mirror of
https://github.com/libretro/ppsspp.git
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941 lines
30 KiB
C++
941 lines
30 KiB
C++
#pragma once
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#include <thread>
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#include <unordered_map>
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#include <vector>
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#include <functional>
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#include <set>
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#include <string>
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#include <mutex>
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#include <condition_variable>
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#include <cassert>
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#include "base/logging.h"
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#include "gfx/gl_common.h"
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#include "math/dataconv.h"
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#include "Common/Log.h"
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#include "GLQueueRunner.h"
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class GLRInputLayout;
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class GLPushBuffer;
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class GLRTexture {
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public:
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~GLRTexture() {
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if (texture) {
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glDeleteTextures(1, &texture);
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}
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}
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GLuint texture = 0;
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// Could also trust OpenGL defaults I guess..
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GLenum target = 0xFFFF;
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GLenum wrapS = 0xFFFF;
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GLenum wrapT = 0xFFFF;
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GLenum magFilter = 0xFFFF;
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GLenum minFilter = 0xFFFF;
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bool canWrap = true;
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float anisotropy = -100000.0f;
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float minLod = -1000.0f;
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float maxLod = 1000.0f;
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float lodBias = 0.0f;
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};
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class GLRFramebuffer {
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public:
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GLRFramebuffer(int _width, int _height, bool z_stencil)
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: width(_width), height(_height), z_stencil_(z_stencil) {
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}
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~GLRFramebuffer();
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int numShadows = 1; // TODO: Support this.
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GLuint handle = 0;
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GLRTexture color_texture;
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GLuint z_stencil_buffer = 0; // Either this is set, or the two below.
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GLuint z_buffer = 0;
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GLuint stencil_buffer = 0;
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int width;
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int height;
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GLuint colorDepth;
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bool z_stencil_;
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};
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// We need to create some custom heap-allocated types so we can forward things that need to be created on the GL thread, before
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// they've actually been created.
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class GLRShader {
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public:
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~GLRShader() {
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if (shader) {
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glDeleteShader(shader);
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}
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}
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GLuint shader = 0;
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bool valid = false;
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// Warning: Won't know until a future frame.
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bool failed = false;
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std::string desc;
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std::string code;
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std::string error;
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};
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class GLRProgram {
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public:
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~GLRProgram() {
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if (program) {
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glDeleteProgram(program);
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}
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}
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struct Semantic {
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int location;
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const char *attrib;
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};
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struct UniformLocQuery {
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GLint *dest;
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const char *name;
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};
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struct Initializer {
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GLint *uniform;
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int type;
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int value;
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};
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GLuint program = 0;
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std::vector<Semantic> semantics_;
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std::vector<UniformLocQuery> queries_;
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std::vector<Initializer> initialize_;
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struct UniformInfo {
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int loc_;
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};
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// Must ONLY be called from GLQueueRunner!
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// Also it's pretty slow...
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int GetUniformLoc(const char *name) {
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auto iter = uniformCache_.find(std::string(name));
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int loc = -1;
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if (iter != uniformCache_.end()) {
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loc = iter->second.loc_;
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} else {
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loc = glGetUniformLocation(program, name);
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UniformInfo info;
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info.loc_ = loc;
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uniformCache_[name] = info;
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}
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return loc;
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}
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std::unordered_map<std::string, UniformInfo> uniformCache_;
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};
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enum class GLBufferStrategy {
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SUBDATA = 0,
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MASK_FLUSH = 0x10,
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MASK_INVALIDATE = 0x20,
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// Map/unmap the buffer each frame.
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FRAME_UNMAP = 1,
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// Map/unmap and also invalidate the buffer on map.
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INVALIDATE_UNMAP = MASK_INVALIDATE,
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// Map/unmap and explicitly flushed changed ranges.
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FLUSH_UNMAP = MASK_FLUSH,
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// Map/unmap, invalidate on map, and explicit flush.
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FLUSH_INVALIDATE_UNMAP = MASK_FLUSH | MASK_INVALIDATE,
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};
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static inline int operator &(const GLBufferStrategy &lhs, const GLBufferStrategy &rhs) {
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return (int)lhs & (int)rhs;
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}
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class GLRBuffer {
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public:
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GLRBuffer(GLuint target, size_t size) : target_(target), size_((int)size) {}
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~GLRBuffer() {
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if (buffer) {
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glDeleteBuffers(1, &buffer);
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}
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}
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void *Map(GLBufferStrategy strategy);
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bool Unmap();
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bool Mapped() const {
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return mapped_;
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}
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GLuint buffer = 0;
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GLuint target_;
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int size_;
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private:
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bool mapped_ = false;
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bool hasStorage_ = false;
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};
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class GLRenderManager;
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// Similar to VulkanPushBuffer but is currently less efficient - it collects all the data in
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// RAM then does a big memcpy/buffer upload at the end of the frame. This is at least a lot
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// faster than the hundreds of buffer uploads or memory array buffers we used before.
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// On modern GL we could avoid the copy using glBufferStorage but not sure it's worth the
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// trouble.
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// We need to manage the lifetime of this together with the other resources so its destructor
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// runs on the render thread.
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class GLPushBuffer {
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public:
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friend class GLRenderManager;
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struct BufInfo {
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GLRBuffer *buffer = nullptr;
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uint8_t *localMemory = nullptr;
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uint8_t *deviceMemory = nullptr;
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size_t flushOffset = 0;
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};
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GLPushBuffer(GLRenderManager *render, GLuint target, size_t size);
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~GLPushBuffer();
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void Reset() { offset_ = 0; }
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private:
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// Needs context in case of defragment.
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void Begin() {
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buf_ = 0;
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offset_ = 0;
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// Note: we must defrag because some buffers may be smaller than size_.
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Defragment();
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Map();
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assert(writePtr_);
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}
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void BeginNoReset() {
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Map();
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}
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void End() {
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Unmap();
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}
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public:
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void Map();
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void Unmap();
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// When using the returned memory, make sure to bind the returned vkbuf.
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// This will later allow for handling overflow correctly.
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size_t Allocate(size_t numBytes, GLRBuffer **vkbuf) {
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size_t out = offset_;
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if (offset_ + ((numBytes + 3) & ~3) >= size_) {
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NextBuffer(numBytes);
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out = offset_;
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offset_ += (numBytes + 3) & ~3;
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} else {
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offset_ += (numBytes + 3) & ~3; // Round up to 4 bytes.
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}
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*vkbuf = buffers_[buf_].buffer;
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return out;
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}
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// Returns the offset that should be used when binding this buffer to get this data.
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size_t Push(const void *data, size_t size, GLRBuffer **vkbuf) {
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assert(writePtr_);
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size_t off = Allocate(size, vkbuf);
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memcpy(writePtr_ + off, data, size);
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return off;
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}
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uint32_t PushAligned(const void *data, size_t size, int align, GLRBuffer **vkbuf) {
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assert(writePtr_);
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offset_ = (offset_ + align - 1) & ~(align - 1);
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size_t off = Allocate(size, vkbuf);
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memcpy(writePtr_ + off, data, size);
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return (uint32_t)off;
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}
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size_t GetOffset() const {
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return offset_;
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}
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// "Zero-copy" variant - you can write the data directly as you compute it.
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// Recommended.
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void *Push(size_t size, uint32_t *bindOffset, GLRBuffer **vkbuf) {
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assert(writePtr_);
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size_t off = Allocate(size, vkbuf);
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*bindOffset = (uint32_t)off;
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return writePtr_ + off;
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}
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void *PushAligned(size_t size, uint32_t *bindOffset, GLRBuffer **vkbuf, int align) {
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assert(writePtr_);
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offset_ = (offset_ + align - 1) & ~(align - 1);
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size_t off = Allocate(size, vkbuf);
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*bindOffset = (uint32_t)off;
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return writePtr_ + off;
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}
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size_t GetTotalSize() const;
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void Flush();
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protected:
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void MapDevice(GLBufferStrategy strategy);
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void UnmapDevice();
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private:
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bool AddBuffer();
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void NextBuffer(size_t minSize);
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void Defragment();
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void Destroy(bool onRenderThread);
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GLRenderManager *render_;
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std::vector<BufInfo> buffers_;
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size_t buf_ = 0;
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size_t offset_ = 0;
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size_t size_ = 0;
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uint8_t *writePtr_ = nullptr;
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GLuint target_;
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GLBufferStrategy strategy_ = GLBufferStrategy::SUBDATA;
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};
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enum class GLRRunType {
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END,
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SYNC,
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};
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class GLDeleter {
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public:
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void Perform(GLRenderManager *renderManager);
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bool IsEmpty() const {
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return shaders.empty() && programs.empty() && buffers.empty() && textures.empty() && inputLayouts.empty() && framebuffers.empty() && pushBuffers.empty();
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}
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void Take(GLDeleter &other) {
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_assert_msg_(G3D, IsEmpty(), "Deleter already has stuff");
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shaders = std::move(other.shaders);
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programs = std::move(other.programs);
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buffers = std::move(other.buffers);
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textures = std::move(other.textures);
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inputLayouts = std::move(other.inputLayouts);
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framebuffers = std::move(other.framebuffers);
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pushBuffers = std::move(other.pushBuffers);
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other.shaders.clear();
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other.programs.clear();
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other.buffers.clear();
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other.textures.clear();
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other.inputLayouts.clear();
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other.framebuffers.clear();
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other.pushBuffers.clear();
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}
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std::vector<GLRShader *> shaders;
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std::vector<GLRProgram *> programs;
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std::vector<GLRBuffer *> buffers;
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std::vector<GLRTexture *> textures;
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std::vector<GLRInputLayout *> inputLayouts;
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std::vector<GLRFramebuffer *> framebuffers;
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std::vector<GLPushBuffer *> pushBuffers;
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};
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class GLRInputLayout {
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public:
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struct Entry {
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int location;
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int count;
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GLenum type;
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GLboolean normalized;
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int stride;
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intptr_t offset;
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};
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std::vector<Entry> entries;
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int semanticsMask_ = 0;
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};
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// Note: The GLRenderManager is created and destroyed on the render thread, and the latter
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// happens after the emu thread has been destroyed. Therefore, it's safe to run wild deleting stuff
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// directly in the destructor.
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class GLRenderManager {
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public:
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GLRenderManager();
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~GLRenderManager();
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void ThreadStart();
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void ThreadEnd();
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bool ThreadFrame(); // Returns false to request exiting the loop.
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// Makes sure that the GPU has caught up enough that we can start writing buffers of this frame again.
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void BeginFrame();
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// Can run on a different thread!
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void Finish();
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void Run(int frame);
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// Zaps queued up commands. Use if you know there's a risk you've queued up stuff that has already been deleted. Can happen during in-game shutdown.
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void Wipe();
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// Wait until no frames are pending. Use during shutdown before freeing pointers.
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void WaitUntilQueueIdle();
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// Creation commands. These were not needed in Vulkan since there we can do that on the main thread.
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GLRTexture *CreateTexture(GLenum target) {
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GLRInitStep step{ GLRInitStepType::CREATE_TEXTURE };
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step.create_texture.texture = new GLRTexture();
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step.create_texture.texture->target = target;
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initSteps_.push_back(step);
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return step.create_texture.texture;
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}
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GLRBuffer *CreateBuffer(GLuint target, size_t size, GLuint usage) {
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GLRInitStep step{ GLRInitStepType::CREATE_BUFFER };
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step.create_buffer.buffer = new GLRBuffer(target, size);
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step.create_buffer.size = (int)size;
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step.create_buffer.usage = usage;
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initSteps_.push_back(step);
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return step.create_buffer.buffer;
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}
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GLRShader *CreateShader(GLuint stage, const std::string &code, const std::string &desc) {
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GLRInitStep step{ GLRInitStepType::CREATE_SHADER };
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step.create_shader.shader = new GLRShader();
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step.create_shader.shader->desc = desc;
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step.create_shader.stage = stage;
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step.create_shader.code = new char[code.size() + 1];
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memcpy(step.create_shader.code, code.data(), code.size() + 1);
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initSteps_.push_back(step);
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return step.create_shader.shader;
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}
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GLRFramebuffer *CreateFramebuffer(int width, int height, bool z_stencil) {
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GLRInitStep step{ GLRInitStepType::CREATE_FRAMEBUFFER };
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step.create_framebuffer.framebuffer = new GLRFramebuffer(width, height, z_stencil);
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initSteps_.push_back(step);
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return step.create_framebuffer.framebuffer;
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}
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// Can't replace uniform initializers with direct calls to SetUniform() etc because there might
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// not be an active render pass.
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GLRProgram *CreateProgram(
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std::vector<GLRShader *> shaders, std::vector<GLRProgram::Semantic> semantics, std::vector<GLRProgram::UniformLocQuery> queries,
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std::vector<GLRProgram::Initializer> initalizers, bool supportDualSource) {
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GLRInitStep step{ GLRInitStepType::CREATE_PROGRAM };
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assert(shaders.size() <= ARRAY_SIZE(step.create_program.shaders));
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step.create_program.program = new GLRProgram();
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step.create_program.program->semantics_ = semantics;
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step.create_program.program->queries_ = queries;
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step.create_program.program->initialize_ = initalizers;
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step.create_program.support_dual_source = supportDualSource;
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_assert_msg_(G3D, shaders.size() > 0, "Can't create a program with zero shaders");
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for (size_t i = 0; i < shaders.size(); i++) {
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step.create_program.shaders[i] = shaders[i];
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}
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#ifdef _DEBUG
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for (auto &iter : queries) {
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assert(iter.name);
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}
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for (auto &sem : semantics) {
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assert(sem.attrib);
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}
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#endif
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step.create_program.num_shaders = (int)shaders.size();
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initSteps_.push_back(step);
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return step.create_program.program;
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}
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GLRInputLayout *CreateInputLayout(std::vector<GLRInputLayout::Entry> &entries) {
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GLRInitStep step{ GLRInitStepType::CREATE_INPUT_LAYOUT };
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step.create_input_layout.inputLayout = new GLRInputLayout();
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step.create_input_layout.inputLayout->entries = entries;
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for (auto &iter : step.create_input_layout.inputLayout->entries) {
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step.create_input_layout.inputLayout->semanticsMask_ |= 1 << iter.location;
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}
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initSteps_.push_back(step);
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return step.create_input_layout.inputLayout;
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}
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GLPushBuffer *CreatePushBuffer(int frame, GLuint target, size_t size) {
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GLPushBuffer *push = new GLPushBuffer(this, target, size);
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RegisterPushBuffer(frame, push);
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return push;
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}
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void DeleteShader(GLRShader *shader) {
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deleter_.shaders.push_back(shader);
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}
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void DeleteProgram(GLRProgram *program) {
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deleter_.programs.push_back(program);
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}
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void DeleteBuffer(GLRBuffer *buffer) {
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deleter_.buffers.push_back(buffer);
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}
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void DeleteTexture(GLRTexture *texture) {
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deleter_.textures.push_back(texture);
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}
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void DeleteInputLayout(GLRInputLayout *inputLayout) {
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deleter_.inputLayouts.push_back(inputLayout);
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}
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void DeleteFramebuffer(GLRFramebuffer *framebuffer) {
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deleter_.framebuffers.push_back(framebuffer);
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}
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void DeletePushBuffer(GLPushBuffer *pushbuffer) {
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deleter_.pushBuffers.push_back(pushbuffer);
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}
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void BeginPushBuffer(GLPushBuffer *pushbuffer) {
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pushbuffer->Begin();
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}
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void EndPushBuffer(GLPushBuffer *pushbuffer) {
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pushbuffer->End();
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}
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void BindFramebufferAsRenderTarget(GLRFramebuffer *fb, GLRRenderPassAction color, GLRRenderPassAction depth, GLRRenderPassAction stencil, uint32_t clearColor, float clearDepth, uint8_t clearStencil);
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void BindFramebufferAsTexture(GLRFramebuffer *fb, int binding, int aspectBit, int attachment);
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bool CopyFramebufferToMemorySync(GLRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride);
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void CopyImageToMemorySync(GLRTexture *texture, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride);
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void CopyFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLOffset2D dstPos, int aspectMask);
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void BlitFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLRect2D dstRect, int aspectMask, bool filter);
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// Takes ownership of data if deleteData = true.
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void BufferSubdata(GLRBuffer *buffer, size_t offset, size_t size, uint8_t *data, bool deleteData = true) {
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// TODO: Maybe should be a render command instead of an init command? When possible it's better as
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// an init command, that's for sure.
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GLRInitStep step{ GLRInitStepType::BUFFER_SUBDATA };
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_dbg_assert_(G3D, offset >= 0);
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_dbg_assert_(G3D, offset <= buffer->size_ - size);
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step.buffer_subdata.buffer = buffer;
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step.buffer_subdata.offset = (int)offset;
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step.buffer_subdata.size = (int)size;
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step.buffer_subdata.data = data;
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step.buffer_subdata.deleteData = deleteData;
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initSteps_.push_back(step);
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}
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|
// Takes ownership over the data pointer and delete[]-s it.
|
|
void TextureImage(GLRTexture *texture, int level, int width, int height, GLenum internalFormat, GLenum format, GLenum type, uint8_t *data, GLRAllocType allocType = GLRAllocType::NEW, bool linearFilter = false) {
|
|
GLRInitStep step{ GLRInitStepType::TEXTURE_IMAGE };
|
|
step.texture_image.texture = texture;
|
|
step.texture_image.data = data;
|
|
step.texture_image.internalFormat = internalFormat;
|
|
step.texture_image.format = format;
|
|
step.texture_image.type = type;
|
|
step.texture_image.level = level;
|
|
step.texture_image.width = width;
|
|
step.texture_image.height = height;
|
|
step.texture_image.allocType = allocType;
|
|
step.texture_image.linearFilter = linearFilter;
|
|
initSteps_.push_back(step);
|
|
}
|
|
|
|
void FinalizeTexture(GLRTexture *texture, int maxLevels, bool genMips) {
|
|
GLRInitStep step{ GLRInitStepType::TEXTURE_FINALIZE };
|
|
step.texture_finalize.texture = texture;
|
|
step.texture_finalize.maxLevel = maxLevels;
|
|
step.texture_finalize.genMips = genMips;
|
|
initSteps_.push_back(step);
|
|
}
|
|
|
|
void BindTexture(int slot, GLRTexture *tex) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::BINDTEXTURE };
|
|
_dbg_assert_(G3D, slot < 16);
|
|
data.texture.slot = slot;
|
|
data.texture.texture = tex;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void BindProgram(GLRProgram *program) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::BINDPROGRAM };
|
|
_dbg_assert_(G3D, program != nullptr);
|
|
data.program.program = program;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void BindPixelPackBuffer(GLRBuffer *buffer) { // Want to support an offset but can't in ES 2.0. We supply an offset when binding the buffers instead.
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::BIND_BUFFER };
|
|
data.bind_buffer.buffer = buffer;
|
|
data.bind_buffer.target = GL_PIXEL_PACK_BUFFER;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void BindIndexBuffer(GLRBuffer *buffer) { // Want to support an offset but can't in ES 2.0. We supply an offset when binding the buffers instead.
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::BIND_BUFFER};
|
|
data.bind_buffer.buffer = buffer;
|
|
data.bind_buffer.target = GL_ELEMENT_ARRAY_BUFFER;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void BindVertexBuffer(GLRInputLayout *inputLayout, GLRBuffer *buffer, size_t offset) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
assert(inputLayout);
|
|
GLRRenderData data{ GLRRenderCommand::BIND_VERTEX_BUFFER };
|
|
data.bindVertexBuffer.inputLayout = inputLayout;
|
|
data.bindVertexBuffer.offset = offset;
|
|
data.bindVertexBuffer.buffer = buffer;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetDepth(bool enabled, bool write, GLenum func) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::DEPTH };
|
|
data.depth.enabled = enabled;
|
|
data.depth.write = write;
|
|
data.depth.func = func;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetViewport(const GLRViewport &vp) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::VIEWPORT };
|
|
data.viewport.vp = vp;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetScissor(const GLRect2D &rc) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::SCISSOR };
|
|
data.scissor.rc = rc;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetUniformI(GLint *loc, int count, const int *udata) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::UNIFORM4I };
|
|
data.uniform4.loc = loc;
|
|
data.uniform4.count = count;
|
|
memcpy(data.uniform4.v, udata, sizeof(int) * count);
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetUniformI1(GLint *loc, int udata) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::UNIFORM4I };
|
|
data.uniform4.loc = loc;
|
|
data.uniform4.count = 1;
|
|
memcpy(data.uniform4.v, &udata, sizeof(udata));
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetUniformF(GLint *loc, int count, const float *udata) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::UNIFORM4F };
|
|
data.uniform4.loc = loc;
|
|
data.uniform4.count = count;
|
|
memcpy(data.uniform4.v, udata, sizeof(float) * count);
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetUniformF1(GLint *loc, const float udata) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::UNIFORM4F };
|
|
data.uniform4.loc = loc;
|
|
data.uniform4.count = 1;
|
|
memcpy(data.uniform4.v, &udata, sizeof(float));
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetUniformF(const char *name, int count, const float *udata) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::UNIFORM4F };
|
|
data.uniform4.name = name;
|
|
data.uniform4.count = count;
|
|
memcpy(data.uniform4.v, udata, sizeof(float) * count);
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetUniformM4x4(GLint *loc, const float *udata) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::UNIFORMMATRIX };
|
|
data.uniformMatrix4.loc = loc;
|
|
memcpy(data.uniformMatrix4.m, udata, sizeof(float) * 16);
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetUniformM4x4(const char *name, const float *udata) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::UNIFORMMATRIX };
|
|
data.uniformMatrix4.name = name;
|
|
memcpy(data.uniformMatrix4.m, udata, sizeof(float) * 16);
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetBlendAndMask(int colorMask, bool blendEnabled, GLenum srcColor, GLenum dstColor, GLenum srcAlpha, GLenum dstAlpha, GLenum funcColor, GLenum funcAlpha) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::BLEND };
|
|
data.blend.mask = colorMask;
|
|
data.blend.enabled = blendEnabled;
|
|
data.blend.srcColor = srcColor;
|
|
data.blend.dstColor = dstColor;
|
|
data.blend.srcAlpha = srcAlpha;
|
|
data.blend.dstAlpha = dstAlpha;
|
|
data.blend.funcColor = funcColor;
|
|
data.blend.funcAlpha = funcAlpha;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetNoBlendAndMask(int colorMask) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::BLEND };
|
|
data.blend.mask = colorMask;
|
|
data.blend.enabled = false;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
#ifndef USING_GLES2
|
|
void SetLogicOp(bool enabled, GLenum logicOp) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::LOGICOP };
|
|
data.logic.enabled = enabled;
|
|
data.logic.logicOp = logicOp;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
#endif
|
|
|
|
void SetStencilFunc(bool enabled, GLenum func, uint8_t refValue, uint8_t compareMask) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::STENCILFUNC };
|
|
data.stencilFunc.enabled = enabled;
|
|
data.stencilFunc.func = func;
|
|
data.stencilFunc.ref = refValue;
|
|
data.stencilFunc.compareMask = compareMask;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetStencilOp(uint8_t writeMask, GLenum sFail, GLenum zFail, GLenum pass) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::STENCILOP };
|
|
data.stencilOp.writeMask = writeMask;
|
|
data.stencilOp.sFail = sFail;
|
|
data.stencilOp.zFail = zFail;
|
|
data.stencilOp.pass = pass;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetStencilDisabled() {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data;
|
|
data.cmd = GLRRenderCommand::STENCILFUNC;
|
|
data.stencilFunc.enabled = false;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetBlendFactor(const float color[4]) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::BLENDCOLOR };
|
|
CopyFloat4(data.blendColor.color, color);
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetRaster(GLboolean cullEnable, GLenum frontFace, GLenum cullFace, GLboolean ditherEnable) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::RASTER };
|
|
data.raster.cullEnable = cullEnable;
|
|
data.raster.frontFace = frontFace;
|
|
data.raster.cullFace = cullFace;
|
|
data.raster.ditherEnable = ditherEnable;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
// Modifies the current texture as per GL specs, not global state.
|
|
void SetTextureSampler(int slot, GLenum wrapS, GLenum wrapT, GLenum magFilter, GLenum minFilter, float anisotropy) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::TEXTURESAMPLER };
|
|
data.textureSampler.slot = slot;
|
|
data.textureSampler.wrapS = wrapS;
|
|
data.textureSampler.wrapT = wrapT;
|
|
data.textureSampler.magFilter = magFilter;
|
|
data.textureSampler.minFilter = minFilter;
|
|
data.textureSampler.anisotropy = anisotropy;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void SetTextureLod(int slot, float minLod, float maxLod, float lodBias) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::TEXTURELOD};
|
|
data.textureLod.slot = slot;
|
|
data.textureLod.minLod = minLod;
|
|
data.textureLod.maxLod = maxLod;
|
|
data.textureLod.lodBias = lodBias;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
// If scissorW == 0, no scissor is applied.
|
|
void Clear(uint32_t clearColor, float clearZ, int clearStencil, int clearMask, int colorMask, int scissorX, int scissorY, int scissorW, int scissorH) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
if (!clearMask)
|
|
return;
|
|
GLRRenderData data{ GLRRenderCommand::CLEAR };
|
|
data.clear.clearMask = clearMask;
|
|
data.clear.clearColor = clearColor;
|
|
data.clear.clearZ = clearZ;
|
|
data.clear.clearStencil = clearStencil;
|
|
data.clear.colorMask = colorMask;
|
|
data.clear.scissorX = scissorX;
|
|
data.clear.scissorY = scissorY;
|
|
data.clear.scissorW = scissorW;
|
|
data.clear.scissorH = scissorH;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void Invalidate(int invalidateMask) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::INVALIDATE };
|
|
data.clear.clearMask = invalidateMask;
|
|
curRenderStep_->commands.push_back(data);
|
|
}
|
|
|
|
void Draw(GLenum mode, int first, int count) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::DRAW };
|
|
data.draw.mode = mode;
|
|
data.draw.first = first;
|
|
data.draw.count = count;
|
|
data.draw.buffer = 0;
|
|
curRenderStep_->commands.push_back(data);
|
|
curRenderStep_->render.numDraws++;
|
|
}
|
|
|
|
void DrawIndexed(GLenum mode, int count, GLenum indexType, void *indices, int instances = 1) {
|
|
_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
|
|
GLRRenderData data{ GLRRenderCommand::DRAW_INDEXED };
|
|
data.drawIndexed.mode = mode;
|
|
data.drawIndexed.count = count;
|
|
data.drawIndexed.indexType = indexType;
|
|
data.drawIndexed.instances = instances;
|
|
data.drawIndexed.indices = indices;
|
|
curRenderStep_->commands.push_back(data);
|
|
curRenderStep_->render.numDraws++;
|
|
}
|
|
|
|
enum { MAX_INFLIGHT_FRAMES = 3 };
|
|
|
|
int GetCurFrame() const {
|
|
return curFrame_;
|
|
}
|
|
|
|
void Resize(int width, int height) {
|
|
targetWidth_ = width;
|
|
targetHeight_ = height;
|
|
queueRunner_.Resize(width, height);
|
|
}
|
|
|
|
void UnregisterPushBuffer(GLPushBuffer *buffer) {
|
|
int foundCount = 0;
|
|
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
|
|
auto iter = frameData_[i].activePushBuffers.find(buffer);
|
|
if (iter != frameData_[i].activePushBuffers.end()) {
|
|
frameData_[i].activePushBuffers.erase(iter);
|
|
foundCount++;
|
|
}
|
|
}
|
|
assert(foundCount == 1);
|
|
}
|
|
|
|
void SetSwapFunction(std::function<void()> swapFunction) {
|
|
swapFunction_ = swapFunction;
|
|
}
|
|
|
|
void SetSwapIntervalFunction(std::function<void(int)> swapIntervalFunction) {
|
|
swapIntervalFunction_ = swapIntervalFunction;
|
|
}
|
|
|
|
void SwapInterval(int interval) {
|
|
if (interval != swapInterval_) {
|
|
swapInterval_ = interval;
|
|
swapIntervalChanged_ = true;
|
|
}
|
|
}
|
|
|
|
void StopThread();
|
|
|
|
bool SawOutOfMemory() {
|
|
return queueRunner_.SawOutOfMemory();
|
|
}
|
|
|
|
// Only supports a common subset.
|
|
std::string GetGLString(int name) const {
|
|
return queueRunner_.GetGLString(name);
|
|
}
|
|
|
|
private:
|
|
void BeginSubmitFrame(int frame);
|
|
void EndSubmitFrame(int frame);
|
|
void Submit(int frame, bool triggerFence);
|
|
|
|
// Bad for performance but sometimes necessary for synchronous CPU readbacks (screenshots and whatnot).
|
|
void FlushSync();
|
|
void EndSyncFrame(int frame);
|
|
|
|
// When using legacy functionality for push buffers (glBufferData), we need to flush them
|
|
// before actually making the glDraw* calls. It's best if the render manager handles that.
|
|
void RegisterPushBuffer(int frame, GLPushBuffer *buffer) {
|
|
frameData_[frame].activePushBuffers.insert(buffer);
|
|
}
|
|
|
|
// Per-frame data, round-robin so we can overlap submission with execution of the previous frame.
|
|
struct FrameData {
|
|
std::mutex push_mutex;
|
|
std::condition_variable push_condVar;
|
|
|
|
std::mutex pull_mutex;
|
|
std::condition_variable pull_condVar;
|
|
|
|
bool readyForFence = true;
|
|
bool readyForRun = false;
|
|
bool readyForSubmit = false;
|
|
bool skipSwap = false;
|
|
GLRRunType type = GLRRunType::END;
|
|
|
|
// GLuint fence; For future AZDO stuff?
|
|
std::vector<GLRStep *> steps;
|
|
std::vector<GLRInitStep> initSteps;
|
|
|
|
// Swapchain.
|
|
bool hasBegun = false;
|
|
uint32_t curSwapchainImage = -1;
|
|
|
|
GLDeleter deleter;
|
|
GLDeleter deleter_prev;
|
|
std::set<GLPushBuffer *> activePushBuffers;
|
|
};
|
|
|
|
FrameData frameData_[MAX_INFLIGHT_FRAMES];
|
|
|
|
// Submission time state
|
|
bool insideFrame_ = false;
|
|
GLRStep *curRenderStep_ = nullptr;
|
|
std::vector<GLRStep *> steps_;
|
|
std::vector<GLRInitStep> initSteps_;
|
|
|
|
// Execution time state
|
|
bool run_ = true;
|
|
// Thread is managed elsewhere, and should call ThreadFrame.
|
|
std::mutex mutex_;
|
|
int threadInitFrame_ = 0;
|
|
GLQueueRunner queueRunner_;
|
|
|
|
// Thread state
|
|
int threadFrame_ = -1;
|
|
|
|
bool nextFrame = false;
|
|
bool firstFrame = true;
|
|
|
|
GLDeleter deleter_;
|
|
|
|
int curFrame_ = 0;
|
|
|
|
std::function<void()> swapFunction_;
|
|
std::function<void(int)> swapIntervalFunction_;
|
|
GLBufferStrategy bufferStrategy_ = GLBufferStrategy::SUBDATA;
|
|
|
|
int swapInterval_ = 0;
|
|
bool swapIntervalChanged_ = true;
|
|
|
|
int targetWidth_ = 0;
|
|
int targetHeight_ = 0;
|
|
};
|