSwizzleSupport(false)
  759. , m_depthTextureSupport(false)
  760. , m_flip(false)
  761. , m_hash( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  762. , m_backBufferFbo(0)
  763. , m_msaaBackBufferFbo(0)
  764. , m_ovrFbo(0)
  765. {
  766. memset(m_msaaBackBufferRbos, 0, sizeof(m_msaaBackBufferRbos) );
  767. }
  768. ~RendererContextGL()
  769. {
  770. }
  771. void init()
  772. {
  773. m_fbh.idx = invalidHandle;
  774. memset(m_uniforms, 0, sizeof(m_uniforms) );
  775. memset(&m_resolution, 0, sizeof(m_resolution) );
  776. setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  777. // Must be after context is initialized?!
  778. m_ovr.init();
  779. m_vendor = getGLString(GL_VENDOR);
  780. m_renderer = getGLString(GL_RENDERER);
  781. m_version = getGLString(GL_VERSION);
  782. m_glslVersion = getGLString(GL_SHADING_LANGUAGE_VERSION);
  783. GLint numCmpFormats = 0;
  784. GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) );
  785. BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats);
  786. GLint* cmpFormat = NULL;
  787. if (0 < numCmpFormats)
  788. {
  789. numCmpFormats = numCmpFormats > 256 ? 256 : numCmpFormats;
  790. cmpFormat = (GLint*)alloca(sizeof(GLint)*numCmpFormats);
  791. GL_CHECK(glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, cmpFormat) );
  792. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  793. {
  794. GLint internalFmt = cmpFormat[ii];
  795. uint32_t fmt = uint32_t(TextureFormat::Unknown);
  796. for (uint32_t jj = 0; jj < fmt; ++jj)
  797. {
  798. if (s_textureFormat[jj].m_internalFmt == (GLenum)internalFmt)
  799. {
  800. s_textureFormat[jj].m_supported = true;
  801. fmt = jj;
  802. }
  803. }
  804. BX_TRACE(" %3d: %8x %s", ii, internalFmt, getName( (TextureFormat::Enum)fmt) );
  805. }
  806. }
  807. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  808. {
  809. #define GL_GET(_pname, _min) BX_TRACE(" " #_pname " %d (min: %d)", glGet(_pname), _min)
  810. BX_TRACE("Defaults:");
  811. #if BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES
  812. GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16);
  813. GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128);
  814. GL_GET(GL_MAX_VARYING_VECTORS, 8);
  815. #else
  816. GL_GET(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 16 * 4);
  817. GL_GET(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 128 * 4);
  818. GL_GET(GL_MAX_VARYING_FLOATS, 8 * 4);
  819. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 41 || BGFX_CONFIG_RENDERER_OPENGLES
  820. GL_GET(GL_MAX_VERTEX_ATTRIBS, 8);
  821. GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8);
  822. GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16);
  823. GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8);
  824. GL_GET(GL_MAX_TEXTURE_SIZE, 64);
  825. GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0);
  826. GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1);
  827. #undef GL_GET
  828. BX_TRACE(" Vendor: %s", m_vendor);
  829. BX_TRACE(" Renderer: %s", m_renderer);
  830. BX_TRACE(" Version: %s", m_version);
  831. BX_TRACE("GLSL version: %s", m_glslVersion);
  832. }
  833. // Initial binary shader hash depends on driver version.
  834. m_hash = ( (BX_PLATFORM_WINDOWS<<1) | BX_ARCH_64BIT)
  835. ^ (uint64_t(getGLStringHash(GL_VENDOR ) )<<32)
  836. ^ (uint64_t(getGLStringHash(GL_RENDERER) )<<0 )
  837. ^ (uint64_t(getGLStringHash(GL_VERSION ) )<<16)
  838. ;
  839. if (BX_ENABLED(BGFX_CONFIG_RENDERER_USE_EXTENSIONS) )
  840. {
  841. const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
  842. glGetError(); // ignore error if glGetString returns NULL.
  843. if (NULL != extensions)
  844. {
  845. char name[1024];
  846. const char* pos = extensions;
  847. const char* end = extensions + strlen(extensions);
  848. uint32_t index = 0;
  849. while (pos < end)
  850. {
  851. uint32_t len;
  852. const char* space = strchr(pos, ' ');
  853. if (NULL != space)
  854. {
  855. len = bx::uint32_min(sizeof(name), (uint32_t)(space - pos) );
  856. }
  857. else
  858. {
  859. len = bx::uint32_min(sizeof(name), (uint32_t)strlen(pos) );
  860. }
  861. strncpy(name, pos, len);
  862. name[len] = '\0';
  863. bool supported = false;
  864. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  865. {
  866. Extension& extension = s_extension[ii];
  867. if (!extension.m_supported
  868. && extension.m_initialize)
  869. {
  870. const char* ext = name;
  871. if (0 == strncmp(ext, "GL_", 3) ) // skip GL_
  872. {
  873. ext += 3;
  874. }
  875. if (0 == strcmp(ext, extension.m_name) )
  876. {
  877. extension.m_supported = true;
  878. supported = true;
  879. break;
  880. }
  881. }
  882. }
  883. BX_TRACE("GL_EXTENSION %3d%s: %s", index, supported ? " (supported)" : "", name);
  884. BX_UNUSED(supported);
  885. pos += len+1;
  886. ++index;
  887. }
  888. BX_TRACE("Supported extensions:");
  889. for (uint32_t ii = 0; ii < Extension::Count; ++ii)
  890. {
  891. if (s_extension[ii].m_supported)
  892. {
  893. BX_TRACE("\t%2d: %s", ii, s_extension[ii].m_name);
  894. }
  895. }
  896. }
  897. }
  898. bool bc123Supported = 0
  899. || s_extension[Extension::EXT_texture_compression_s3tc ].m_supported
  900. || s_extension[Extension::MOZ_WEBGL_compressed_texture_s3tc ].m_supported
  901. || s_extension[Extension::WEBGL_compressed_texture_s3tc ].m_supported
  902. || s_extension[Extension::WEBKIT_WEBGL_compressed_texture_s3tc].m_supported
  903. ;
  904. s_textureFormat[TextureFormat::BC1].m_supported |= bc123Supported
  905. || s_extension[Extension::ANGLE_texture_compression_dxt1].m_supported
  906. || s_extension[Extension::EXT_texture_compression_dxt1 ].m_supported
  907. ;
  908. if (!s_textureFormat[TextureFormat::BC1].m_supported
  909. && ( s_textureFormat[TextureFormat::BC2].m_supported || s_textureFormat[TextureFormat::BC3].m_supported) )
  910. {
  911. // If RGBA_S3TC_DXT1 is not supported, maybe RGB_S3TC_DXT1 is?
  912. for (GLint ii = 0; ii < numCmpFormats; ++ii)
  913. {
  914. if (GL_COMPRESSED_RGB_S3TC_DXT1_EXT == cmpFormat[ii])
  915. {
  916. setTextureFormat(TextureFormat::BC1, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
  917. s_textureFormat[TextureFormat::BC1].m_supported = true;
  918. break;
  919. }
  920. }
  921. }
  922. s_textureFormat[TextureFormat::BC2].m_supported |= bc123Supported
  923. || s_extension[Extension::ANGLE_texture_compression_dxt3 ].m_supported
  924. || s_extension[Extension::CHROMIUM_texture_compression_dxt3].m_supported
  925. ;
  926. s_textureFormat[TextureFormat::BC3].m_supported |= bc123Supported
  927. || s_extension[Extension::ANGLE_texture_compression_dxt5 ].m_supported
  928. || s_extension[Extension::CHROMIUM_texture_compression_dxt5].m_supported
  929. ;
  930. if (s_extension[Extension::EXT_texture_compression_latc].m_supported)
  931. {
  932. setTextureFormat(TextureFormat::BC4, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_COMPRESSED_LUMINANCE_LATC1_EXT);
  933. setTextureFormat(TextureFormat::BC5, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT);
  934. }
  935. if (s_extension[Extension::ARB_texture_compression_rgtc].m_supported
  936. || s_extension[Extension::EXT_texture_compression_rgtc].m_supported)
  937. {
  938. setTextureFormat(TextureFormat::BC4, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1);
  939. setTextureFormat(TextureFormat::BC5, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2);
  940. }
  941. bool etc1Supported = 0
  942. || s_extension[Extension::OES_compressed_ETC1_RGB8_texture].m_supported
  943. || s_extension[Extension::WEBGL_compressed_texture_etc1 ].m_supported
  944. ;
  945. s_textureFormat[TextureFormat::ETC1].m_supported |= etc1Supported;
  946. bool etc2Supported = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  947. || s_extension[Extension::ARB_ES3_compatibility].m_supported
  948. ;
  949. s_textureFormat[TextureFormat::ETC2 ].m_supported |= etc2Supported;
  950. s_textureFormat[TextureFormat::ETC2A ].m_supported |= etc2Supported;
  951. s_textureFormat[TextureFormat::ETC2A1].m_supported |= etc2Supported;
  952. if (!s_textureFormat[TextureFormat::ETC1].m_supported
  953. && s_textureFormat[TextureFormat::ETC2].m_supported)
  954. {
  955. // When ETC2 is supported override ETC1 texture format settings.
  956. s_textureFormat[TextureFormat::ETC1].m_internalFmt = GL_COMPRESSED_RGB8_ETC2;
  957. s_textureFormat[TextureFormat::ETC1].m_fmt = GL_COMPRESSED_RGB8_ETC2;
  958. s_textureFormat[TextureFormat::ETC1].m_supported = true;
  959. }
  960. bool ptc1Supported = 0
  961. || s_extension[Extension::IMG_texture_compression_pvrtc ].m_supported
  962. || s_extension[Extension::WEBGL_compressed_texture_pvrtc].m_supported
  963. ;
  964. s_textureFormat[TextureFormat::PTC12 ].m_supported |= ptc1Supported;
  965. s_textureFormat[TextureFormat::PTC14 ].m_supported |= ptc1Supported;
  966. s_textureFormat[TextureFormat::PTC12A].m_supported |= ptc1Supported;
  967. s_textureFormat[TextureFormat::PTC14A].m_supported |= ptc1Supported;
  968. bool ptc2Supported = s_extension[Extension::IMG_texture_compression_pvrtc2].m_supported;
  969. s_textureFormat[TextureFormat::PTC22].m_supported |= ptc2Supported;
  970. s_textureFormat[TextureFormat::PTC24].m_supported |= ptc2Supported;
  971. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES) )
  972. {
  973. setTextureFormat(TextureFormat::D32, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
  974. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  975. {
  976. setTextureFormat(TextureFormat::R16, GL_R16UI, GL_RED_INTEGER, GL_UNSIGNED_SHORT);
  977. setTextureFormat(TextureFormat::RGBA16, GL_RGBA16UI, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT);
  978. }
  979. else
  980. {
  981. setTextureFormat(TextureFormat::RGBA16F, GL_RGBA, GL_RGBA, GL_HALF_FLOAT);
  982. if (BX_ENABLED(BX_PLATFORM_IOS) )
  983. {
  984. setTextureFormat(TextureFormat::D16, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT);
  985. setTextureFormat(TextureFormat::D24S8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
  986. }
  987. }
  988. }
  989. if (s_extension[Extension::EXT_texture_format_BGRA8888 ].m_supported
  990. || s_extension[Extension::EXT_bgra ].m_supported
  991. || s_extension[Extension::IMG_texture_format_BGRA8888 ].m_supported
  992. || s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  993. {
  994. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  995. {
  996. m_readPixelsFmt = GL_BGRA;
  997. }
  998. s_textureFormat[TextureFormat::BGRA8].m_fmt = GL_BGRA;
  999. // Mixing GLES and GL extensions here. OpenGL EXT_bgra and
  1000. // APPLE_texture_format_BGRA8888 wants
  1001. // format to be BGRA but internal format to stay RGBA, but
  1002. // EXT_texture_format_BGRA8888 wants both format and internal
  1003. // format to be BGRA.
  1004. //
  1005. // Reference:
  1006. // https://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_format_BGRA8888.txt
  1007. // https://www.opengl.org/registry/specs/EXT/bgra.txt
  1008. // https://www.khronos.org/registry/gles/extensions/APPLE/APPLE_texture_format_BGRA8888.txt
  1009. if (!s_extension[Extension::EXT_bgra ].m_supported
  1010. && !s_extension[Extension::APPLE_texture_format_BGRA8888].m_supported)
  1011. {
  1012. s_textureFormat[TextureFormat::BGRA8].m_internalFmt = GL_BGRA;
  1013. }
  1014. if (!isTextureFormatValid(TextureFormat::BGRA8) )
  1015. {
  1016. // Revert back to RGBA if texture can't be created.
  1017. setTextureFormat(TextureFormat::BGRA8, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
  1018. }
  1019. }
  1020. if (!BX_ENABLED(BX_PLATFORM_EMSCRIPTEN) )
  1021. {
  1022. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1023. {
  1024. if (TextureFormat::Unknown != ii
  1025. && TextureFormat::UnknownDepth != ii)
  1026. {
  1027. s_textureFormat[ii].m_supported = isTextureFormatValid( (TextureFormat::Enum)ii);
  1028. }
  1029. }
  1030. }
  1031. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1032. {
  1033. g_caps.formats[ii] = s_textureFormat[ii].m_supported ? 1 : 0;
  1034. }
  1035. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::OES_texture_3D].m_supported
  1036. ? BGFX_CAPS_TEXTURE_3D
  1037. : 0
  1038. ;
  1039. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::EXT_shadow_samplers].m_supported
  1040. ? BGFX_CAPS_TEXTURE_COMPARE_ALL
  1041. : 0
  1042. ;
  1043. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::OES_vertex_half_float].m_supported
  1044. ? BGFX_CAPS_VERTEX_ATTRIB_HALF
  1045. : 0
  1046. ;
  1047. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) || s_extension[Extension::EXT_frag_depth].m_supported
  1048. ? BGFX_CAPS_FRAGMENT_DEPTH
  1049. : 0
  1050. ;
  1051. g_caps.supported |= s_extension[Extension::ARB_draw_buffers_blend].m_supported
  1052. ? BGFX_CAPS_BLEND_INDEPENDENT
  1053. : 0
  1054. ;
  1055. g_caps.supported |= s_extension[Extension::INTEL_fragment_shader_ordering].m_supported
  1056. ? BGFX_CAPS_FRAGMENT_ORDERING
  1057. : 0
  1058. ;
  1059. g_caps.maxTextureSize = glGet(GL_MAX_TEXTURE_SIZE);
  1060. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  1061. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1062. || s_extension[Extension::EXT_draw_buffers].m_supported)
  1063. {
  1064. g_caps.maxFBAttachments = bx::uint32_min(glGet(GL_MAX_COLOR_ATTACHMENTS), BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1065. }
  1066. m_vaoSupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1067. || s_extension[Extension::ARB_vertex_array_object].m_supported
  1068. || s_extension[Extension::OES_vertex_array_object].m_supported
  1069. ;
  1070. if (BX_ENABLED(BX_PLATFORM_NACL) )
  1071. {
  1072. m_vaoSupport &= NULL != glGenVertexArrays
  1073. && NULL != glDeleteVertexArrays
  1074. && NULL != glBindVertexArray
  1075. ;
  1076. }
  1077. if (m_vaoSupport)
  1078. {
  1079. GL_CHECK(glGenVertexArrays(1, &m_vao) );
  1080. }
  1081. m_samplerObjectSupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1082. || s_extension[Extension::ARB_sampler_objects].m_supported
  1083. ;
  1084. m_shadowSamplersSupport = !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1085. || s_extension[Extension::EXT_shadow_samplers].m_supported
  1086. ;
  1087. m_programBinarySupport = !!(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1088. || s_extension[Extension::ARB_get_program_binary].m_supported
  1089. || s_extension[Extension::OES_get_program_binary].m_supported
  1090. || s_extension[Extension::IMG_shader_binary ].m_supported
  1091. ;
  1092. m_textureSwizzleSupport = false
  1093. || s_extension[Extension::ARB_texture_swizzle].m_supported
  1094. || s_extension[Extension::EXT_texture_swizzle].m_supported
  1095. ;
  1096. m_depthTextureSupport = !!(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1097. || s_extension[Extension::ANGLE_depth_texture ].m_supported
  1098. || s_extension[Extension::CHROMIUM_depth_texture ].m_supported
  1099. || s_extension[Extension::GOOGLE_depth_texture ].m_supported
  1100. || s_extension[Extension::OES_depth_texture ].m_supported
  1101. || s_extension[Extension::MOZ_WEBGL_depth_texture ].m_supported
  1102. || s_extension[Extension::WEBGL_depth_texture ].m_supported
  1103. || s_extension[Extension::WEBKIT_WEBGL_depth_texture].m_supported
  1104. ;
  1105. g_caps.supported |= m_depthTextureSupport
  1106. ? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
  1107. : 0
  1108. ;
  1109. g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  1110. || s_extension[Extension::ARB_compute_shader].m_supported
  1111. ? BGFX_CAPS_COMPUTE
  1112. : 0
  1113. ;
  1114. g_caps.supported |= GlContext::isSwapChainSupported()
  1115. ? BGFX_CAPS_SWAP_CHAIN
  1116. : 0
  1117. ;
  1118. if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
  1119. {
  1120. GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_maxAnisotropy) );
  1121. }
  1122. if (s_extension[Extension::ARB_texture_multisample].m_supported
  1123. || s_extension[Extension::ANGLE_framebuffer_multisample].m_supported)
  1124. {
  1125. GL_CHECK(glGetIntegerv(GL_MAX_SAMPLES, &m_maxMsaa) );
  1126. }
  1127. if (s_extension[Extension::OES_read_format].m_supported
  1128. && (s_extension[Extension::IMG_read_format].m_supported || s_extension[Extension::EXT_read_format_bgra].m_supported) )
  1129. {
  1130. m_readPixelsFmt = GL_BGRA;
  1131. }
  1132. else
  1133. {
  1134. m_readPixelsFmt = GL_RGBA;
  1135. }
  1136. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1137. {
  1138. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1139. }
  1140. else
  1141. {
  1142. if (!BX_ENABLED(BX_PLATFORM_IOS) )
  1143. {
  1144. if (s_extension[Extension::ARB_instanced_arrays].m_supported
  1145. || s_extension[Extension::ANGLE_instanced_arrays].m_supported)
  1146. {
  1147. if (NULL != glVertexAttribDivisor
  1148. && NULL != glDrawArraysInstanced
  1149. && NULL != glDrawElementsInstanced)
  1150. {
  1151. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1152. }
  1153. }
  1154. }
  1155. if (0 == (g_caps.supported & BGFX_CAPS_INSTANCING) )
  1156. {
  1157. glVertexAttribDivisor = stubVertexAttribDivisor;
  1158. glDrawArraysInstanced = stubDrawArraysInstanced;
  1159. glDrawElementsInstanced = stubDrawElementsInstanced;
  1160. }
  1161. }
  1162. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  1163. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1164. {
  1165. s_textureFormat[TextureFormat::R8].m_internalFmt = GL_R8;
  1166. s_textureFormat[TextureFormat::R8].m_fmt = GL_RED;
  1167. }
  1168. #if BGFX_CONFIG_RENDERER_OPENGL
  1169. if (s_extension[Extension::ARB_debug_output].m_supported
  1170. || s_extension[Extension::KHR_debug].m_supported)
  1171. {
  1172. GL_CHECK(glDebugMessageCallback(debugProcCb, NULL) );
  1173. GL_CHECK(glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_TRUE) );
  1174. }
  1175. if (s_extension[Extension::ARB_seamless_cube_map].m_supported)
  1176. {
  1177. GL_CHECK(glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) );
  1178. }
  1179. if (s_extension[Extension::ARB_depth_clamp].m_supported)
  1180. {
  1181. GL_CHECK(glEnable(GL_DEPTH_CLAMP) );
  1182. }
  1183. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1184. if (NULL == glFrameTerminatorGREMEDY
  1185. || !s_extension[Extension::GREMEDY_frame_terminator].m_supported)
  1186. {
  1187. glFrameTerminatorGREMEDY = stubFrameTerminatorGREMEDY;
  1188. }
  1189. if (NULL == glInsertEventMarker
  1190. || !s_extension[Extension::EXT_debug_marker].m_supported)
  1191. {
  1192. glInsertEventMarker = (NULL != glStringMarkerGREMEDY && s_extension[Extension::GREMEDY_string_marker].m_supported)
  1193. ? stubInsertEventMarkerGREMEDY
  1194. : stubInsertEventMarker
  1195. ;
  1196. }
  1197. if (NULL == glObjectLabel)
  1198. {
  1199. glObjectLabel = stubObjectLabel;
  1200. }
  1201. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1202. {
  1203. m_queries.create();
  1204. }
  1205. // Init reserved part of view name.
  1206. for (uint8_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1207. {
  1208. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1, "%3d ", ii);
  1209. }
  1210. ovrPostReset();
  1211. }
  1212. void shutdown()
  1213. {
  1214. ovrPreReset();
  1215. m_ovr.shutdown();
  1216. if (m_vaoSupport)
  1217. {
  1218. GL_CHECK(glBindVertexArray(0) );
  1219. GL_CHECK(glDeleteVertexArrays(1, &m_vao) );
  1220. m_vao = 0;
  1221. }
  1222. captureFinish();
  1223. invalidateCache();
  1224. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1225. {
  1226. m_queries.destroy();
  1227. }
  1228. destroyMsaaFbo();
  1229. m_glctx.destroy();
  1230. m_flip = false;
  1231. }
  1232. RendererType::Enum getRendererType() const BX_OVERRIDE
  1233. {
  1234. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  1235. {
  1236. return RendererType::OpenGL;
  1237. }
  1238. return RendererType::OpenGLES;
  1239. }
  1240. const char* getRendererName() const BX_OVERRIDE
  1241. {
  1242. return BGFX_RENDERER_OPENGL_NAME;
  1243. }
  1244. void flip()
  1245. {
  1246. if (m_flip)
  1247. {
  1248. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  1249. {
  1250. m_glctx.swap(m_frameBuffers[m_windows[ii].idx].m_swapChain);
  1251. }
  1252. if (!m_ovr.swap() )
  1253. {
  1254. m_glctx.swap();
  1255. }
  1256. }
  1257. }
  1258. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem) BX_OVERRIDE
  1259. {
  1260. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data);
  1261. }
  1262. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1263. {
  1264. m_indexBuffers[_handle.idx].destroy();
  1265. }
  1266. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1267. {
  1268. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1269. memcpy(&decl, &_decl, sizeof(VertexDecl) );
  1270. dump(decl);
  1271. }
  1272. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1273. {
  1274. }
  1275. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) BX_OVERRIDE
  1276. {
  1277. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle);
  1278. }
  1279. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1280. {
  1281. m_vertexBuffers[_handle.idx].destroy();
  1282. }
  1283. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  1284. {
  1285. m_indexBuffers[_handle.idx].create(_size, NULL);
  1286. }
  1287. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1288. {
  1289. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1290. }
  1291. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1292. {
  1293. m_indexBuffers[_handle.idx].destroy();
  1294. }
  1295. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) BX_OVERRIDE
  1296. {
  1297. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1298. m_vertexBuffers[_handle.idx].create(_size, NULL, decl);
  1299. }
  1300. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1301. {
  1302. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1303. }
  1304. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1305. {
  1306. m_vertexBuffers[_handle.idx].destroy();
  1307. }
  1308. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1309. {
  1310. m_shaders[_handle.idx].create(_mem);
  1311. }
  1312. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1313. {
  1314. m_shaders[_handle.idx].destroy();
  1315. }
  1316. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1317. {
  1318. ShaderGL dummyFragmentShader;
  1319. m_program[_handle.idx].create(m_shaders[_vsh.idx], isValid(_fsh) ? m_shaders[_fsh.idx] : dummyFragmentShader);
  1320. }
  1321. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1322. {
  1323. m_program[_handle.idx].destroy();
  1324. }
  1325. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1326. {
  1327. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1328. }
  1329. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1330. {
  1331. }
  1332. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1333. {
  1334. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1335. }
  1336. void updateTextureEnd() BX_OVERRIDE
  1337. {
  1338. }
  1339. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1340. {
  1341. m_textures[_handle.idx].destroy();
  1342. }
  1343. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE
  1344. {
  1345. m_frameBuffers[_handle.idx].create(_num, _textureHandles);
  1346. }
  1347. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1348. {
  1349. uint16_t denseIdx = m_numWindows++;
  1350. m_windows[denseIdx] = _handle;
  1351. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1352. }
  1353. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1354. {
  1355. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1356. if (UINT16_MAX != denseIdx)
  1357. {
  1358. --m_numWindows;
  1359. if (m_numWindows > 1)
  1360. {
  1361. FrameBufferHandle handle = m_windows[m_numWindows];
  1362. m_windows[denseIdx] = handle;
  1363. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1364. }
  1365. }
  1366. }
  1367. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1368. {
  1369. if (NULL != m_uniforms[_handle.idx])
  1370. {
  1371. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1372. }
  1373. uint32_t size = g_uniformTypeSize[_type]*_num;
  1374. void* data = BX_ALLOC(g_allocator, size);
  1375. memset(data, 0, size);
  1376. m_uniforms[_handle.idx] = data;
  1377. m_uniformReg.add(_handle, _name, m_uniforms[_handle.idx]);
  1378. }
  1379. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1380. {
  1381. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1382. m_uniforms[_handle.idx] = NULL;
  1383. }
  1384. void saveScreenShot(const char* _filePath) BX_OVERRIDE
  1385. {
  1386. uint32_t length = m_resolution.m_width*m_resolution.m_height*4;
  1387. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1388. uint32_t width = m_resolution.m_width;
  1389. uint32_t height = m_resolution.m_height;
  1390. GL_CHECK(glReadPixels(0
  1391. , 0
  1392. , width
  1393. , height
  1394. , m_readPixelsFmt
  1395. , GL_UNSIGNED_BYTE
  1396. , data
  1397. ) );
  1398. if (GL_RGBA == m_readPixelsFmt)
  1399. {
  1400. imageSwizzleBgra8(width, height, width*4, data, data);
  1401. }
  1402. g_callback->screenShot(_filePath
  1403. , width
  1404. , height
  1405. , width*4
  1406. , data
  1407. , length
  1408. , true
  1409. );
  1410. BX_FREE(g_allocator, data);
  1411. }
  1412. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1413. {
  1414. bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1415. , _name
  1416. , BX_COUNTOF(s_viewName[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1417. );
  1418. }
  1419. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1420. {
  1421. memcpy(m_uniforms[_loc], _data, _size);
  1422. }
  1423. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1424. {
  1425. GL_CHECK(glInsertEventMarker(_size, _marker) );
  1426. }
  1427. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1428. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1429. {
  1430. if (0 != m_vao)
  1431. {
  1432. GL_CHECK(glBindVertexArray(m_vao) );
  1433. }
  1434. uint32_t width = m_resolution.m_width;
  1435. uint32_t height = m_resolution.m_height;
  1436. if (m_ovr.isEnabled() )
  1437. {
  1438. m_ovr.getSize(width, height);
  1439. }
  1440. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1441. GL_CHECK(glViewport(0, 0, width, height) );
  1442. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1443. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  1444. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1445. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1446. GL_CHECK(glDisable(GL_CULL_FACE) );
  1447. GL_CHECK(glDisable(GL_BLEND) );
  1448. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1449. ProgramGL& program = m_program[_blitter.m_program.idx];
  1450. GL_CHECK(glUseProgram(program.m_id) );
  1451. GL_CHECK(glUniform1i(program.m_sampler[0], 0) );
  1452. float proj[16];
  1453. mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1454. GL_CHECK(glUniformMatrix4fv(program.m_predefined[0].m_loc
  1455. , 1
  1456. , GL_FALSE
  1457. , proj
  1458. ) );
  1459. GL_CHECK(glActiveTexture(GL_TEXTURE0) );
  1460. GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_textures[_blitter.m_texture.idx].m_id) );
  1461. }
  1462. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1463. {
  1464. uint32_t numVertices = _numIndices*4/6;
  1465. m_indexBuffers[_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data);
  1466. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data);
  1467. VertexBufferGL& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1468. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  1469. IndexBufferGL& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1470. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  1471. ProgramGL& program = m_program[_blitter.m_program.idx];
  1472. program.bindAttributes(_blitter.m_decl, 0);
  1473. GL_CHECK(glDrawElements(GL_TRIANGLES
  1474. , _numIndices
  1475. , GL_UNSIGNED_SHORT
  1476. , (void*)0
  1477. ) );
  1478. }
  1479. void updateResolution(const Resolution& _resolution)
  1480. {
  1481. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  1482. uint32_t flags = _resolution.m_flags & ~BGFX_RESET_HMD_RECENTER;
  1483. if (m_resolution.m_width != _resolution.m_width
  1484. || m_resolution.m_height != _resolution.m_height
  1485. || m_resolution.m_flags != flags)
  1486. {
  1487. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  1488. m_textVideoMem.clear();
  1489. m_resolution = _resolution;
  1490. m_resolution.m_flags = flags;
  1491. uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  1492. msaa = bx::uint32_min(m_maxMsaa, msaa == 0 ? 0 : 1<<msaa);
  1493. bool vsync = !!(m_resolution.m_flags&BGFX_RESET_VSYNC);
  1494. setRenderContextSize(_resolution.m_width, _resolution.m_height, msaa, vsync);
  1495. updateCapture();
  1496. ovrPreReset();
  1497. ovrPostReset();
  1498. }
  1499. if (recenter)
  1500. {
  1501. m_ovr.recenter();
  1502. }
  1503. }
  1504. uint32_t setFrameBuffer(FrameBufferHandle _fbh, uint32_t _height, bool _msaa = true)
  1505. {
  1506. if (isValid(m_fbh)
  1507. && m_fbh.idx != _fbh.idx
  1508. && m_rtMsaa)
  1509. {
  1510. FrameBufferGL& frameBuffer = m_frameBuffers[m_fbh.idx];
  1511. frameBuffer.resolve();
  1512. }
  1513. m_glctx.makeCurrent(NULL);
  1514. if (!isValid(_fbh) )
  1515. {
  1516. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1517. }
  1518. else
  1519. {
  1520. FrameBufferGL& frameBuffer = m_frameBuffers[_fbh.idx];
  1521. _height = frameBuffer.m_height;
  1522. if (UINT16_MAX != frameBuffer.m_denseIdx)
  1523. {
  1524. m_glctx.makeCurrent(frameBuffer.m_swapChain);
  1525. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) );
  1526. }
  1527. else
  1528. {
  1529. m_glctx.makeCurrent(NULL);
  1530. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer.m_fbo[0]) );
  1531. }
  1532. }
  1533. m_fbh = _fbh;
  1534. m_rtMsaa = _msaa;
  1535. return _height;
  1536. }
  1537. uint32_t getNumRt() const
  1538. {
  1539. if (isValid(m_fbh) )
  1540. {
  1541. const FrameBufferGL& frameBuffer = m_frameBuffers[m_fbh.idx];
  1542. return frameBuffer.m_num;
  1543. }
  1544. return 1;
  1545. }
  1546. void createMsaaFbo(uint32_t _width, uint32_t _height, uint32_t _msaa)
  1547. {
  1548. if (0 == m_msaaBackBufferFbo // iOS
  1549. && 1 < _msaa)
  1550. {
  1551. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  1552. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1553. GL_CHECK(glGenRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  1554. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  1555. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_RGBA8, _width, _height) );
  1556. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  1557. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER, _msaa, GL_DEPTH24_STENCIL8, _width, _height) );
  1558. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_msaaBackBufferRbos[0]) );
  1559. GLenum attachment = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1560. ? GL_DEPTH_STENCIL_ATTACHMENT
  1561. : GL_DEPTH_ATTACHMENT
  1562. ;
  1563. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, m_msaaBackBufferRbos[1]) );
  1564. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1565. , "glCheckFramebufferStatus failed 0x%08x"
  1566. , glCheckFramebufferStatus(GL_FRAMEBUFFER)
  1567. );
  1568. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1569. }
  1570. }
  1571. void destroyMsaaFbo()
  1572. {
  1573. if (m_backBufferFbo != m_msaaBackBufferFbo // iOS
  1574. && 0 != m_msaaBackBufferFbo)
  1575. {
  1576. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  1577. m_msaaBackBufferFbo = 0;
  1578. if (0 != m_msaaBackBufferRbos[0])
  1579. {
  1580. GL_CHECK(glDeleteRenderbuffers(BX_COUNTOF(m_msaaBackBufferRbos), m_msaaBackBufferRbos) );
  1581. m_msaaBackBufferRbos[0] = 0;
  1582. m_msaaBackBufferRbos[1] = 0;
  1583. }
  1584. }
  1585. }
  1586. void blitMsaaFbo()
  1587. {
  1588. if (m_backBufferFbo != m_msaaBackBufferFbo // iOS
  1589. && 0 != m_msaaBackBufferFbo)
  1590. {
  1591. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1592. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1593. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1594. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) );
  1595. uint32_t width = m_resolution.m_width;
  1596. uint32_t height = m_resolution.m_height;
  1597. GLenum filter = BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30)
  1598. ? GL_NEAREST
  1599. : GL_LINEAR
  1600. ;
  1601. GL_CHECK(glBlitFramebuffer(0
  1602. , 0
  1603. , width
  1604. , height
  1605. , 0
  1606. , 0
  1607. , width
  1608. , height
  1609. , GL_COLOR_BUFFER_BIT
  1610. , filter
  1611. ) );
  1612. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  1613. }
  1614. }
  1615. void setRenderContextSize(uint32_t _width, uint32_t _height, uint32_t _msaa = 0, bool _vsync = false)
  1616. {
  1617. if (_width != 0
  1618. || _height != 0)
  1619. {
  1620. if (!m_glctx.isValid() )
  1621. {
  1622. m_glctx.create(_width, _height);
  1623. #if BX_PLATFORM_IOS
  1624. // iOS: need to figure out how to deal with FBO created by context.
  1625. m_backBufferFbo = m_msaaBackBufferFbo = m_glctx.getFbo();
  1626. #endif // BX_PLATFORM_IOS
  1627. }
  1628. else
  1629. {
  1630. destroyMsaaFbo();
  1631. m_glctx.resize(_width, _height, _vsync);
  1632. createMsaaFbo(_width, _height, _msaa);
  1633. }
  1634. }
  1635. m_flip = true;
  1636. }
  1637. void invalidateCache()
  1638. {
  1639. if (m_vaoSupport)
  1640. {
  1641. m_vaoStateCache.invalidate();
  1642. }
  1643. if ( (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1644. && m_samplerObjectSupport)
  1645. {
  1646. m_samplerStateCache.invalidate();
  1647. }
  1648. }
  1649. void setSamplerState(uint32_t _stage, uint32_t _numMips, uint32_t _flags)
  1650. {
  1651. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  1652. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  1653. {
  1654. if (0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) )
  1655. {
  1656. _flags &= ~BGFX_TEXTURE_RESERVED_MASK;
  1657. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  1658. _flags |= _numMips<<BGFX_TEXTURE_RESERVED_SHIFT;
  1659. GLuint sampler = m_samplerStateCache.find(_flags);
  1660. if (UINT32_MAX == sampler)
  1661. {
  1662. sampler = m_samplerStateCache.add(_flags);
  1663. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  1664. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  1665. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  1666. const uint32_t mag = (_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  1667. const uint32_t min = (_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  1668. const uint32_t mip = (_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  1669. GLenum minFilter = s_textureFilterMin[min][1 < _numMips ? mip+1 : 0];
  1670. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  1671. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, minFilter) );
  1672. if (0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  1673. && 0.0f < m_maxAnisotropy)
  1674. {
  1675. GL_CHECK(glSamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, m_maxAnisotropy) );
  1676. }
  1677. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  1678. || m_shadowSamplersSupport)
  1679. {
  1680. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  1681. if (0 == cmpFunc)
  1682. {
  1683. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  1684. }
  1685. else
  1686. {
  1687. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  1688. GL_CHECK(glSamplerParameteri(sampler, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  1689. }
  1690. }
  1691. }
  1692. GL_CHECK(glBindSampler(_stage, sampler) );
  1693. }
  1694. else
  1695. {
  1696. GL_CHECK(glBindSampler(_stage, 0) );
  1697. }
  1698. }
  1699. }
  1700. void ovrPostReset()
  1701. {
  1702. #if BGFX_CONFIG_USE_OVR
  1703. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  1704. {
  1705. ovrGLConfig config;
  1706. config.OGL.Header.API = ovrRenderAPI_OpenGL;
  1707. config.OGL.Header.RTSize.w = m_resolution.m_width;
  1708. config.OGL.Header.RTSize.h = m_resolution.m_height;
  1709. config.OGL.Header.Multisample = 0;
  1710. config.OGL.Window = g_bgfxHwnd;
  1711. config.OGL.DC = GetDC(g_bgfxHwnd);
  1712. if (m_ovr.postReset(g_bgfxHwnd, &config.Config, !!(m_resolution.m_flags & BGFX_RESET_HMD_DEBUG) ) )
  1713. {
  1714. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1715. const Memory* mem = alloc(size);
  1716. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1717. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1718. bx::write(&writer, magic);
  1719. TextureCreate tc;
  1720. tc.m_flags = BGFX_TEXTURE_RT;
  1721. tc.m_width = m_ovr.m_rtSize.w;
  1722. tc.m_height = m_ovr.m_rtSize.h;
  1723. tc.m_sides = 0;
  1724. tc.m_depth = 0;
  1725. tc.m_numMips = 1;
  1726. tc.m_format = uint8_t(bgfx::TextureFormat::BGRA8);
  1727. tc.m_cubeMap = false;
  1728. tc.m_mem = NULL;
  1729. bx::write(&writer, tc);
  1730. m_ovrRT.create(mem, tc.m_flags, 0);
  1731. release(mem);
  1732. m_ovrFbo = m_msaaBackBufferFbo;
  1733. GL_CHECK(glGenFramebuffers(1, &m_msaaBackBufferFbo) );
  1734. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  1735. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  1736. , GL_COLOR_ATTACHMENT0
  1737. , GL_TEXTURE_2D
  1738. , m_ovrRT.m_id
  1739. , 0
  1740. ) );
  1741. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_ovrFbo) );
  1742. ovrGLTexture texture;
  1743. texture.OGL.Header.API = ovrRenderAPI_OpenGL;
  1744. texture.OGL.Header.TextureSize = m_ovr.m_rtSize;
  1745. texture.OGL.TexId = m_ovrRT.m_id;
  1746. m_ovr.postReset(texture.Texture);
  1747. }
  1748. }
  1749. #endif // BGFX_CONFIG_USE_OVR
  1750. }
  1751. void ovrPreReset()
  1752. {
  1753. #if BGFX_CONFIG_USE_OVR
  1754. m_ovr.preReset();
  1755. if (m_ovr.isEnabled() )
  1756. {
  1757. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) );
  1758. GL_CHECK(glDeleteFramebuffers(1, &m_msaaBackBufferFbo) );
  1759. m_msaaBackBufferFbo = m_ovrFbo;
  1760. m_ovrFbo = 0;
  1761. m_ovrRT.destroy();
  1762. }
  1763. #endif // BGFX_CONFIG_USE_OVR
  1764. }
  1765. void updateCapture()
  1766. {
  1767. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  1768. {
  1769. m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
  1770. m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
  1771. g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, true);
  1772. }
  1773. else
  1774. {
  1775. captureFinish();
  1776. }
  1777. }
  1778. void capture()
  1779. {
  1780. if (NULL != m_capture)
  1781. {
  1782. GL_CHECK(glReadPixels(0
  1783. , 0
  1784. , m_resolution.m_width
  1785. , m_resolution.m_height
  1786. , m_readPixelsFmt
  1787. , GL_UNSIGNED_BYTE
  1788. , m_capture
  1789. ) );
  1790. g_callback->captureFrame(m_capture, m_captureSize);
  1791. }
  1792. }
  1793. void captureFinish()
  1794. {
  1795. if (NULL != m_capture)
  1796. {
  1797. g_callback->captureEnd();
  1798. BX_FREE(g_allocator, m_capture);
  1799. m_capture = NULL;
  1800. m_captureSize = 0;
  1801. }
  1802. }
  1803. bool programFetchFromCache(GLuint programId, uint64_t _id)
  1804. {
  1805. _id ^= m_hash;
  1806. bool cached = false;
  1807. if (m_programBinarySupport)
  1808. {
  1809. uint32_t length = g_callback->cacheReadSize(_id);
  1810. cached = length > 0;
  1811. if (cached)
  1812. {
  1813. void* data = BX_ALLOC(g_allocator, length);
  1814. if (g_callback->cacheRead(_id, data, length) )
  1815. {
  1816. bx::MemoryReader reader(data, length);
  1817. GLenum format;
  1818. bx::read(&reader, format);
  1819. GL_CHECK(glProgramBinary(programId, format, reader.getDataPtr(), (GLsizei)reader.remaining() ) );
  1820. }
  1821. BX_FREE(g_allocator, data);
  1822. }
  1823. #if BGFX_CONFIG_RENDERER_OPENGL
  1824. GL_CHECK(glProgramParameteri(programId, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE) );
  1825. #endif // BGFX_CONFIG_RENDERER_OPENGL
  1826. }
  1827. return cached;
  1828. }
  1829. void programCache(GLuint programId, uint64_t _id)
  1830. {
  1831. _id ^= m_hash;
  1832. if (m_programBinarySupport)
  1833. {
  1834. GLint programLength;
  1835. GLenum format;
  1836. GL_CHECK(glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &programLength) );
  1837. if (0 < programLength)
  1838. {
  1839. uint32_t length = programLength + 4;
  1840. uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length);
  1841. GL_CHECK(glGetProgramBinary(programId, programLength, NULL, &format, &data[4]) );
  1842. *(uint32_t*)data = format;
  1843. g_callback->cacheWrite(_id, data, length);
  1844. BX_FREE(g_allocator, data);
  1845. }
  1846. }
  1847. }
  1848. void commit(ConstantBuffer& _constantBuffer)
  1849. {
  1850. _constantBuffer.reset();
  1851. for (;;)
  1852. {
  1853. uint32_t opcode = _constantBuffer.read();
  1854. if (UniformType::End == opcode)
  1855. {
  1856. break;
  1857. }
  1858. UniformType::Enum type;
  1859. uint16_t ignore;
  1860. uint16_t num;
  1861. uint16_t copy;
  1862. ConstantBuffer::decodeOpcode(opcode, type, ignore, num, copy);
  1863. const char* data;
  1864. if (copy)
  1865. {
  1866. data = _constantBuffer.read(g_uniformTypeSize[type]*num);
  1867. }
  1868. else
  1869. {
  1870. UniformHandle handle;
  1871. memcpy(&handle, _constantBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  1872. data = (const char*)m_uniforms[handle.idx];
  1873. }
  1874. uint32_t loc = _constantBuffer.read();
  1875. #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \
  1876. case UniformType::_uniform: \
  1877. { \
  1878. _type* value = (_type*)data; \
  1879. GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \
  1880. } \
  1881. break;
  1882. #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \
  1883. case UniformType::_uniform: \
  1884. { \
  1885. _type* value = (_type*)data; \
  1886. GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \
  1887. } \
  1888. break;
  1889. switch (type)
  1890. {
  1891. // case ConstantType::Uniform1iv:
  1892. // {
  1893. // int* value = (int*)data;
  1894. // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy);
  1895. // GL_CHECK(glUniform1iv(loc, num, value) );
  1896. // }
  1897. // break;
  1898. CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int);
  1899. CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float);
  1900. CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int);
  1901. CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float);
  1902. CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float);
  1903. CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float);
  1904. CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float);
  1905. CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float);
  1906. CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float);
  1907. case UniformType::End:
  1908. break;
  1909. default:
  1910. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _constantBuffer.getPos(), opcode, type, loc, num, copy);
  1911. break;
  1912. }
  1913. #undef CASE_IMPLEMENT_UNIFORM
  1914. #undef CASE_IMPLEMENT_UNIFORM_T
  1915. }
  1916. }
  1917. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, uint32_t _height, const float _palette[][4])
  1918. {
  1919. uint32_t numMrt = 1;
  1920. FrameBufferHandle fbh = m_fbh;
  1921. if (isValid(fbh) )
  1922. {
  1923. const FrameBufferGL& fb = m_frameBuffers[fbh.idx];
  1924. numMrt = bx::uint32_max(1, fb.m_num);
  1925. }
  1926. if (1 == numMrt)
  1927. {
  1928. GLuint flags = 0;
  1929. if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
  1930. {
  1931. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  1932. {
  1933. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[0]);
  1934. const float* rgba = _palette[index];
  1935. const float rr = rgba[0];
  1936. const float gg = rgba[1];
  1937. const float bb = rgba[2];
  1938. const float aa = rgba[3];
  1939. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  1940. }
  1941. else
  1942. {
  1943. float rr = _clear.m_index[0]*1.0f/255.0f;
  1944. float gg = _clear.m_index[1]*1.0f/255.0f;
  1945. float bb = _clear.m_index[2]*1.0f/255.0f;
  1946. float aa = _clear.m_index[3]*1.0f/255.0f;
  1947. GL_CHECK(glClearColor(rr, gg, bb, aa) );
  1948. }
  1949. flags |= GL_COLOR_BUFFER_BIT;
  1950. GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
  1951. }
  1952. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  1953. {
  1954. flags |= GL_DEPTH_BUFFER_BIT;
  1955. GL_CHECK(glClearDepth(_clear.m_depth) );
  1956. GL_CHECK(glDepthMask(GL_TRUE) );
  1957. }
  1958. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  1959. {
  1960. flags |= GL_STENCIL_BUFFER_BIT;
  1961. GL_CHECK(glClearStencil(_clear.m_stencil) );
  1962. }
  1963. if (0 != flags)
  1964. {
  1965. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  1966. GL_CHECK(glScissor(_rect.m_x, _height-_rect.m_height-_rect.m_y, _rect.m_width, _rect.m_height) );
  1967. GL_CHECK(glClear(flags) );
  1968. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1969. }
  1970. }
  1971. else
  1972. {
  1973. const GLuint defaultVao = m_vao;
  1974. if (0 != defaultVao)
  1975. {
  1976. GL_CHECK(glBindVertexArray(defaultVao) );
  1977. }
  1978. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  1979. GL_CHECK(glDisable(GL_CULL_FACE) );
  1980. GL_CHECK(glDisable(GL_BLEND) );
  1981. GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
  1982. GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
  1983. if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
  1984. {
  1985. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  1986. GL_CHECK(glDepthFunc(GL_ALWAYS) );
  1987. GL_CHECK(glDepthMask(GL_TRUE) );
  1988. }
  1989. else
  1990. {
  1991. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  1992. }
  1993. if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
  1994. {
  1995. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  1996. GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
  1997. GL_CHECK(glStencilOpSeparate(GL_FRONT_AND_BACK, GL_REPLACE, GL_REPLACE, GL_REPLACE) );
  1998. }
  1999. else
  2000. {
  2001. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  2002. }
  2003. VertexBufferGL& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  2004. VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  2005. {
  2006. struct Vertex
  2007. {
  2008. float m_x;
  2009. float m_y;
  2010. float m_z;
  2011. };
  2012. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  2013. BX_CHECK(vertexDecl.m_stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", vertexDecl.m_stride, sizeof(Vertex) );
  2014. const float depth = _clear.m_depth;
  2015. vertex->m_x = -1.0f;
  2016. vertex->m_y = -1.0f;
  2017. vertex->m_z = depth;
  2018. vertex++;
  2019. vertex->m_x = 1.0f;
  2020. vertex->m_y = -1.0f;
  2021. vertex->m_z = depth;
  2022. vertex++;
  2023. vertex->m_x = -1.0f;
  2024. vertex->m_y = 1.0f;
  2025. vertex->m_z = depth;
  2026. vertex++;
  2027. vertex->m_x = 1.0f;
  2028. vertex->m_y = 1.0f;
  2029. vertex->m_z = depth;
  2030. }
  2031. vb.update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  2032. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  2033. ProgramGL& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  2034. GL_CHECK(glUseProgram(program.m_id) );
  2035. program.bindAttributes(vertexDecl, 0);
  2036. if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
  2037. {
  2038. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  2039. for (uint32_t ii = 0; ii < numMrt; ++ii)
  2040. {
  2041. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_CLEAR_COLOR_PALETTE-1, _clear.m_index[ii]);
  2042. memcpy(mrtClear[ii], _palette[index], 16);
  2043. }
  2044. GL_CHECK(glUniform4fv(0, numMrt, mrtClear[0]) );
  2045. }
  2046. else
  2047. {
  2048. float rgba[4] =
  2049. {
  2050. _clear.m_index[0]*1.0f/255.0f,
  2051. _clear.m_index[1]*1.0f/255.0f,
  2052. _clear.m_index[2]*1.0f/255.0f,
  2053. _clear.m_index[3]*1.0f/255.0f,
  2054. };
  2055. GL_CHECK(glUniform4fv(0, 1, rgba) );
  2056. }
  2057. GL_CHECK(glDrawArrays(GL_TRIANGLE_STRIP
  2058. , 0
  2059. , 4
  2060. ) );
  2061. }
  2062. }
  2063. uint16_t m_numWindows;
  2064. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2065. IndexBufferGL m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2066. VertexBufferGL m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2067. ShaderGL m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2068. ProgramGL m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2069. TextureGL m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2070. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  2071. FrameBufferGL m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2072. UniformRegistry m_uniformReg;
  2073. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2074. QueriesGL m_queries;
  2075. VaoStateCache m_vaoStateCache;
  2076. SamplerStateCache m_samplerStateCache;
  2077. TextVideoMem m_textVideoMem;
  2078. bool m_rtMsaa;
  2079. FrameBufferHandle m_fbh;
  2080. Resolution m_resolution;
  2081. void* m_capture;
  2082. uint32_t m_captureSize;
  2083. float m_maxAnisotropy;
  2084. int32_t m_maxMsaa;
  2085. GLuint m_vao;
  2086. bool m_vaoSupport;
  2087. bool m_samplerObjectSupport;
  2088. bool m_shadowSamplersSupport;
  2089. bool m_programBinarySupport;
  2090. bool m_textureSwizzleSupport;
  2091. bool m_depthTextureSupport;
  2092. bool m_flip;
  2093. uint64_t m_hash;
  2094. GLenum m_readPixelsFmt;
  2095. GLuint m_backBufferFbo;
  2096. GLuint m_msaaBackBufferFbo;
  2097. GLuint m_msaaBackBufferRbos[2];
  2098. GlContext m_glctx;
  2099. const char* m_vendor;
  2100. const char* m_renderer;
  2101. const char* m_version;
  2102. const char* m_glslVersion;
  2103. OVR m_ovr;
  2104. TextureGL m_ovrRT;
  2105. GLint m_ovrFbo;
  2106. };
  2107. RendererContextGL* s_renderGL;
  2108. RendererContextI* rendererCreateGL()
  2109. {
  2110. s_renderGL = BX_NEW(g_allocator, RendererContextGL);
  2111. s_renderGL->init();
  2112. return s_renderGL;
  2113. }
  2114. void rendererDestroyGL()
  2115. {
  2116. s_renderGL->shutdown();
  2117. BX_DELETE(g_allocator, s_renderGL);
  2118. s_renderGL = NULL;
  2119. }
  2120. const char* glslTypeName(GLuint _type)
  2121. {
  2122. #define GLSL_TYPE(_ty) case _ty: return #_ty
  2123. switch (_type)
  2124. {
  2125. GLSL_TYPE(GL_INT);
  2126. GLSL_TYPE(GL_INT_VEC2);
  2127. GLSL_TYPE(GL_INT_VEC3);
  2128. GLSL_TYPE(GL_INT_VEC4);
  2129. GLSL_TYPE(GL_UNSIGNED_INT);
  2130. GLSL_TYPE(GL_UNSIGNED_INT_VEC2);
  2131. GLSL_TYPE(GL_UNSIGNED_INT_VEC3);
  2132. GLSL_TYPE(GL_UNSIGNED_INT_VEC4);
  2133. GLSL_TYPE(GL_FLOAT);
  2134. GLSL_TYPE(GL_FLOAT_VEC2);
  2135. GLSL_TYPE(GL_FLOAT_VEC3);
  2136. GLSL_TYPE(GL_FLOAT_VEC4);
  2137. GLSL_TYPE(GL_FLOAT_MAT2);
  2138. GLSL_TYPE(GL_FLOAT_MAT3);
  2139. GLSL_TYPE(GL_FLOAT_MAT4);
  2140. // GLSL_TYPE(GL_FLOAT_MAT2x3);
  2141. // GLSL_TYPE(GL_FLOAT_MAT2x4);
  2142. // GLSL_TYPE(GL_FLOAT_MAT3x2);
  2143. // GLSL_TYPE(GL_FLOAT_MAT3x4);
  2144. // GLSL_TYPE(GL_FLOAT_MAT4x2);
  2145. // GLSL_TYPE(GL_FLOAT_MAT4x3);
  2146. // GLSL_TYPE(GL_SAMPLER_1D);
  2147. GLSL_TYPE(GL_SAMPLER_2D);
  2148. GLSL_TYPE(GL_SAMPLER_3D);
  2149. GLSL_TYPE(GL_SAMPLER_CUBE);
  2150. // GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
  2151. GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
  2152. GLSL_TYPE(GL_IMAGE_1D);
  2153. GLSL_TYPE(GL_IMAGE_2D);
  2154. GLSL_TYPE(GL_IMAGE_3D);
  2155. GLSL_TYPE(GL_IMAGE_CUBE);
  2156. }
  2157. #undef GLSL_TYPE
  2158. BX_CHECK(false, "Unknown GLSL type? %x", _type);
  2159. return "UNKNOWN GLSL TYPE!";
  2160. }
  2161. const char* glEnumName(GLenum _enum)
  2162. {
  2163. #define GLENUM(_ty) case _ty: return #_ty
  2164. switch (_enum)
  2165. {
  2166. GLENUM(GL_TEXTURE);
  2167. GLENUM(GL_RENDERBUFFER);
  2168. GLENUM(GL_INVALID_ENUM);
  2169. GLENUM(GL_INVALID_VALUE);
  2170. GLENUM(GL_INVALID_OPERATION);
  2171. GLENUM(GL_OUT_OF_MEMORY);
  2172. GLENUM(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
  2173. GLENUM(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
  2174. // GLENUM(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
  2175. // GLENUM(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
  2176. GLENUM(GL_FRAMEBUFFER_UNSUPPORTED);
  2177. }
  2178. #undef GLENUM
  2179. BX_WARN(false, "Unknown enum? %x", _enum);
  2180. return "<GLenum?>";
  2181. }
  2182. UniformType::Enum convertGlType(GLenum _type)
  2183. {
  2184. switch (_type)
  2185. {
  2186. case GL_INT:
  2187. case GL_UNSIGNED_INT:
  2188. return UniformType::Uniform1iv;
  2189. case GL_FLOAT:
  2190. return UniformType::Uniform1fv;
  2191. case GL_FLOAT_VEC2:
  2192. return UniformType::Uniform2fv;
  2193. case GL_FLOAT_VEC3:
  2194. return UniformType::Uniform3fv;
  2195. case GL_FLOAT_VEC4:
  2196. return UniformType::Uniform4fv;
  2197. case GL_FLOAT_MAT2:
  2198. break;
  2199. case GL_FLOAT_MAT3:
  2200. return UniformType::Uniform3x3fv;
  2201. case GL_FLOAT_MAT4:
  2202. return UniformType::Uniform4x4fv;
  2203. // case GL_FLOAT_MAT2x3:
  2204. // case GL_FLOAT_MAT2x4:
  2205. // case GL_FLOAT_MAT3x2:
  2206. // case GL_FLOAT_MAT3x4:
  2207. // case GL_FLOAT_MAT4x2:
  2208. // case GL_FLOAT_MAT4x3:
  2209. // break;
  2210. // case GL_SAMPLER_1D:
  2211. case GL_SAMPLER_2D:
  2212. case GL_SAMPLER_3D:
  2213. case GL_SAMPLER_CUBE:
  2214. // case GL_SAMPLER_1D_SHADOW:
  2215. case GL_SAMPLER_2D_SHADOW:
  2216. case GL_IMAGE_1D:
  2217. case GL_IMAGE_2D:
  2218. case GL_IMAGE_3D:
  2219. case GL_IMAGE_CUBE:
  2220. return UniformType::Uniform1iv;
  2221. };
  2222. BX_CHECK(false, "Unrecognized GL type 0x%04x.", _type);
  2223. return UniformType::End;
  2224. }
  2225. void ProgramGL::create(const ShaderGL& _vsh, const ShaderGL& _fsh)
  2226. {
  2227. m_id = glCreateProgram();
  2228. BX_TRACE("program create: %d: %d, %d", m_id, _vsh.m_id, _fsh.m_id);
  2229. const uint64_t id = (uint64_t(_vsh.m_hash)<<32) | _fsh.m_hash;
  2230. const bool cached = s_renderGL->programFetchFromCache(m_id, id);
  2231. if (!cached)
  2232. {
  2233. GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
  2234. if (0 != _fsh.m_id)
  2235. {
  2236. GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
  2237. }
  2238. GL_CHECK(glLinkProgram(m_id) );
  2239. GLint linked = 0;
  2240. GL_CHECK(glGetProgramiv(m_id, GL_LINK_STATUS, &linked) );
  2241. if (0 == linked)
  2242. {
  2243. char log[1024];
  2244. GL_CHECK(glGetProgramInfoLog(m_id, sizeof(log), NULL, log) );
  2245. BX_TRACE("%d: %s", linked, log);
  2246. GL_CHECK(glDeleteProgram(m_id) );
  2247. return;
  2248. }
  2249. s_renderGL->programCache(m_id, id);
  2250. }
  2251. init();
  2252. if (!cached)
  2253. {
  2254. // Must be after init, otherwise init might fail to lookup shader
  2255. // info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
  2256. GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
  2257. if (0 != _fsh.m_id)
  2258. {
  2259. GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
  2260. }
  2261. }
  2262. }
  2263. void ProgramGL::destroy()
  2264. {
  2265. if (NULL != m_constantBuffer)
  2266. {
  2267. ConstantBuffer::destroy(m_constantBuffer);
  2268. m_constantBuffer = NULL;
  2269. }
  2270. m_numPredefined = 0;
  2271. if (0 != m_id)
  2272. {
  2273. GL_CHECK(glUseProgram(0) );
  2274. GL_CHECK(glDeleteProgram(m_id) );
  2275. m_id = 0;
  2276. }
  2277. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2278. }
  2279. void ProgramGL::init()
  2280. {
  2281. GLint activeAttribs = 0;
  2282. GLint activeUniforms = 0;
  2283. GLint activeBuffers = 0;
  2284. #if BGFX_CONFIG_RENDERER_OPENGL >= 31
  2285. GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
  2286. #endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
  2287. if (s_extension[Extension::ARB_program_interface_query].m_supported
  2288. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
  2289. {
  2290. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES, &activeAttribs ) );
  2291. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_UNIFORM, GL_ACTIVE_RESOURCES, &activeUniforms) );
  2292. GL_CHECK(glGetProgramInterfaceiv(m_id, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &activeBuffers ) );
  2293. }
  2294. else
  2295. {
  2296. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs ) );
  2297. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
  2298. }
  2299. GLint max0, max1;
  2300. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
  2301. GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
  2302. uint32_t maxLength = bx::uint32_max(max0, max1);
  2303. char* name = (char*)alloca(maxLength + 1);
  2304. BX_TRACE("Program %d", m_id);
  2305. BX_TRACE("Attributes (%d):", activeAttribs);
  2306. for (int32_t ii = 0; ii < activeAttribs; ++ii)
  2307. {
  2308. GLint size;
  2309. GLenum type;
  2310. GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) );
  2311. BX_TRACE("\t%s %s is at location %d"
  2312. , glslTypeName(type)
  2313. , name
  2314. , glGetAttribLocation(m_id, name)
  2315. );
  2316. }
  2317. m_numPredefined = 0;
  2318. m_numSamplers = 0;
  2319. struct VariableInfo
  2320. {
  2321. GLenum type;
  2322. GLint loc;
  2323. GLint num;
  2324. };
  2325. VariableInfo vi;
  2326. GLenum props[] = { GL_TYPE, GL_LOCATION, GL_ARRAY_SIZE };
  2327. const bool piqSupported = s_extension[Extension::ARB_program_interface_query].m_supported;
  2328. BX_TRACE("Uniforms (%d):", activeUniforms);
  2329. for (int32_t ii = 0; ii < activeUniforms; ++ii)
  2330. {
  2331. GLenum gltype;
  2332. GLint num;
  2333. GLint loc;
  2334. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  2335. || piqSupported)
  2336. {
  2337. GL_CHECK(glGetProgramResourceiv(m_id
  2338. , GL_UNIFORM
  2339. , ii
  2340. , BX_COUNTOF(props)
  2341. , props
  2342. , BX_COUNTOF(props)
  2343. , NULL
  2344. , (GLint*)&vi
  2345. ) );
  2346. GL_CHECK(glGetProgramResourceName(m_id
  2347. , GL_UNIFORM
  2348. , ii
  2349. , maxLength + 1
  2350. , NULL
  2351. , name
  2352. ) );
  2353. gltype = vi.type;
  2354. loc = vi.loc;
  2355. num = vi.num;
  2356. }
  2357. else
  2358. {
  2359. GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) );
  2360. loc = glGetUniformLocation(m_id, name);
  2361. }
  2362. num = bx::uint32_max(num, 1);
  2363. int offset = 0;
  2364. char* array = strchr(name, '[');
  2365. if (NULL != array)
  2366. {
  2367. BX_TRACE("--- %s", name);
  2368. *array = '\0';
  2369. array++;
  2370. char* end = strchr(array, ']');
  2371. *end = '\0';
  2372. offset = atoi(array);
  2373. }
  2374. switch (gltype)
  2375. {
  2376. case GL_SAMPLER_2D:
  2377. case GL_SAMPLER_3D:
  2378. case GL_SAMPLER_CUBE:
  2379. case GL_SAMPLER_2D_SHADOW:
  2380. case GL_IMAGE_1D:
  2381. case GL_IMAGE_2D:
  2382. case GL_IMAGE_3D:
  2383. case GL_IMAGE_CUBE:
  2384. BX_TRACE("Sampler #%d at location %d.", m_numSamplers, loc);
  2385. m_sampler[m_numSamplers] = loc;
  2386. m_numSamplers++;
  2387. break;
  2388. default:
  2389. break;
  2390. }
  2391. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  2392. if (PredefinedUniform::Count != predefined)
  2393. {
  2394. m_predefined[m_numPredefined].m_loc = loc;
  2395. m_predefined[m_numPredefined].m_type = predefined;
  2396. m_predefined[m_numPredefined].m_count = num;
  2397. m_numPredefined++;
  2398. }
  2399. else
  2400. {
  2401. const UniformInfo* info = s_renderGL->m_uniformReg.find(name);
  2402. if (NULL != info)
  2403. {
  2404. if (NULL == m_constantBuffer)
  2405. {
  2406. m_constantBuffer = ConstantBuffer::create(1024);
  2407. }
  2408. UniformType::Enum type = convertGlType(gltype);
  2409. m_constantBuffer->writeUniformHandle(type, 0, info->m_handle, num);
  2410. m_constantBuffer->write(loc);
  2411. BX_TRACE("store %s %d", name, info->m_handle);
  2412. }
  2413. }
  2414. BX_TRACE("\tuniform %s %s%s is at location %d, size %d, offset %d"
  2415. , glslTypeName(gltype)
  2416. , name
  2417. , PredefinedUniform::Count != predefined ? "*" : ""
  2418. , loc
  2419. , num
  2420. , offset
  2421. );
  2422. BX_UNUSED(offset);
  2423. }
  2424. if (NULL != m_constantBuffer)
  2425. {
  2426. m_constantBuffer->finish();
  2427. }
  2428. if (s_extension[Extension::ARB_program_interface_query].m_supported
  2429. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
  2430. {
  2431. struct VariableInfo
  2432. {
  2433. GLenum type;
  2434. };
  2435. VariableInfo vi;
  2436. GLenum props[] = { GL_TYPE };
  2437. BX_TRACE("Buffers (%d):", activeBuffers);
  2438. for (int32_t ii = 0; ii < activeBuffers; ++ii)
  2439. {
  2440. GL_CHECK(glGetProgramResourceiv(m_id
  2441. , GL_BUFFER_VARIABLE
  2442. , ii
  2443. , BX_COUNTOF(props)
  2444. , props
  2445. , BX_COUNTOF(props)
  2446. , NULL
  2447. , (GLint*)&vi
  2448. ) );
  2449. GL_CHECK(glGetProgramResourceName(m_id
  2450. , GL_BUFFER_VARIABLE
  2451. , ii
  2452. , maxLength + 1
  2453. , NULL
  2454. , name
  2455. ) );
  2456. BX_TRACE("\t%s %s at %d"
  2457. , glslTypeName(vi.type)
  2458. , name
  2459. , 0 //vi.loc
  2460. );
  2461. }
  2462. }
  2463. memset(m_attributes, 0xff, sizeof(m_attributes) );
  2464. uint32_t used = 0;
  2465. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2466. {
  2467. GLint loc = glGetAttribLocation(m_id, s_attribName[ii]);
  2468. if (-1 != loc)
  2469. {
  2470. BX_TRACE("attr %s: %d", s_attribName[ii], loc);
  2471. m_attributes[ii] = loc;
  2472. m_used[used++] = ii;
  2473. }
  2474. }
  2475. m_used[used] = Attrib::Count;
  2476. used = 0;
  2477. for (uint32_t ii = 0; ii < BX_COUNTOF(s_instanceDataName); ++ii)
  2478. {
  2479. GLuint loc = glGetAttribLocation(m_id, s_instanceDataName[ii]);
  2480. if (GLuint(-1) != loc )
  2481. {
  2482. BX_TRACE("instance data %s: %d", s_instanceDataName[ii], loc);
  2483. m_instanceData[used++] = loc;
  2484. }
  2485. }
  2486. m_instanceData[used] = 0xffff;
  2487. }
  2488. void ProgramGL::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) const
  2489. {
  2490. for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii)
  2491. {
  2492. Attrib::Enum attr = Attrib::Enum(m_used[ii]);
  2493. GLint loc = m_attributes[attr];
  2494. uint8_t num;
  2495. AttribType::Enum type;
  2496. bool normalized;
  2497. bool asInt;
  2498. _vertexDecl.decode(attr, num, type, normalized, asInt);
  2499. if (-1 != loc)
  2500. {
  2501. if (0xff != _vertexDecl.m_attributes[attr])
  2502. {
  2503. GL_CHECK(glEnableVertexAttribArray(loc) );
  2504. GL_CHECK(glVertexAttribDivisor(loc, 0) );
  2505. uint32_t baseVertex = _baseVertex*_vertexDecl.m_stride + _vertexDecl.m_offset[attr];
  2506. GL_CHECK(glVertexAttribPointer(loc, num, s_attribType[type], normalized, _vertexDecl.m_stride, (void*)(uintptr_t)baseVertex) );
  2507. }
  2508. else
  2509. {
  2510. GL_CHECK(glDisableVertexAttribArray(loc) );
  2511. }
  2512. }
  2513. }
  2514. }
  2515. void ProgramGL::bindInstanceData(uint32_t _stride, uint32_t _baseVertex) const
  2516. {
  2517. uint32_t baseVertex = _baseVertex;
  2518. for (uint32_t ii = 0; 0xffff != m_instanceData[ii]; ++ii)
  2519. {
  2520. GLint loc = m_instanceData[ii];
  2521. GL_CHECK(glEnableVertexAttribArray(loc) );
  2522. GL_CHECK(glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, _stride, (void*)(uintptr_t)baseVertex) );
  2523. GL_CHECK(glVertexAttribDivisor(loc, 1) );
  2524. baseVertex += 16;
  2525. }
  2526. }
  2527. void IndexBufferGL::destroy()
  2528. {
  2529. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  2530. GL_CHECK(glDeleteBuffers(1, &m_id) );
  2531. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2532. }
  2533. void VertexBufferGL::destroy()
  2534. {
  2535. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  2536. GL_CHECK(glDeleteBuffers(1, &m_id) );
  2537. m_vcref.invalidate(s_renderGL->m_vaoStateCache);
  2538. }
  2539. static void texImage(GLenum _target, GLint _level, GLint _internalFormat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLenum _format, GLenum _type, const GLvoid* _data)
  2540. {
  2541. if (_target == GL_TEXTURE_3D)
  2542. {
  2543. GL_CHECK(glTexImage3D(_target, _level, _internalFormat, _width, _height, _depth, _border, _format, _type, _data) );
  2544. }
  2545. else
  2546. {
  2547. BX_UNUSED(_depth);
  2548. GL_CHECK(glTexImage2D(_target, _level, _internalFormat, _width, _height, _border, _format, _type, _data) );
  2549. }
  2550. }
  2551. 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)
  2552. {
  2553. if (_target == GL_TEXTURE_3D)
  2554. {
  2555. GL_CHECK(glTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _type, _data) );
  2556. }
  2557. else
  2558. {
  2559. BX_UNUSED(_zoffset, _depth);
  2560. GL_CHECK(glTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _type, _data) );
  2561. }
  2562. }
  2563. static void compressedTexImage(GLenum _target, GLint _level, GLenum _internalformat, GLsizei _width, GLsizei _height, GLsizei _depth, GLint _border, GLsizei _imageSize, const GLvoid* _data)
  2564. {
  2565. if (_target == GL_TEXTURE_3D)
  2566. {
  2567. GL_CHECK(glCompressedTexImage3D(_target, _level, _internalformat, _width, _height, _depth, _border, _imageSize, _data) );
  2568. }
  2569. else
  2570. {
  2571. BX_UNUSED(_depth);
  2572. GL_CHECK(glCompressedTexImage2D(_target, _level, _internalformat, _width, _height, _border, _imageSize, _data) );
  2573. }
  2574. }
  2575. 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)
  2576. {
  2577. if (_target == GL_TEXTURE_3D)
  2578. {
  2579. GL_CHECK(glCompressedTexSubImage3D(_target, _level, _xoffset, _yoffset, _zoffset, _width, _height, _depth, _format, _imageSize, _data) );
  2580. }
  2581. else
  2582. {
  2583. BX_UNUSED(_zoffset, _depth);
  2584. GL_CHECK(glCompressedTexSubImage2D(_target, _level, _xoffset, _yoffset, _width, _height, _format, _imageSize, _data) );
  2585. }
  2586. }
  2587. bool TextureGL::init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags)
  2588. {
  2589. m_target = _target;
  2590. m_numMips = _numMips;
  2591. m_flags = _flags;
  2592. m_currentFlags = UINT32_MAX;
  2593. m_width = _width;
  2594. m_height = _height;
  2595. m_requestedFormat = _format;
  2596. m_textureFormat = _format;
  2597. const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
  2598. if (!bufferOnly)
  2599. {
  2600. GL_CHECK(glGenTextures(1, &m_id) );
  2601. BX_CHECK(0 != m_id, "Failed to generate texture id.");
  2602. GL_CHECK(glBindTexture(_target, m_id) );
  2603. setSamplerState(_flags);
  2604. const TextureFormatInfo& tfi = s_textureFormat[_format];
  2605. m_fmt = tfi.m_fmt;
  2606. m_type = tfi.m_type;
  2607. const bool compressed = isCompressed(TextureFormat::Enum(_format) );
  2608. const bool decompress = !tfi.m_supported && compressed;
  2609. if (decompress)
  2610. {
  2611. m_textureFormat = (uint8_t)TextureFormat::BGRA8;
  2612. const TextureFormatInfo& tfi = s_textureFormat[TextureFormat::BGRA8];
  2613. m_fmt = tfi.m_fmt;
  2614. m_type = tfi.m_type;
  2615. }
  2616. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2617. && TextureFormat::BGRA8 == m_textureFormat
  2618. && GL_RGBA == m_fmt
  2619. && s_renderGL->m_textureSwizzleSupport)
  2620. {
  2621. GLint swizzleMask[] = { GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
  2622. GL_CHECK(glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask) );
  2623. }
  2624. }
  2625. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  2626. if (renderTarget)
  2627. {
  2628. uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
  2629. msaaQuality = bx::uint32_satsub(msaaQuality, 1);
  2630. msaaQuality = bx::uint32_min(s_renderGL->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
  2631. if (0 != msaaQuality
  2632. || bufferOnly)
  2633. {
  2634. GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
  2635. BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
  2636. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) );
  2637. if (0 == msaaQuality)
  2638. {
  2639. GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER
  2640. , s_textureFormat[m_textureFormat].m_internalFmt
  2641. , _width
  2642. , _height
  2643. ) );
  2644. }
  2645. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  2646. {
  2647. GL_CHECK(glRenderbufferStorageMultisample(GL_RENDERBUFFER
  2648. , msaaQuality
  2649. , s_textureFormat[m_textureFormat].m_internalFmt
  2650. , _width
  2651. , _height
  2652. ) );
  2653. }
  2654. GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
  2655. if (bufferOnly)
  2656. {
  2657. // This is render buffer, there is no sampling, no need
  2658. // to create texture.
  2659. return false;
  2660. }
  2661. }
  2662. }
  2663. return true;
  2664. }
  2665. void TextureGL::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  2666. {
  2667. ImageContainer imageContainer;
  2668. if (imageParse(imageContainer, _mem->data, _mem->size) )
  2669. {
  2670. uint8_t numMips = imageContainer.m_numMips;
  2671. const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
  2672. numMips -= uint8_t(startLod);
  2673. const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
  2674. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  2675. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  2676. GLenum target = GL_TEXTURE_2D;
  2677. if (imageContainer.m_cubeMap)
  2678. {
  2679. target = GL_TEXTURE_CUBE_MAP;
  2680. }
  2681. else if (imageContainer.m_depth > 1)
  2682. {
  2683. target = GL_TEXTURE_3D;
  2684. }
  2685. if (!init(target
  2686. , textureWidth
  2687. , textureHeight
  2688. , imageContainer.m_format
  2689. , numMips
  2690. , _flags
  2691. ) )
  2692. {
  2693. return;
  2694. }
  2695. target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  2696. const GLenum internalFmt = s_textureFormat[m_textureFormat].m_internalFmt;
  2697. const bool swizzle = true
  2698. && TextureFormat::BGRA8 == m_textureFormat
  2699. && GL_RGBA == m_fmt
  2700. && !s_renderGL->m_textureSwizzleSupport
  2701. ;
  2702. const bool convert = m_textureFormat != m_requestedFormat;
  2703. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2704. uint32_t blockWidth = 1;
  2705. uint32_t blockHeight = 1;
  2706. if (convert && compressed)
  2707. {
  2708. blockWidth = blockInfo.blockWidth;
  2709. blockHeight = blockInfo.blockHeight;
  2710. }
  2711. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
  2712. , this - s_renderGL->m_textures
  2713. , getName( (TextureFormat::Enum)m_textureFormat)
  2714. , getName( (TextureFormat::Enum)m_requestedFormat)
  2715. , textureWidth
  2716. , textureHeight
  2717. , imageContainer.m_cubeMap ? "x6" : ""
  2718. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  2719. );
  2720. BX_WARN(!swizzle && !convert, "Texture %s%s%s from %s to %s."
  2721. , swizzle ? "swizzle" : ""
  2722. , swizzle&&convert ? " and " : ""
  2723. , convert ? "convert" : ""
  2724. , getName( (TextureFormat::Enum)m_requestedFormat)
  2725. , getName( (TextureFormat::Enum)m_textureFormat)
  2726. );
  2727. uint8_t* temp = NULL;
  2728. if (convert || swizzle)
  2729. {
  2730. temp = (uint8_t*)BX_ALLOC(g_allocator, textureWidth*textureHeight*4);
  2731. }
  2732. for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
  2733. {
  2734. uint32_t width = textureWidth;
  2735. uint32_t height = textureHeight;
  2736. uint32_t depth = imageContainer.m_depth;
  2737. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  2738. {
  2739. width = bx::uint32_max(blockWidth, width);
  2740. height = bx::uint32_max(blockHeight, height);
  2741. depth = bx::uint32_max(1, depth);
  2742. ImageMip mip;
  2743. if (imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  2744. {
  2745. if (compressed)
  2746. {
  2747. compressedTexImage(target+side
  2748. , lod
  2749. , internalFmt
  2750. , width
  2751. , height
  2752. , depth
  2753. , 0
  2754. , mip.m_size
  2755. , mip.m_data
  2756. );
  2757. }
  2758. else
  2759. {
  2760. const uint8_t* data = mip.m_data;
  2761. if (convert)
  2762. {
  2763. imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, mip.m_width*4, mip.m_format);
  2764. data = temp;
  2765. }
  2766. if (swizzle)
  2767. {
  2768. imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
  2769. data = temp;
  2770. }
  2771. texImage(target+side
  2772. , lod
  2773. , internalFmt
  2774. , width
  2775. , height
  2776. , depth
  2777. , 0
  2778. , m_fmt
  2779. , m_type
  2780. , data
  2781. );
  2782. }
  2783. }
  2784. else
  2785. {
  2786. if (compressed)
  2787. {
  2788. uint32_t size = bx::uint32_max(1, (width + 3)>>2)
  2789. * bx::uint32_max(1, (height + 3)>>2)
  2790. * 4*4*getBitsPerPixel(TextureFormat::Enum(m_textureFormat) )/8
  2791. ;
  2792. compressedTexImage(target+side
  2793. , lod
  2794. , internalFmt
  2795. , width
  2796. , height
  2797. , depth
  2798. , 0
  2799. , size
  2800. , NULL
  2801. );
  2802. }
  2803. else
  2804. {
  2805. texImage(target+side
  2806. , lod
  2807. , internalFmt
  2808. , width
  2809. , height
  2810. , depth
  2811. , 0
  2812. , m_fmt
  2813. , m_type
  2814. , NULL
  2815. );
  2816. }
  2817. }
  2818. width >>= 1;
  2819. height >>= 1;
  2820. depth >>= 1;
  2821. }
  2822. }
  2823. if (NULL != temp)
  2824. {
  2825. BX_FREE(g_allocator, temp);
  2826. }
  2827. }
  2828. GL_CHECK(glBindTexture(m_target, 0) );
  2829. }
  2830. void TextureGL::destroy()
  2831. {
  2832. if (0 != m_id)
  2833. {
  2834. GL_CHECK(glBindTexture(m_target, 0) );
  2835. GL_CHECK(glDeleteTextures(1, &m_id) );
  2836. m_id = 0;
  2837. }
  2838. if (0 != m_rbo)
  2839. {
  2840. GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) );
  2841. m_rbo = 0;
  2842. }
  2843. }
  2844. void TextureGL::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  2845. {
  2846. BX_UNUSED(_z, _depth);
  2847. const uint32_t bpp = getBitsPerPixel(TextureFormat::Enum(m_textureFormat) );
  2848. const uint32_t rectpitch = _rect.m_width*bpp/8;
  2849. uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  2850. GL_CHECK(glBindTexture(m_target, m_id) );
  2851. GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 1) );
  2852. GLenum target = GL_TEXTURE_CUBE_MAP == m_target ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : m_target;
  2853. const bool swizzle = true
  2854. && TextureFormat::BGRA8 == m_textureFormat
  2855. && GL_RGBA == m_fmt
  2856. && !s_renderGL->m_textureSwizzleSupport
  2857. ;
  2858. const bool unpackRowLength = BX_IGNORE_C4127(!!BGFX_CONFIG_RENDERER_OPENGL || s_extension[Extension::EXT_unpack_subimage].m_supported);
  2859. const bool convert = m_textureFormat != m_requestedFormat;
  2860. const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
  2861. const uint32_t width = _rect.m_width;
  2862. const uint32_t height = _rect.m_height;
  2863. uint8_t* temp = NULL;
  2864. if (convert
  2865. || swizzle
  2866. || !unpackRowLength)
  2867. {
  2868. temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*height);
  2869. }
  2870. else if (unpackRowLength)
  2871. {
  2872. GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, srcpitch*8/bpp) );
  2873. }
  2874. if (compressed)
  2875. {
  2876. const uint8_t* data = _mem->data;
  2877. if (!unpackRowLength)
  2878. {
  2879. imageCopy(width, height, bpp, srcpitch, data, temp);
  2880. data = temp;
  2881. }
  2882. GL_CHECK(compressedTexSubImage(target+_side
  2883. , _mip
  2884. , _rect.m_x
  2885. , _rect.m_y
  2886. , _z
  2887. , _rect.m_width
  2888. , _rect.m_height
  2889. , _depth
  2890. , m_fmt
  2891. , _mem->size
  2892. , data
  2893. ) );
  2894. }
  2895. else
  2896. {
  2897. const uint8_t* data = _mem->data;
  2898. if (convert)
  2899. {
  2900. imageDecodeToBgra8(temp, data, width, height, srcpitch, m_requestedFormat);
  2901. data = temp;
  2902. srcpitch = rectpitch;
  2903. }
  2904. if (swizzle)
  2905. {
  2906. imageSwizzleBgra8(width, height, srcpitch, data, temp);
  2907. data = temp;
  2908. }
  2909. else if (!unpackRowLength && !convert)
  2910. {
  2911. imageCopy(width, height, bpp, srcpitch, data, temp);
  2912. data = temp;
  2913. }
  2914. GL_CHECK(texSubImage(target+_side
  2915. , _mip
  2916. , _rect.m_x
  2917. , _rect.m_y
  2918. , _z
  2919. , _rect.m_width
  2920. , _rect.m_height
  2921. , _depth
  2922. , m_fmt
  2923. , m_type
  2924. , data
  2925. ) );
  2926. }
  2927. if (NULL != temp)
  2928. {
  2929. BX_FREE(g_allocator, temp);
  2930. }
  2931. }
  2932. void TextureGL::setSamplerState(uint32_t _flags)
  2933. {
  2934. const uint32_t flags = (0 != (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? m_flags : _flags) & BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2935. if (flags != m_currentFlags)
  2936. {
  2937. const GLenum target = m_target;
  2938. const uint8_t numMips = m_numMips;
  2939. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_S, s_textureAddress[(flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
  2940. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_T, s_textureAddress[(flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
  2941. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL || BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  2942. || s_extension[Extension::APPLE_texture_max_level].m_supported)
  2943. {
  2944. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, numMips-1) );
  2945. }
  2946. if (target == GL_TEXTURE_3D)
  2947. {
  2948. GL_CHECK(glTexParameteri(target, GL_TEXTURE_WRAP_R, s_textureAddress[(flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
  2949. }
  2950. const uint32_t mag = (flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT;
  2951. const uint32_t min = (flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT;
  2952. const uint32_t mip = (flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT;
  2953. const GLenum minFilter = s_textureFilterMin[min][1 < numMips ? mip+1 : 0];
  2954. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MAG_FILTER, s_textureFilterMag[mag]) );
  2955. GL_CHECK(glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter) );
  2956. if (0 != (flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2957. && 0.0f < s_renderGL->m_maxAnisotropy)
  2958. {
  2959. GL_CHECK(glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, s_renderGL->m_maxAnisotropy) );
  2960. }
  2961. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30)
  2962. || s_renderGL->m_shadowSamplersSupport)
  2963. {
  2964. const uint32_t cmpFunc = (flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2965. if (0 == cmpFunc)
  2966. {
  2967. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
  2968. }
  2969. else
  2970. {
  2971. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE) );
  2972. GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_FUNC, s_cmpFunc[cmpFunc]) );
  2973. }
  2974. }
  2975. m_currentFlags = flags;
  2976. }
  2977. }
  2978. void TextureGL::commit(uint32_t _stage, uint32_t _flags)
  2979. {
  2980. GL_CHECK(glActiveTexture(GL_TEXTURE0+_stage) );
  2981. GL_CHECK(glBindTexture(m_target, m_id) );
  2982. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES)
  2983. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30) )
  2984. {
  2985. // GLES2 doesn't have support for sampler object.
  2986. setSamplerState(_flags);
  2987. }
  2988. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  2989. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL < 31) )
  2990. {
  2991. // In case that GL 2.1 sampler object is supported via extension.
  2992. if (s_renderGL->m_samplerObjectSupport)
  2993. {
  2994. s_renderGL->setSamplerState(_stage, m_numMips, _flags);
  2995. }
  2996. else
  2997. {
  2998. setSamplerState(_flags);
  2999. }
  3000. }
  3001. else
  3002. {
  3003. // Everything else has sampler object.
  3004. s_renderGL->setSamplerState(_stage, m_numMips, _flags);
  3005. }
  3006. }
  3007. void writeString(bx::WriterI* _writer, const char* _str)
  3008. {
  3009. bx::write(_writer, _str, (int32_t)strlen(_str) );
  3010. }
  3011. void writeStringf(bx::WriterI* _writer, const char* _format, ...)
  3012. {
  3013. char temp[512];
  3014. va_list argList;
  3015. va_start(argList, _format);
  3016. int len = bx::vsnprintf(temp, BX_COUNTOF(temp), _format, argList);
  3017. va_end(argList);
  3018. bx::write(_writer, temp, len);
  3019. }
  3020. void strins(char* _str, const char* _insert)
  3021. {
  3022. size_t len = strlen(_insert);
  3023. memmove(&_str[len], _str, strlen(_str)+1);
  3024. memcpy(_str, _insert, len);
  3025. }
  3026. void ShaderGL::create(Memory* _mem)
  3027. {
  3028. bx::MemoryReader reader(_mem->data, _mem->size);
  3029. m_hash = bx::hashMurmur2A(_mem->data, _mem->size);
  3030. uint32_t magic;
  3031. bx::read(&reader, magic);
  3032. switch (magic)
  3033. {
  3034. case BGFX_CHUNK_MAGIC_CSH: m_type = GL_COMPUTE_SHADER; break;
  3035. case BGFX_CHUNK_MAGIC_FSH: m_type = GL_FRAGMENT_SHADER; break;
  3036. case BGFX_CHUNK_MAGIC_VSH: m_type = GL_VERTEX_SHADER; break;
  3037. default:
  3038. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3039. break;
  3040. }
  3041. uint32_t iohash;
  3042. bx::read(&reader, iohash);
  3043. uint16_t count;
  3044. bx::read(&reader, count);
  3045. BX_TRACE("%s Shader consts %d"
  3046. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3047. , count
  3048. );
  3049. for (uint32_t ii = 0; ii < count; ++ii)
  3050. {
  3051. uint8_t nameSize;
  3052. bx::read(&reader, nameSize);
  3053. char name[256];
  3054. bx::read(&reader, &name, nameSize);
  3055. name[nameSize] = '\0';
  3056. uint8_t type;
  3057. bx::read(&reader, type);
  3058. uint8_t num;
  3059. bx::read(&reader, num);
  3060. uint16_t regIndex;
  3061. bx::read(&reader, regIndex);
  3062. uint16_t regCount;
  3063. bx::read(&reader, regCount);
  3064. }
  3065. uint32_t shaderSize;
  3066. bx::read(&reader, shaderSize);
  3067. m_id = glCreateShader(m_type);
  3068. const char* code = (const char*)reader.getDataPtr();
  3069. if (0 != m_id)
  3070. {
  3071. if (GL_COMPUTE_SHADER != m_type)
  3072. {
  3073. int32_t codeLen = (int32_t)strlen(code);
  3074. int32_t tempLen = codeLen + (4<<10);
  3075. char* temp = (char*)alloca(tempLen);
  3076. bx::StaticMemoryBlockWriter writer(temp, tempLen);
  3077. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES)
  3078. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES < 30) )
  3079. {
  3080. writeString(&writer
  3081. , "#define flat\n"
  3082. "#define smooth\n"
  3083. "#define noperspective\n"
  3084. );
  3085. bool usesDerivatives = s_extension[Extension::OES_standard_derivatives].m_supported
  3086. && bx::findIdentifierMatch(code, s_OES_standard_derivatives)
  3087. ;
  3088. bool usesFragData = !!bx::findIdentifierMatch(code, "gl_FragData");
  3089. bool usesFragDepth = !!bx::findIdentifierMatch(code, "gl_FragDepth");
  3090. bool usesShadowSamplers = !!bx::findIdentifierMatch(code, s_EXT_shadow_samplers);
  3091. bool usesTexture3D = s_extension[Extension::OES_texture_3D].m_supported
  3092. && bx::findIdentifierMatch(code, s_OES_texture_3D)
  3093. ;
  3094. bool usesTextureLod = !!bx::findIdentifierMatch(code, s_EXT_shader_texture_lod);
  3095. bool usesFragmentOrdering = !!bx::findIdentifierMatch(code, "beginFragmentShaderOrdering");
  3096. if (usesDerivatives)
  3097. {
  3098. writeString(&writer, "#extension GL_OES_standard_derivatives : enable\n");
  3099. }
  3100. if (usesFragData)
  3101. {
  3102. BX_WARN(s_extension[Extension::EXT_draw_buffers].m_supported, "EXT_draw_buffers is used but not supported by GLES2 driver.");
  3103. writeString(&writer
  3104. , "#extension GL_EXT_draw_buffers : enable\n"
  3105. );
  3106. }
  3107. bool insertFragDepth = false;
  3108. if (usesFragDepth)
  3109. {
  3110. BX_WARN(s_extension[Extension::EXT_frag_depth].m_supported, "EXT_frag_depth is used but not supported by GLES2 driver.");
  3111. if (s_extension[Extension::EXT_frag_depth].m_supported)
  3112. {
  3113. writeString(&writer
  3114. , "#extension GL_EXT_frag_depth : enable\n"
  3115. "#define bgfx_FragDepth gl_FragDepthEXT\n"
  3116. );
  3117. char str[128];
  3118. bx::snprintf(str, BX_COUNTOF(str), "%s float gl_FragDepthEXT;\n"
  3119. , s_extension[Extension::OES_fragment_precision_high].m_supported ? "highp" : "mediump"
  3120. );
  3121. writeString(&writer, str);
  3122. }
  3123. else
  3124. {
  3125. insertFragDepth = true;
  3126. }
  3127. }
  3128. if (usesShadowSamplers)
  3129. {
  3130. if (s_renderGL->m_shadowSamplersSupport)
  3131. {
  3132. writeString(&writer
  3133. , "#extension GL_EXT_shadow_samplers : enable\n"
  3134. "#define shadow2D shadow2DEXT\n"
  3135. "#define shadow2DProj shadow2DProjEXT\n"
  3136. );
  3137. }
  3138. else
  3139. {
  3140. writeString(&writer
  3141. , "#define sampler2DShadow sampler2D\n"
  3142. "#define shadow2D(_sampler, _coord) step(_coord.z, texture2D(_sampler, _coord.xy).x)\n"
  3143. "#define shadow2DProj(_sampler, _coord) step(_coord.z/_coord.w, texture2DProj(_sampler, _coord).x)\n"
  3144. );
  3145. }
  3146. }
  3147. if (usesTexture3D)
  3148. {
  3149. writeString(&writer, "#extension GL_OES_texture_3D : enable\n");
  3150. }
  3151. if (usesTextureLod)
  3152. {
  3153. BX_WARN(s_extension[Extension::EXT_shader_texture_lod].m_supported, "EXT_shader_texture_lod is used but not supported by GLES2 driver.");
  3154. if (s_extension[Extension::EXT_shader_texture_lod].m_supported)
  3155. {
  3156. writeString(&writer
  3157. , "#extension GL_EXT_shader_texture_lod : enable\n"
  3158. "#define texture2DLod texture2DLodEXT\n"
  3159. "#define texture2DProjLod texture2DProjLodEXT\n"
  3160. "#define textureCubeLod textureCubeLodEXT\n"
  3161. );
  3162. }
  3163. else
  3164. {
  3165. writeString(&writer
  3166. , "#define texture2DLod(_sampler, _coord, _level) texture2D(_sampler, _coord)\n"
  3167. "#define texture2DProjLod(_sampler, _coord, _level) texture2DProj(_sampler, _coord)\n"
  3168. "#define textureCubeLod(_sampler, _coord, _level) textureCube(_sampler, _coord)\n"
  3169. );
  3170. }
  3171. }
  3172. if (usesFragmentOrdering)
  3173. {
  3174. if (s_extension[Extension::INTEL_fragment_shader_ordering].m_supported)
  3175. {
  3176. writeString(&writer, "#extension GL_INTEL_fragment_shader_ordering : enable\n");
  3177. }
  3178. else
  3179. {
  3180. writeString(&writer, "#define beginFragmentShaderOrdering()\n");
  3181. }
  3182. }
  3183. writeString(&writer, "precision mediump float;\n");
  3184. bx::write(&writer, code, codeLen);
  3185. bx::write(&writer, '\0');
  3186. if (insertFragDepth)
  3187. {
  3188. char* entry = strstr(temp, "void main ()");
  3189. if (NULL != entry)
  3190. {
  3191. char* brace = strstr(entry, "{");
  3192. if (NULL != brace)
  3193. {
  3194. const char* end = bx::strmb(brace, '{', '}');
  3195. if (NULL != end)
  3196. {
  3197. strins(brace+1, "\n float bgfx_FragDepth = 0.0;\n");
  3198. }
  3199. }
  3200. }
  3201. }
  3202. // Replace all instances of gl_FragDepth with bgfx_FragDepth.
  3203. for (const char* fragDepth = bx::findIdentifierMatch(temp, "gl_FragDepth"); NULL != fragDepth; fragDepth = bx::findIdentifierMatch(fragDepth, "gl_FragDepth") )
  3204. {
  3205. char* insert = const_cast<char*>(fragDepth);
  3206. strins(insert, "bg");
  3207. memcpy(insert + 2, "fx", 2);
  3208. }
  3209. }
  3210. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3211. && BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL <= 21) )
  3212. {
  3213. bool usesTextureLod = s_extension[Extension::ARB_shader_texture_lod].m_supported
  3214. && bx::findIdentifierMatch(code, s_ARB_shader_texture_lod)
  3215. ;
  3216. if (usesTextureLod)
  3217. {
  3218. writeString(&writer, "#version 120\n");
  3219. if (m_type == GL_FRAGMENT_SHADER)
  3220. {
  3221. writeString(&writer, "#extension GL_ARB_shader_texture_lod : enable\n");
  3222. }
  3223. }
  3224. writeString(&writer
  3225. , "#define lowp\n"
  3226. "#define mediump\n"
  3227. "#define highp\n"
  3228. "#define flat\n"
  3229. "#define smooth\n"
  3230. "#define noperspective\n"
  3231. );
  3232. bx::write(&writer, code, codeLen);
  3233. bx::write(&writer, '\0');
  3234. }
  3235. else if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL >= 31)
  3236. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3237. {
  3238. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3239. {
  3240. writeString(&writer
  3241. , "#version 300 es\n"
  3242. "precision mediump float;\n"
  3243. );
  3244. }
  3245. else
  3246. {
  3247. writeString(&writer, "#version 140\n");
  3248. }
  3249. if (m_type == GL_FRAGMENT_SHADER)
  3250. {
  3251. writeString(&writer, "#define varying in\n");
  3252. writeString(&writer, "#define texture2D texture\n");
  3253. writeString(&writer, "#define texture2DLod textureLod\n");
  3254. writeString(&writer, "#define texture2DProj textureProj\n");
  3255. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  3256. {
  3257. writeString(&writer, "#define shadow2D(_sampler, _coord) vec2(textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  3258. writeString(&writer, "#define shadow2DProj(_sampler, _coord) vec2(textureProj(_sampler, _coord) ) )\n");
  3259. }
  3260. else
  3261. {
  3262. writeString(&writer, "#define shadow2D(_sampler, _coord) (textureProj(_sampler, vec4(_coord, 1.0) ) )\n");
  3263. writeString(&writer, "#define shadow2DProj(_sampler, _coord) (textureProj(_sampler, _coord) ) )\n");
  3264. }
  3265. writeString(&writer, "#define texture3D texture\n");
  3266. writeString(&writer, "#define texture3DLod textureLod\n");
  3267. writeString(&writer, "#define textureCube texture\n");
  3268. writeString(&writer, "#define textureCubeLod textureLod\n");
  3269. uint32_t fragData = 0;
  3270. if (!!bx::findIdentifierMatch(code, "gl_FragData") )
  3271. {
  3272. for (uint32_t ii = 0, num = g_caps.maxFBAttachments; ii < num; ++ii)
  3273. {
  3274. char temp[16];
  3275. bx::snprintf(temp, BX_COUNTOF(temp), "gl_FragData[%d]", ii);
  3276. fragData = bx::uint32_max(fragData, NULL == strstr(code, temp) ? 0 : ii+1);
  3277. }
  3278. BGFX_FATAL(0 != fragData, Fatal::InvalidShader, "Unable to find and patch gl_FragData!");
  3279. }
  3280. if (!!bx::findIdentifierMatch(code, "beginFragmentShaderOrdering") )
  3281. {
  3282. if (s_extension[Extension::INTEL_fragment_shader_ordering].m_supported)
  3283. {
  3284. writeString(&writer, "#extension GL_INTEL_fragment_shader_ordering : enable\n");
  3285. }
  3286. else
  3287. {
  3288. writeString(&writer, "#define beginFragmentShaderOrdering()\n");
  3289. }
  3290. }
  3291. if (0 != fragData)
  3292. {
  3293. writeStringf(&writer, "out vec4 bgfx_FragData[%d];\n", fragData);
  3294. writeString(&writer, "#define gl_FragData bgfx_FragData\n");
  3295. }
  3296. else
  3297. {
  3298. writeString(&writer, "out vec4 bgfx_FragColor;\n");
  3299. writeString(&writer, "#define gl_FragColor bgfx_FragColor\n");
  3300. }
  3301. }
  3302. else
  3303. {
  3304. writeString(&writer, "#define attribute in\n");
  3305. writeString(&writer, "#define varying out\n");
  3306. }
  3307. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 30) )
  3308. {
  3309. writeString(&writer
  3310. , "#define lowp\n"
  3311. "#define mediump\n"
  3312. "#define highp\n"
  3313. );
  3314. }
  3315. bx::write(&writer, code, codeLen);
  3316. bx::write(&writer, '\0');
  3317. }
  3318. code = temp;
  3319. }
  3320. GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
  3321. GL_CHECK(glCompileShader(m_id) );
  3322. GLint compiled = 0;
  3323. GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
  3324. if (0 == compiled)
  3325. {
  3326. BX_TRACE("\n####\n%s\n####", code);
  3327. GLsizei len;
  3328. char log[1024];
  3329. GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), &len, log) );
  3330. BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
  3331. GL_CHECK(glDeleteShader(m_id) );
  3332. BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
  3333. }
  3334. else if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  3335. && s_extension[Extension::ANGLE_translated_shader_source].m_supported
  3336. && NULL != glGetTranslatedShaderSourceANGLE)
  3337. {
  3338. GLsizei len;
  3339. GL_CHECK(glGetShaderiv(m_id, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len) );
  3340. char* source = (char*)alloca(len);
  3341. GL_CHECK(glGetTranslatedShaderSourceANGLE(m_id, len, &len, source) );
  3342. BX_TRACE("ANGLE source (len: %d):\n%s\n####", len, source);
  3343. }
  3344. }
  3345. }
  3346. void ShaderGL::destroy()
  3347. {
  3348. if (0 != m_id)
  3349. {
  3350. GL_CHECK(glDeleteShader(m_id) );
  3351. m_id = 0;
  3352. }
  3353. }
  3354. static void frameBufferValidate()
  3355. {
  3356. GLenum complete = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  3357. BX_CHECK(GL_FRAMEBUFFER_COMPLETE == complete
  3358. , "glCheckFramebufferStatus failed 0x%08x: %s"
  3359. , complete
  3360. , glEnumName(complete)
  3361. );
  3362. BX_UNUSED(complete);
  3363. }
  3364. void FrameBufferGL::create(uint8_t _num, const TextureHandle* _handles)
  3365. {
  3366. GL_CHECK(glGenFramebuffers(1, &m_fbo[0]) );
  3367. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[0]) );
  3368. // m_denseIdx = UINT16_MAX;
  3369. bool needResolve = false;
  3370. GLenum buffers[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS];
  3371. uint32_t colorIdx = 0;
  3372. for (uint32_t ii = 0; ii < _num; ++ii)
  3373. {
  3374. TextureHandle handle = _handles[ii];
  3375. if (isValid(handle) )
  3376. {
  3377. const TextureGL& texture = s_renderGL->m_textures[handle.idx];
  3378. if (0 == colorIdx)
  3379. {
  3380. m_width = texture.m_width;
  3381. m_height = texture.m_height;
  3382. }
  3383. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  3384. if (isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3385. {
  3386. attachment = GL_DEPTH_ATTACHMENT;
  3387. }
  3388. else
  3389. {
  3390. buffers[colorIdx] = attachment;
  3391. ++colorIdx;
  3392. }
  3393. if (0 != texture.m_rbo)
  3394. {
  3395. GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER
  3396. , attachment
  3397. , GL_RENDERBUFFER
  3398. , texture.m_rbo
  3399. ) );
  3400. }
  3401. else
  3402. {
  3403. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  3404. , attachment
  3405. , texture.m_target
  3406. , texture.m_id
  3407. , 0
  3408. ) );
  3409. }
  3410. needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
  3411. }
  3412. }
  3413. m_num = colorIdx;
  3414. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) )
  3415. {
  3416. if (0 == colorIdx)
  3417. {
  3418. // When only depth is attached disable draw buffer to avoid
  3419. // GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER.
  3420. GL_CHECK(glDrawBuffer(GL_NONE) );
  3421. }
  3422. else
  3423. {
  3424. GL_CHECK(glDrawBuffers(colorIdx, buffers) );
  3425. }
  3426. // Disable read buffer to avoid GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER.
  3427. GL_CHECK(glReadBuffer(GL_NONE) );
  3428. }
  3429. frameBufferValidate();
  3430. if (needResolve)
  3431. {
  3432. GL_CHECK(glGenFramebuffers(1, &m_fbo[1]) );
  3433. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo[1]) );
  3434. for (uint32_t ii = 0, colorIdx = 0; ii < _num; ++ii)
  3435. {
  3436. TextureHandle handle = _handles[ii];
  3437. if (isValid(handle) )
  3438. {
  3439. const TextureGL& texture = s_renderGL->m_textures[handle.idx];
  3440. if (0 != texture.m_id)
  3441. {
  3442. GLenum attachment = GL_COLOR_ATTACHMENT0 + colorIdx;
  3443. if (!isDepth( (TextureFormat::Enum)texture.m_textureFormat) )
  3444. {
  3445. ++colorIdx;
  3446. GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER
  3447. , attachment
  3448. , texture.m_target
  3449. , texture.m_id
  3450. , 0
  3451. ) );
  3452. }
  3453. }
  3454. }
  3455. }
  3456. frameBufferValidate();
  3457. }
  3458. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_msaaBackBufferFbo) );
  3459. }
  3460. void FrameBufferGL::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  3461. {
  3462. BX_UNUSED(_depthFormat);
  3463. m_swapChain = s_renderGL->m_glctx.createSwapChain(_nwh);
  3464. m_width = _width;
  3465. m_height = _height;
  3466. m_denseIdx = _denseIdx;
  3467. }
  3468. uint16_t FrameBufferGL::destroy()
  3469. {
  3470. if (0 != m_num)
  3471. {
  3472. GL_CHECK(glDeleteFramebuffers(0 == m_fbo[1] ? 1 : 2, m_fbo) );
  3473. memset(m_fbo, 0, sizeof(m_fbo) );
  3474. m_num = 0;
  3475. }
  3476. if (NULL != m_swapChain)
  3477. {
  3478. s_renderGL->m_glctx.destorySwapChain(m_swapChain);
  3479. m_swapChain = NULL;
  3480. }
  3481. uint16_t denseIdx = m_denseIdx;
  3482. m_denseIdx = UINT16_MAX;
  3483. return denseIdx;
  3484. }
  3485. void FrameBufferGL::resolve()
  3486. {
  3487. if (0 != m_fbo[1])
  3488. {
  3489. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  3490. GL_CHECK(glReadBuffer(GL_COLOR_ATTACHMENT0) );
  3491. GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[1]) );
  3492. GL_CHECK(glBlitFramebuffer(0
  3493. , 0
  3494. , m_width
  3495. , m_height
  3496. , 0
  3497. , 0
  3498. , m_width
  3499. , m_height
  3500. , GL_COLOR_BUFFER_BIT
  3501. , GL_LINEAR
  3502. ) );
  3503. GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[0]) );
  3504. GL_CHECK(glReadBuffer(GL_NONE) );
  3505. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, s_renderGL->m_msaaBackBufferFbo) );
  3506. }
  3507. }
  3508. void RendererContextGL::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  3509. {
  3510. if (1 < m_numWindows
  3511. && m_vaoSupport)
  3512. {
  3513. m_vaoSupport = false;
  3514. GL_CHECK(glBindVertexArray(0) );
  3515. GL_CHECK(glDeleteVertexArrays(1, &m_vao) );
  3516. m_vao = 0;
  3517. m_vaoStateCache.invalidate();
  3518. }
  3519. m_glctx.makeCurrent(NULL);
  3520. const GLuint defaultVao = m_vao;
  3521. if (0 != defaultVao)
  3522. {
  3523. GL_CHECK(glBindVertexArray(defaultVao) );
  3524. }
  3525. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) );
  3526. updateResolution(_render->m_resolution);
  3527. int64_t elapsed = -bx::getHPCounter();
  3528. int64_t captureElapsed = 0;
  3529. if (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3530. && (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) ) )
  3531. {
  3532. m_queries.begin(0, GL_TIME_ELAPSED);
  3533. }
  3534. if (0 < _render->m_iboffset)
  3535. {
  3536. TransientIndexBuffer* ib = _render->m_transientIb;
  3537. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data);
  3538. }
  3539. if (0 < _render->m_vboffset)
  3540. {
  3541. TransientVertexBuffer* vb = _render->m_transientVb;
  3542. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data);
  3543. }
  3544. _render->sort();
  3545. RenderDraw currentState;
  3546. currentState.clear();
  3547. currentState.m_flags = BGFX_STATE_NONE;
  3548. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  3549. Matrix4 mtxViewTmp[2][BGFX_CONFIG_MAX_VIEWS];
  3550. Matrix4* mtxView[2] = { _render->m_view, mtxViewTmp[1] };
  3551. Matrix4 mtxViewProj[2][BGFX_CONFIG_MAX_VIEWS];
  3552. const bool hmdEnabled = m_ovr.isEnabled() || m_ovr.isDebug();
  3553. _render->m_hmdEnabled = hmdEnabled;
  3554. if (hmdEnabled)
  3555. {
  3556. HMD& hmd = _render->m_hmd;
  3557. m_ovr.getEyePose(hmd);
  3558. mtxView[0] = mtxViewTmp[0];
  3559. Matrix4 viewAdjust;
  3560. bx::mtxIdentity(viewAdjust.un.val);
  3561. for (uint32_t eye = 0; eye < 2; ++eye)
  3562. {
  3563. const HMD::Eye& hmdEye = hmd.eye[eye];
  3564. viewAdjust.un.val[12] = hmdEye.viewOffset[0];
  3565. viewAdjust.un.val[13] = hmdEye.viewOffset[1];
  3566. viewAdjust.un.val[14] = hmdEye.viewOffset[2];
  3567. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  3568. {
  3569. if (BGFX_VIEW_STEREO == (_render->m_viewFlags[ii] & BGFX_VIEW_STEREO) )
  3570. {
  3571. bx::float4x4_mul(&mtxView[eye][ii].un.f4x4
  3572. , &_render->m_view[ii].un.f4x4
  3573. , &viewAdjust.un.f4x4
  3574. );
  3575. }
  3576. else
  3577. {
  3578. memcpy(&mtxView[0][ii].un.f4x4, &_render->m_view[ii].un.f4x4, sizeof(Matrix4) );
  3579. }
  3580. }
  3581. }
  3582. }
  3583. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  3584. {
  3585. for (uint32_t eye = 0; eye < uint32_t(hmdEnabled)+1; ++eye)
  3586. {
  3587. bx::float4x4_mul(&mtxViewProj[eye][ii].un.f4x4
  3588. , &mtxView[eye][ii].un.f4x4
  3589. , &_render->m_proj[eye][ii].un.f4x4
  3590. );
  3591. }
  3592. }
  3593. Matrix4 invView;
  3594. Matrix4 invProj;
  3595. Matrix4 invViewProj;
  3596. uint16_t invViewCached = UINT16_MAX;
  3597. uint16_t invProjCached = UINT16_MAX;
  3598. uint16_t invViewProjCached = UINT16_MAX;
  3599. uint16_t programIdx = invalidHandle;
  3600. SortKey key;
  3601. uint8_t view = 0xff;
  3602. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  3603. int32_t height = hmdEnabled
  3604. ? _render->m_hmd.height
  3605. : _render->m_resolution.m_height
  3606. ;
  3607. float alphaRef = 0.0f;
  3608. uint32_t blendFactor = 0;
  3609. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  3610. uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  3611. PrimInfo prim = s_primInfo[primIndex];
  3612. uint32_t baseVertex = 0;
  3613. GLuint currentVao = 0;
  3614. bool viewHasScissor = false;
  3615. Rect viewScissorRect;
  3616. viewScissorRect.clear();
  3617. const bool blendIndependentSupported = s_extension[Extension::ARB_draw_buffers_blend].m_supported;
  3618. const bool computeSupported = (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) && s_extension[Extension::ARB_compute_shader].m_supported)
  3619. || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
  3620. ;
  3621. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  3622. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  3623. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  3624. uint32_t statsNumIndices = 0;
  3625. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  3626. {
  3627. GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_msaaBackBufferFbo) );
  3628. bool viewRestart = false;
  3629. uint8_t eye = 0;
  3630. uint8_t restartState = 0;
  3631. Rect rect = _render->m_rect[0];
  3632. int32_t numItems = _render->m_num;
  3633. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  3634. {
  3635. const bool isCompute = key.decode(_render->m_sortKeys[item]);
  3636. const bool viewChanged = 0
  3637. || key.m_view != view
  3638. || item == numItems
  3639. ;
  3640. const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
  3641. ++item;
  3642. if (viewChanged)
  3643. {
  3644. if (1 == restartState)
  3645. {
  3646. restartState = 2;
  3647. item = restartItem;
  3648. restartItem = numItems;
  3649. view = 0xff;
  3650. continue;
  3651. }
  3652. view = key.m_view;
  3653. programIdx = invalidHandle;
  3654. if (_render->m_fb[view].idx != fbh.idx)
  3655. {
  3656. fbh = _render->m_fb[view];
  3657. height = hmdEnabled
  3658. ? _render->m_hmd.height
  3659. : _render->m_resolution.m_height
  3660. ;
  3661. height = setFrameBuffer(fbh, height);
  3662. }
  3663. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  3664. viewRestart &= hmdEnabled;
  3665. if (viewRestart)
  3666. {
  3667. if (0 == restartState)
  3668. {
  3669. restartState = 1;
  3670. restartItem = item - 1;
  3671. }
  3672. eye = (restartState - 1) & 1;
  3673. restartState &= 1;
  3674. }
  3675. else
  3676. {
  3677. eye = 0;
  3678. }
  3679. rect = _render->m_rect[view];
  3680. if (viewRestart)
  3681. {
  3682. char* viewName = s_viewName[view];
  3683. viewName[3] = eye ? 'R' : 'L';
  3684. GL_CHECK(glInsertEventMarker(0, viewName) );
  3685. rect.m_x = eye * (rect.m_width+1)/2;
  3686. rect.m_width /= 2;
  3687. }
  3688. else
  3689. {
  3690. char* viewName = s_viewName[view];
  3691. viewName[3] = ' ';
  3692. GL_CHECK(glInsertEventMarker(0, viewName) );
  3693. }
  3694. const Rect& scissorRect = _render->m_scissor[view];
  3695. viewHasScissor = !scissorRect.isZero();
  3696. viewScissorRect = viewHasScissor ? scissorRect : rect;
  3697. GL_CHECK(glViewport(rect.m_x
  3698. , height-rect.m_height-rect.m_y
  3699. , rect.m_width
  3700. , rect.m_height
  3701. ) );
  3702. Clear& clear = _render->m_clear[view];
  3703. if (BGFX_CLEAR_NONE != clear.m_flags)
  3704. {
  3705. clearQuad(_clearQuad, rect, clear, height, _render->m_clearColor);
  3706. }
  3707. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  3708. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3709. GL_CHECK(glDepthFunc(GL_LESS) );
  3710. GL_CHECK(glEnable(GL_CULL_FACE) );
  3711. GL_CHECK(glDisable(GL_BLEND) );
  3712. }
  3713. if (isCompute)
  3714. {
  3715. if (computeSupported)
  3716. {
  3717. const RenderCompute& compute = renderItem.compute;
  3718. ProgramGL& program = m_program[key.m_program];
  3719. GL_CHECK(glUseProgram(program.m_id) );
  3720. GLbitfield barrier = 0;
  3721. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  3722. {
  3723. const ComputeBinding& bind = compute.m_bind[ii];
  3724. if (invalidHandle != bind.m_idx)
  3725. {
  3726. switch (bind.m_type)
  3727. {
  3728. case ComputeBinding::Image:
  3729. {
  3730. const TextureGL& texture = m_textures[bind.m_idx];
  3731. GL_CHECK(glBindImageTexture(ii, texture.m_id, bind.m_mip, GL_FALSE, 0, s_access[bind.m_access], s_imageFormat[bind.m_format]) );
  3732. barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
  3733. }
  3734. break;
  3735. case ComputeBinding::Buffer:
  3736. {
  3737. // const VertexBufferGL& vertexBuffer = m_vertexBuffers[bind.m_idx];
  3738. // GL_CHECK(glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ii, vertexBuffer.m_id) );
  3739. // barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
  3740. }
  3741. break;
  3742. }
  3743. }
  3744. }
  3745. if (0 != barrier)
  3746. {
  3747. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  3748. rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
  3749. if (constantsChanged
  3750. && NULL != program.m_constantBuffer)
  3751. {
  3752. commit(*program.m_constantBuffer);
  3753. }
  3754. GL_CHECK(glDispatchCompute(compute.m_numX, compute.m_numY, compute.m_numZ) );
  3755. GL_CHECK(glMemoryBarrier(barrier) );
  3756. }
  3757. }
  3758. continue;
  3759. }
  3760. const RenderDraw& draw = renderItem.draw;
  3761. const uint64_t newFlags = draw.m_flags;
  3762. uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
  3763. currentState.m_flags = newFlags;
  3764. const uint64_t newStencil = draw.m_stencil;
  3765. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  3766. currentState.m_stencil = newStencil;
  3767. if (viewChanged)
  3768. {
  3769. currentState.clear();
  3770. currentState.m_scissor = !draw.m_scissor;
  3771. changedFlags = BGFX_STATE_MASK;
  3772. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  3773. currentState.m_flags = newFlags;
  3774. currentState.m_stencil = newStencil;
  3775. }
  3776. uint16_t scissor = draw.m_scissor;
  3777. if (currentState.m_scissor != scissor)
  3778. {
  3779. currentState.m_scissor = scissor;
  3780. if (UINT16_MAX == scissor)
  3781. {
  3782. if (viewHasScissor)
  3783. {
  3784. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  3785. GL_CHECK(glScissor(viewScissorRect.m_x
  3786. , height-viewScissorRect.m_height-viewScissorRect.m_y
  3787. , viewScissorRect.m_width
  3788. , viewScissorRect.m_height
  3789. ) );
  3790. }
  3791. else
  3792. {
  3793. GL_CHECK(glDisable(GL_SCISSOR_TEST) );
  3794. }
  3795. }
  3796. else
  3797. {
  3798. Rect scissorRect;
  3799. scissorRect.intersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  3800. GL_CHECK(glEnable(GL_SCISSOR_TEST) );
  3801. GL_CHECK(glScissor(scissorRect.m_x
  3802. , height-scissorRect.m_height-scissorRect.m_y
  3803. , scissorRect.m_width
  3804. , scissorRect.m_height
  3805. ) );
  3806. }
  3807. }
  3808. if (0 != changedStencil)
  3809. {
  3810. if (0 != newStencil)
  3811. {
  3812. GL_CHECK(glEnable(GL_STENCIL_TEST) );
  3813. uint32_t bstencil = unpackStencil(1, newStencil);
  3814. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != unpackStencil(0, newStencil);
  3815. // uint32_t bchanged = unpackStencil(1, changedStencil);
  3816. // if (BGFX_STENCIL_FUNC_RMASK_MASK & bchanged)
  3817. // {
  3818. // uint32_t wmask = (bstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3819. // GL_CHECK(glStencilMask(wmask) );
  3820. // }
  3821. for (uint32_t ii = 0, num = frontAndBack+1; ii < num; ++ii)
  3822. {
  3823. uint32_t stencil = unpackStencil(ii, newStencil);
  3824. uint32_t changed = unpackStencil(ii, changedStencil);
  3825. GLenum face = s_stencilFace[frontAndBack+ii];
  3826. if ( (BGFX_STENCIL_TEST_MASK|BGFX_STENCIL_FUNC_REF_MASK|BGFX_STENCIL_FUNC_RMASK_MASK) & changed)
  3827. {
  3828. GLint ref = (stencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  3829. GLint mask = (stencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  3830. uint32_t func = (stencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT;
  3831. GL_CHECK(glStencilFuncSeparate(face, s_cmpFunc[func], ref, mask));
  3832. }
  3833. if ( (BGFX_STENCIL_OP_FAIL_S_MASK|BGFX_STENCIL_OP_FAIL_Z_MASK|BGFX_STENCIL_OP_PASS_Z_MASK) & changed)
  3834. {
  3835. uint32_t sfail = (stencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT;
  3836. uint32_t zfail = (stencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT;
  3837. uint32_t zpass = (stencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT;
  3838. GL_CHECK(glStencilOpSeparate(face, s_stencilOp[sfail], s_stencilOp[zfail], s_stencilOp[zpass]) );
  3839. }
  3840. }
  3841. }
  3842. else
  3843. {
  3844. GL_CHECK(glDisable(GL_STENCIL_TEST) );
  3845. }
  3846. }
  3847. if ( (0
  3848. | BGFX_STATE_CULL_MASK
  3849. | BGFX_STATE_DEPTH_WRITE
  3850. | BGFX_STATE_DEPTH_TEST_MASK
  3851. | BGFX_STATE_RGB_WRITE
  3852. | BGFX_STATE_ALPHA_WRITE
  3853. | BGFX_STATE_BLEND_MASK
  3854. | BGFX_STATE_BLEND_EQUATION_MASK
  3855. | BGFX_STATE_ALPHA_REF_MASK
  3856. | BGFX_STATE_PT_MASK
  3857. | BGFX_STATE_POINT_SIZE_MASK
  3858. | BGFX_STATE_MSAA
  3859. ) & changedFlags)
  3860. {
  3861. if (BGFX_STATE_CULL_MASK & changedFlags)
  3862. {
  3863. if (BGFX_STATE_CULL_CW & newFlags)
  3864. {
  3865. GL_CHECK(glEnable(GL_CULL_FACE) );
  3866. GL_CHECK(glCullFace(GL_BACK) );
  3867. }
  3868. else if (BGFX_STATE_CULL_CCW & newFlags)
  3869. {
  3870. GL_CHECK(glEnable(GL_CULL_FACE) );
  3871. GL_CHECK(glCullFace(GL_FRONT) );
  3872. }
  3873. else
  3874. {
  3875. GL_CHECK(glDisable(GL_CULL_FACE) );
  3876. }
  3877. }
  3878. if (BGFX_STATE_DEPTH_WRITE & changedFlags)
  3879. {
  3880. GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) );
  3881. }
  3882. if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags)
  3883. {
  3884. uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  3885. if (0 != func)
  3886. {
  3887. GL_CHECK(glEnable(GL_DEPTH_TEST) );
  3888. GL_CHECK(glDepthFunc(s_cmpFunc[func]) );
  3889. }
  3890. else
  3891. {
  3892. GL_CHECK(glDisable(GL_DEPTH_TEST) );
  3893. }
  3894. }
  3895. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  3896. {
  3897. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  3898. alphaRef = ref/255.0f;
  3899. }
  3900. #if BGFX_CONFIG_RENDERER_OPENGL
  3901. if ( (BGFX_STATE_PT_POINTS|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
  3902. {
  3903. float pointSize = (float)(bx::uint32_max(1, (newFlags&BGFX_STATE_POINT_SIZE_MASK)>>BGFX_STATE_POINT_SIZE_SHIFT) );
  3904. GL_CHECK(glPointSize(pointSize) );
  3905. }
  3906. if (BGFX_STATE_MSAA & changedFlags)
  3907. {
  3908. if (BGFX_STATE_MSAA & newFlags)
  3909. {
  3910. GL_CHECK(glEnable(GL_MULTISAMPLE) );
  3911. }
  3912. else
  3913. {
  3914. GL_CHECK(glDisable(GL_MULTISAMPLE) );
  3915. }
  3916. }
  3917. #endif // BGFX_CONFIG_RENDERER_OPENGL
  3918. if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
  3919. {
  3920. GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE);
  3921. GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE);
  3922. GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) );
  3923. }
  3924. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & changedFlags
  3925. || blendFactor != draw.m_rgba)
  3926. {
  3927. if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & newFlags
  3928. || blendFactor != draw.m_rgba)
  3929. {
  3930. const bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
  3931. const bool independent = !!(BGFX_STATE_BLEND_INDEPENDENT & newFlags)
  3932. && blendIndependentSupported
  3933. ;
  3934. const uint32_t blend = uint32_t( (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
  3935. const uint32_t equation = uint32_t( (newFlags&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  3936. const uint32_t srcRGB = (blend )&0xf;
  3937. const uint32_t dstRGB = (blend>> 4)&0xf;
  3938. const uint32_t srcA = (blend>> 8)&0xf;
  3939. const uint32_t dstA = (blend>>12)&0xf;
  3940. const uint32_t equRGB = (equation )&0x7;
  3941. const uint32_t equA = (equation>>3)&0x7;
  3942. const uint32_t numRt = getNumRt();
  3943. if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
  3944. || 1 >= numRt
  3945. || !independent)
  3946. {
  3947. if (enabled)
  3948. {
  3949. GL_CHECK(glEnable(GL_BLEND) );
  3950. GL_CHECK(glBlendFuncSeparate(s_blendFactor[srcRGB].m_src
  3951. , s_blendFactor[dstRGB].m_dst
  3952. , s_blendFactor[srcA].m_src
  3953. , s_blendFactor[dstA].m_dst
  3954. ) );
  3955. GL_CHECK(glBlendEquationSeparate(s_blendEquation[equRGB], s_blendEquation[equA]) );
  3956. if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
  3957. && blendFactor != draw.m_rgba)
  3958. {
  3959. const uint32_t rgba = draw.m_rgba;
  3960. GLclampf rr = ( (rgba>>24) )/255.0f;
  3961. GLclampf gg = ( (rgba>>16)&0xff)/255.0f;
  3962. GLclampf bb = ( (rgba>> 8)&0xff)/255.0f;
  3963. GLclampf aa = ( (rgba )&0xff)/255.0f;
  3964. GL_CHECK(glBlendColor(rr, gg, bb, aa) );
  3965. }
  3966. }
  3967. else
  3968. {
  3969. GL_CHECK(glDisable(GL_BLEND) );
  3970. }
  3971. }
  3972. else
  3973. {
  3974. if (enabled)
  3975. {
  3976. GL_CHECK(glEnablei(GL_BLEND, 0) );
  3977. GL_CHECK(glBlendFuncSeparatei(0
  3978. , s_blendFactor[srcRGB].m_src
  3979. , s_blendFactor[dstRGB].m_dst
  3980. , s_blendFactor[srcA].m_src
  3981. , s_blendFactor[dstA].m_dst
  3982. ) );
  3983. GL_CHECK(glBlendEquationSeparatei(0
  3984. , s_blendEquation[equRGB]
  3985. , s_blendEquation[equA]
  3986. ) );
  3987. }
  3988. else
  3989. {
  3990. GL_CHECK(glDisablei(GL_BLEND, 0) );
  3991. }
  3992. for (uint32_t ii = 1, rgba = draw.m_rgba; ii < numRt; ++ii, rgba >>= 11)
  3993. {
  3994. if (0 != (rgba&0x7ff) )
  3995. {
  3996. const uint32_t src = (rgba )&0xf;
  3997. const uint32_t dst = (rgba>>4)&0xf;
  3998. const uint32_t equation = (rgba>>8)&0x7;
  3999. GL_CHECK(glEnablei(GL_BLEND, ii) );
  4000. GL_CHECK(glBlendFunci(ii, s_blendFactor[src].m_src, s_blendFactor[dst].m_dst) );
  4001. GL_CHECK(glBlendEquationi(ii, s_blendEquation[equation]) );
  4002. }
  4003. else
  4004. {
  4005. GL_CHECK(glDisablei(GL_BLEND, ii) );
  4006. }
  4007. }
  4008. }
  4009. }
  4010. else
  4011. {
  4012. GL_CHECK(glDisable(GL_BLEND) );
  4013. }
  4014. blendFactor = draw.m_rgba;
  4015. }
  4016. const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
  4017. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  4018. prim = s_primInfo[primIndex];
  4019. }
  4020. bool programChanged = false;
  4021. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  4022. bool bindAttribs = false;
  4023. rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
  4024. if (key.m_program != programIdx)
  4025. {
  4026. programIdx = key.m_program;
  4027. GLuint id = invalidHandle == programIdx ? 0 : m_program[programIdx].m_id;
  4028. GL_CHECK(glUseProgram(id) );
  4029. programChanged =
  4030. constantsChanged =
  4031. bindAttribs = true;
  4032. }
  4033. if (invalidHandle != programIdx)
  4034. {
  4035. ProgramGL& program = m_program[programIdx];
  4036. if (constantsChanged
  4037. && NULL != program.m_constantBuffer)
  4038. {
  4039. commit(*program.m_constantBuffer);
  4040. }
  4041. for (uint32_t ii = 0, num = program.m_numPredefined; ii < num; ++ii)
  4042. {
  4043. PredefinedUniform& predefined = program.m_predefined[ii];
  4044. switch (predefined.m_type)
  4045. {
  4046. case PredefinedUniform::ViewRect:
  4047. {
  4048. float frect[4];
  4049. frect[0] = rect.m_x;
  4050. frect[1] = rect.m_y;
  4051. frect[2] = rect.m_width;
  4052. frect[3] = rect.m_height;
  4053. GL_CHECK(glUniform4fv(predefined.m_loc
  4054. , 1
  4055. , &frect[0]
  4056. ) );
  4057. }
  4058. break;
  4059. case PredefinedUniform::ViewTexel:
  4060. {
  4061. float frect[4];
  4062. frect[0] = 1.0f/float(rect.m_width);
  4063. frect[1] = 1.0f/float(rect.m_height);
  4064. GL_CHECK(glUniform4fv(predefined.m_loc
  4065. , 1
  4066. , &frect[0]
  4067. ) );
  4068. }
  4069. break;
  4070. case PredefinedUniform::View:
  4071. {
  4072. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4073. , 1
  4074. , GL_FALSE
  4075. , mtxView[eye][view].un.val
  4076. ) );
  4077. }
  4078. break;
  4079. case PredefinedUniform::InvView:
  4080. {
  4081. uint16_t viewEye = (view << 1) | eye;
  4082. if (viewEye != invViewCached)
  4083. {
  4084. invViewCached = viewEye;
  4085. bx::float4x4_inverse(&invView.un.f4x4, &mtxView[eye][view].un.f4x4);
  4086. }
  4087. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4088. , 1
  4089. , GL_FALSE
  4090. , invView.un.val
  4091. ) );
  4092. }
  4093. break;
  4094. case PredefinedUniform::Proj:
  4095. {
  4096. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4097. , 1
  4098. , GL_FALSE
  4099. , _render->m_proj[0][view].un.val
  4100. ) );
  4101. }
  4102. break;
  4103. case PredefinedUniform::InvProj:
  4104. {
  4105. uint16_t viewEye = (view << 1) | eye;
  4106. if (viewEye != invProjCached)
  4107. {
  4108. invProjCached = viewEye;
  4109. bx::float4x4_inverse(&invProj.un.f4x4, &_render->m_proj[eye][view].un.f4x4);
  4110. }
  4111. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4112. , 1
  4113. , GL_FALSE
  4114. , invProj.un.val
  4115. ) );
  4116. }
  4117. break;
  4118. case PredefinedUniform::ViewProj:
  4119. {
  4120. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4121. , 1
  4122. , GL_FALSE
  4123. , mtxViewProj[eye][view].un.val
  4124. ) );
  4125. }
  4126. break;
  4127. case PredefinedUniform::InvViewProj:
  4128. {
  4129. uint16_t viewEye = (view << 1) | eye;
  4130. if (viewEye != invViewProjCached)
  4131. {
  4132. invViewProjCached = viewEye;
  4133. bx::float4x4_inverse(&invViewProj.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
  4134. }
  4135. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4136. , 1
  4137. , GL_FALSE
  4138. , invViewProj.un.val
  4139. ) );
  4140. }
  4141. break;
  4142. case PredefinedUniform::Model:
  4143. {
  4144. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  4145. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4146. , bx::uint32_min(predefined.m_count, draw.m_num)
  4147. , GL_FALSE
  4148. , model.un.val
  4149. ) );
  4150. }
  4151. break;
  4152. case PredefinedUniform::ModelView:
  4153. {
  4154. Matrix4 modelView;
  4155. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  4156. bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &mtxView[eye][view].un.f4x4);
  4157. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4158. , 1
  4159. , GL_FALSE
  4160. , modelView.un.val
  4161. ) );
  4162. }
  4163. break;
  4164. case PredefinedUniform::ModelViewProj:
  4165. {
  4166. Matrix4 modelViewProj;
  4167. const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
  4168. bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &mtxViewProj[eye][view].un.f4x4);
  4169. GL_CHECK(glUniformMatrix4fv(predefined.m_loc
  4170. , 1
  4171. , GL_FALSE
  4172. , modelViewProj.un.val
  4173. ) );
  4174. }
  4175. break;
  4176. case PredefinedUniform::AlphaRef:
  4177. {
  4178. GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) );
  4179. }
  4180. break;
  4181. case PredefinedUniform::Count:
  4182. break;
  4183. }
  4184. }
  4185. {
  4186. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  4187. {
  4188. const Sampler& sampler = draw.m_sampler[stage];
  4189. Sampler& current = currentState.m_sampler[stage];
  4190. if (current.m_idx != sampler.m_idx
  4191. || current.m_flags != sampler.m_flags
  4192. || programChanged)
  4193. {
  4194. if (invalidHandle != sampler.m_idx)
  4195. {
  4196. TextureGL& texture = m_textures[sampler.m_idx];
  4197. texture.commit(stage, sampler.m_flags);
  4198. }
  4199. }
  4200. current = sampler;
  4201. }
  4202. }
  4203. if (0 != defaultVao
  4204. && 0 == draw.m_startVertex
  4205. && 0 == draw.m_instanceDataOffset)
  4206. {
  4207. if (programChanged
  4208. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4209. || currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx
  4210. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4211. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4212. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4213. {
  4214. bx::HashMurmur2A murmur;
  4215. murmur.begin();
  4216. murmur.add(draw.m_vertexBuffer.idx);
  4217. murmur.add(draw.m_indexBuffer.idx);
  4218. murmur.add(draw.m_instanceDataBuffer.idx);
  4219. murmur.add(draw.m_instanceDataOffset);
  4220. murmur.add(draw.m_instanceDataStride);
  4221. murmur.add(programIdx);
  4222. uint32_t hash = murmur.end();
  4223. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4224. currentState.m_indexBuffer = draw.m_indexBuffer;
  4225. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4226. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4227. baseVertex = draw.m_startVertex;
  4228. GLuint id = m_vaoStateCache.find(hash);
  4229. if (UINT32_MAX != id)
  4230. {
  4231. currentVao = id;
  4232. GL_CHECK(glBindVertexArray(id) );
  4233. }
  4234. else
  4235. {
  4236. id = m_vaoStateCache.add(hash);
  4237. currentVao = id;
  4238. GL_CHECK(glBindVertexArray(id) );
  4239. ProgramGL& program = m_program[programIdx];
  4240. program.add(hash);
  4241. if (isValid(draw.m_vertexBuffer) )
  4242. {
  4243. VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4244. vb.add(hash);
  4245. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  4246. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4247. program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
  4248. if (isValid(draw.m_instanceDataBuffer) )
  4249. {
  4250. VertexBufferGL& instanceVb = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  4251. instanceVb.add(hash);
  4252. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
  4253. program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
  4254. }
  4255. }
  4256. else
  4257. {
  4258. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  4259. }
  4260. if (isValid(draw.m_indexBuffer) )
  4261. {
  4262. IndexBufferGL& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  4263. ib.add(hash);
  4264. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  4265. }
  4266. else
  4267. {
  4268. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  4269. }
  4270. }
  4271. }
  4272. }
  4273. else
  4274. {
  4275. if (0 != defaultVao
  4276. && 0 != currentVao)
  4277. {
  4278. GL_CHECK(glBindVertexArray(defaultVao) );
  4279. currentState.m_vertexBuffer.idx = invalidHandle;
  4280. currentState.m_indexBuffer.idx = invalidHandle;
  4281. bindAttribs = true;
  4282. currentVao = 0;
  4283. }
  4284. if (programChanged
  4285. || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
  4286. || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
  4287. || currentState.m_instanceDataOffset != draw.m_instanceDataOffset
  4288. || currentState.m_instanceDataStride != draw.m_instanceDataStride)
  4289. {
  4290. currentState.m_vertexBuffer = draw.m_vertexBuffer;
  4291. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  4292. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  4293. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  4294. uint16_t handle = draw.m_vertexBuffer.idx;
  4295. if (invalidHandle != handle)
  4296. {
  4297. VertexBufferGL& vb = m_vertexBuffers[handle];
  4298. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
  4299. bindAttribs = true;
  4300. }
  4301. else
  4302. {
  4303. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
  4304. }
  4305. }
  4306. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  4307. {
  4308. currentState.m_indexBuffer = draw.m_indexBuffer;
  4309. uint16_t handle = draw.m_indexBuffer.idx;
  4310. if (invalidHandle != handle)
  4311. {
  4312. IndexBufferGL& ib = m_indexBuffers[handle];
  4313. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
  4314. }
  4315. else
  4316. {
  4317. GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
  4318. }
  4319. }
  4320. if (isValid(currentState.m_vertexBuffer) )
  4321. {
  4322. if (baseVertex != draw.m_startVertex
  4323. || bindAttribs)
  4324. {
  4325. baseVertex = draw.m_startVertex;
  4326. const VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
  4327. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4328. const ProgramGL& program = m_program[programIdx];
  4329. program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
  4330. if (isValid(draw.m_instanceDataBuffer) )
  4331. {
  4332. GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffers[draw.m_instanceDataBuffer.idx].m_id) );
  4333. program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
  4334. }
  4335. }
  4336. }
  4337. }
  4338. if (isValid(currentState.m_vertexBuffer) )
  4339. {
  4340. uint32_t numVertices = draw.m_numVertices;
  4341. if (UINT32_MAX == numVertices)
  4342. {
  4343. const VertexBufferGL& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
  4344. uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
  4345. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  4346. numVertices = vb.m_size/vertexDecl.m_stride;
  4347. }
  4348. uint32_t numIndices = 0;
  4349. uint32_t numPrimsSubmitted = 0;
  4350. uint32_t numInstances = 0;
  4351. uint32_t numPrimsRendered = 0;
  4352. if (isValid(draw.m_indexBuffer) )
  4353. {
  4354. if (UINT32_MAX == draw.m_numIndices)
  4355. {
  4356. numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
  4357. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4358. numInstances = draw.m_numInstances;
  4359. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4360. GL_CHECK(glDrawElementsInstanced(prim.m_type
  4361. , numIndices
  4362. , GL_UNSIGNED_SHORT
  4363. , (void*)0
  4364. , draw.m_numInstances
  4365. ) );
  4366. }
  4367. else if (prim.m_min <= draw.m_numIndices)
  4368. {
  4369. numIndices = draw.m_numIndices;
  4370. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  4371. numInstances = draw.m_numInstances;
  4372. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4373. GL_CHECK(glDrawElementsInstanced(prim.m_type
  4374. , numIndices
  4375. , GL_UNSIGNED_SHORT
  4376. , (void*)(uintptr_t)(draw.m_startIndex*2)
  4377. , draw.m_numInstances
  4378. ) );
  4379. }
  4380. }
  4381. else
  4382. {
  4383. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  4384. numInstances = draw.m_numInstances;
  4385. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  4386. GL_CHECK(glDrawArraysInstanced(prim.m_type
  4387. , 0
  4388. , numVertices
  4389. , draw.m_numInstances
  4390. ) );
  4391. }
  4392. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  4393. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  4394. statsNumInstances[primIndex] += numInstances;
  4395. statsNumIndices += numIndices;
  4396. }
  4397. }
  4398. }
  4399. blitMsaaFbo();
  4400. if (0 < _render->m_num)
  4401. {
  4402. captureElapsed = -bx::getHPCounter();
  4403. capture();
  4404. captureElapsed += bx::getHPCounter();
  4405. }
  4406. }
  4407. m_glctx.makeCurrent(NULL);
  4408. int64_t now = bx::getHPCounter();
  4409. elapsed += now;
  4410. static int64_t last = now;
  4411. int64_t frameTime = now - last;
  4412. last = now;
  4413. static int64_t min = frameTime;
  4414. static int64_t max = frameTime;
  4415. min = min > frameTime ? frameTime : min;
  4416. max = max < frameTime ? frameTime : max;
  4417. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  4418. {
  4419. double elapsedGpuMs = 0.0;
  4420. #if BGFX_CONFIG_RENDERER_OPENGL
  4421. m_queries.end(GL_TIME_ELAPSED);
  4422. uint64_t elapsedGl = m_queries.getResult(0);
  4423. elapsedGpuMs = double(elapsedGl)/1e6;
  4424. #endif // BGFX_CONFIG_RENDERER_OPENGL
  4425. TextVideoMem& tvm = m_textVideoMem;
  4426. static int64_t next = now;
  4427. if (now >= next)
  4428. {
  4429. next = now + bx::getHPFrequency();
  4430. double freq = double(bx::getHPFrequency() );
  4431. double toMs = 1000.0/freq;
  4432. tvm.clear();
  4433. uint16_t pos = 0;
  4434. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  4435. , getRendererName()
  4436. );
  4437. tvm.printf(0, pos++, 0x0f, " Vendor: %s", m_vendor);
  4438. tvm.printf(0, pos++, 0x0f, " Renderer: %s", m_renderer);
  4439. tvm.printf(0, pos++, 0x0f, " Version: %s", m_version);
  4440. tvm.printf(0, pos++, 0x0f, "GLSL version: %s", m_glslVersion);
  4441. pos = 10;
  4442. tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  4443. , double(frameTime)*toMs
  4444. , double(min)*toMs
  4445. , double(max)*toMs
  4446. , freq/frameTime
  4447. );
  4448. char hmd[16];
  4449. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  4450. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  4451. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s"
  4452. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  4453. , 0 != msaa ? '\xfe' : ' '
  4454. , 1<<msaa
  4455. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  4456. );
  4457. double elapsedCpuMs = double(elapsed)*toMs;
  4458. tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / CPU %3.4f [ms] %c GPU %3.4f [ms]"
  4459. , _render->m_num
  4460. , elapsedCpuMs
  4461. , elapsedCpuMs > elapsedGpuMs ? '>' : '<'
  4462. , elapsedGpuMs
  4463. );
  4464. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primInfo); ++ii)
  4465. {
  4466. tvm.printf(10, pos++, 0x8e, " %8s: %7d (#inst: %5d), submitted: %7d"
  4467. , s_primName[ii]
  4468. , statsNumPrimsRendered[ii]
  4469. , statsNumInstances[ii]
  4470. , statsNumPrimsSubmitted[ii]
  4471. );
  4472. }
  4473. tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices);
  4474. tvm.printf(10, pos++, 0x8e, " DVB size: %7d", _render->m_vboffset);
  4475. tvm.printf(10, pos++, 0x8e, " DIB size: %7d", _render->m_iboffset);
  4476. pos++;
  4477. tvm.printf(10, pos++, 0x8e, " State cache: ");
  4478. tvm.printf(10, pos++, 0x8e, " VAO | Sampler ");
  4479. tvm.printf(10, pos++, 0x8e, " %6d | %6d "
  4480. , m_vaoStateCache.getCount()
  4481. , m_samplerStateCache.getCount()
  4482. );
  4483. pos++;
  4484. double captureMs = double(captureElapsed)*toMs;
  4485. tvm.printf(10, pos++, 0x8e, " Capture: %3.4f [ms]", captureMs);
  4486. #if BGFX_CONFIG_RENDERER_OPENGL
  4487. if (s_extension[Extension::ATI_meminfo].m_supported)
  4488. {
  4489. GLint vboFree[4];
  4490. GL_CHECK(glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, vboFree) );
  4491. GLint texFree[4];
  4492. GL_CHECK(glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, texFree) );
  4493. GLint rbfFree[4];
  4494. GL_CHECK(glGetIntegerv(GL_RENDERBUFFER_FREE_MEMORY_ATI, rbfFree) );
  4495. pos++;
  4496. tvm.printf(10, pos++, 0x8c, " -------------| free| free b| aux| aux fb");
  4497. char tmp0[16];
  4498. char tmp1[16];
  4499. char tmp2[16];
  4500. char tmp3[16];
  4501. bx::prettify(tmp0, BX_COUNTOF(tmp0), vboFree[0]);
  4502. bx::prettify(tmp1, BX_COUNTOF(tmp1), vboFree[1]);
  4503. bx::prettify(tmp2, BX_COUNTOF(tmp2), vboFree[2]);
  4504. bx::prettify(tmp3, BX_COUNTOF(tmp3), vboFree[3]);
  4505. tvm.printf(10, pos++, 0x8e, " VBO: %10s, %10s, %10s, %10s", tmp0, tmp1, tmp2, tmp3);
  4506. bx::prettify(tmp0, BX_COUNTOF(tmp0), texFree[0]);
  4507. bx::prettify(tmp1, BX_COUNTOF(tmp1), texFree[1]);
  4508. bx::prettify(tmp2, BX_COUNTOF(tmp2), texFree[2]);
  4509. bx::prettify(tmp3, BX_COUNTOF(tmp3), texFree[3]);
  4510. tvm.printf(10, pos++, 0x8e, " Texture: %10s, %10s, %10s, %10s", tmp0, tmp1, tmp2, tmp3);
  4511. bx::prettify(tmp0, BX_COUNTOF(tmp0), rbfFree[0]);
  4512. bx::prettify(tmp1, BX_COUNTOF(tmp1), rbfFree[1]);
  4513. bx::prettify(tmp2, BX_COUNTOF(tmp2), rbfFree[2]);
  4514. bx::prettify(tmp3, BX_COUNTOF(tmp3), rbfFree[3]);
  4515. tvm.printf(10, pos++, 0x8e, " Render Buffer: %10s, %10s, %10s, %10s", tmp0, tmp1, tmp2, tmp3);
  4516. }
  4517. else if (s_extension[Extension::NVX_gpu_memory_info].m_supported)
  4518. {
  4519. GLint dedicated;
  4520. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated) );
  4521. GLint totalAvail;
  4522. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &totalAvail) );
  4523. GLint currAvail;
  4524. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &currAvail) );
  4525. GLint evictedCount;
  4526. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evictedCount) );
  4527. GLint evictedMemory;
  4528. GL_CHECK(glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evictedMemory) );
  4529. pos += 2;
  4530. char tmp0[16];
  4531. char tmp1[16];
  4532. bx::prettify(tmp0, BX_COUNTOF(tmp0), dedicated);
  4533. tvm.printf(10, pos++, 0x8e, " Dedicated: %10s", tmp0);
  4534. bx::prettify(tmp0, BX_COUNTOF(tmp0), currAvail);
  4535. bx::prettify(tmp1, BX_COUNTOF(tmp1), totalAvail);
  4536. tvm.printf(10, pos++, 0x8e, " Available: %10s / %10s", tmp0, tmp1);
  4537. bx::prettify(tmp0, BX_COUNTOF(tmp0), evictedCount);
  4538. bx::prettify(tmp1, BX_COUNTOF(tmp1), evictedMemory);
  4539. tvm.printf(10, pos++, 0x8e, " Eviction: %10s / %10s", tmp0, tmp1);
  4540. }
  4541. #endif // BGFX_CONFIG_RENDERER_OPENGL
  4542. uint8_t attr[2] = { 0x89, 0x8a };
  4543. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  4544. pos++;
  4545. tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(_render->m_waitSubmit)*toMs);
  4546. tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(_render->m_waitRender)*toMs);
  4547. min = frameTime;
  4548. max = frameTime;
  4549. }
  4550. blit(this, _textVideoMemBlitter, tvm);
  4551. }
  4552. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  4553. {
  4554. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  4555. }
  4556. GL_CHECK(glFrameTerminatorGREMEDY() );
  4557. }
  4558. } // namespace bgfx
  4559. #else
  4560. namespace bgfx
  4561. {
  4562. RendererContextI* rendererCreateGL()
  4563. {
  4564. return NULL;
  4565. }
  4566. void rendererDestroyGL()
  4567. {
  4568. }
  4569. } // namespace bgfx
  4570. #endif // (BGFX_CONFIG_RENDERER_OPENGLES || BGFX_CONFIG_RENDERER_OPENGL)