ppsspp/ext/native/thin3d/GLQueueRunner.cpp

1365 lines
43 KiB
C++

#include "Common/MemoryUtil.h"
#include "Core/Reporting.h"
#include "GLQueueRunner.h"
#include "GLRenderManager.h"
#include "DataFormatGL.h"
#include "base/logging.h"
#include "base/stringutil.h"
#include "gfx/gl_common.h"
#include "gfx/gl_debug_log.h"
#include "gfx_es2/gpu_features.h"
#include "math/dataconv.h"
#include "math/math_util.h"
#define TEXCACHE_NAME_CACHE_SIZE 16
#ifdef IOS
extern void bindDefaultFBO();
#endif
// Workaround for Retroarch. Simply declare
// extern GLuint g_defaultFBO;
// and set is as appropriate. Can adjust the variables in ext/native/base/display.h as
// appropriate.
GLuint g_defaultFBO = 0;
void GLQueueRunner::CreateDeviceObjects() {
CHECK_GL_ERROR_IF_DEBUG();
if (gl_extensions.EXT_texture_filter_anisotropic) {
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyLevel_);
} else {
maxAnisotropyLevel_ = 0.0f;
}
if (gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &globalVAO_);
}
// An eternal optimist.
sawOutOfMemory_ = false;
// Populate some strings from the GL thread.
auto populate = [&](int name) {
const GLubyte *value = glGetString(name);
if (!value)
glStrings_[name] = "?";
else
glStrings_[name] = (const char *)value;
};
populate(GL_VENDOR);
populate(GL_RENDERER);
populate(GL_VERSION);
populate(GL_SHADING_LANGUAGE_VERSION);
if (!gl_extensions.IsCoreContext) { // Not OK to query this in core profile!
populate(GL_EXTENSIONS);
}
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::DestroyDeviceObjects() {
CHECK_GL_ERROR_IF_DEBUG();
if (!nameCache_.empty()) {
glDeleteTextures((GLsizei)nameCache_.size(), &nameCache_[0]);
nameCache_.clear();
}
if (gl_extensions.ARB_vertex_array_object) {
glDeleteVertexArrays(1, &globalVAO_);
}
delete[] readbackBuffer_;
readbackBufferSize_ = 0;
delete[] tempBuffer_;
tempBufferSize_ = 0;
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
CHECK_GL_ERROR_IF_DEBUG();
glActiveTexture(GL_TEXTURE0);
GLuint boundTexture = (GLuint)-1;
bool allocatedTextures = false;
for (size_t i = 0; i < steps.size(); i++) {
const GLRInitStep &step = steps[i];
switch (step.stepType) {
case GLRInitStepType::CREATE_TEXTURE:
{
GLRTexture *tex = step.create_texture.texture;
glGenTextures(1, &tex->texture);
glBindTexture(tex->target, tex->texture);
boundTexture = tex->texture;
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::CREATE_BUFFER:
{
GLRBuffer *buffer = step.create_buffer.buffer;
glGenBuffers(1, &buffer->buffer);
glBindBuffer(buffer->target_, buffer->buffer);
glBufferData(buffer->target_, step.create_buffer.size, nullptr, step.create_buffer.usage);
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::BUFFER_SUBDATA:
{
GLRBuffer *buffer = step.buffer_subdata.buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer);
glBufferSubData(GL_ARRAY_BUFFER, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
if (step.buffer_subdata.deleteData)
delete[] step.buffer_subdata.data;
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::CREATE_PROGRAM:
{
CHECK_GL_ERROR_IF_DEBUG();
GLRProgram *program = step.create_program.program;
program->program = glCreateProgram();
_assert_msg_(G3D, step.create_program.num_shaders > 0, "Can't create a program with zero shaders");
for (int j = 0; j < step.create_program.num_shaders; j++) {
_dbg_assert_msg_(G3D, step.create_program.shaders[j]->shader, "Can't create a program with a null shader");
glAttachShader(program->program, step.create_program.shaders[j]->shader);
}
for (auto iter : program->semantics_) {
glBindAttribLocation(program->program, iter.location, iter.attrib);
}
#if !defined(USING_GLES2)
if (step.create_program.support_dual_source) {
// Dual source alpha
glBindFragDataLocationIndexed(program->program, 0, 0, "fragColor0");
glBindFragDataLocationIndexed(program->program, 0, 1, "fragColor1");
} else if (gl_extensions.VersionGEThan(3, 3, 0)) {
glBindFragDataLocation(program->program, 0, "fragColor0");
}
#elif !defined(IOS)
if (gl_extensions.GLES3 && step.create_program.support_dual_source) {
glBindFragDataLocationIndexedEXT(program->program, 0, 0, "fragColor0");
glBindFragDataLocationIndexedEXT(program->program, 0, 1, "fragColor1");
}
#endif
glLinkProgram(program->program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program->program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program->program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char *buf = new char[bufLength];
glGetProgramInfoLog(program->program, bufLength, nullptr, buf);
// TODO: Could be other than vs/fs. Also, we're assuming order here...
const char *vsDesc = step.create_program.shaders[0]->desc.c_str();
const char *fsDesc = step.create_program.num_shaders > 1 ? step.create_program.shaders[1]->desc.c_str() : nullptr;
const char *vsCode = step.create_program.shaders[0]->code.c_str();
const char *fsCode = step.create_program.num_shaders > 1 ? step.create_program.shaders[1]->code.c_str() : nullptr;
Reporting::ReportMessage("Error in shader program link: info: %s\nfs: %s\n%s\nvs: %s\n%s", buf, fsDesc, fsCode, vsDesc, vsCode);
ELOG("Could not link program:\n %s", buf);
ERROR_LOG(G3D, "VS desc:\n%s", vsDesc);
ERROR_LOG(G3D, "FS desc:\n%s", fsDesc);
ERROR_LOG(G3D, "VS:\n%s\n", vsCode);
ERROR_LOG(G3D, "FS:\n%s\n", fsCode);
#ifdef _WIN32
OutputDebugStringUTF8(buf);
if (vsCode)
OutputDebugStringUTF8(LineNumberString(vsCode).c_str());
if (fsCode)
OutputDebugStringUTF8(LineNumberString(fsCode).c_str());
#endif
delete[] buf;
} else {
ELOG("Could not link program with %d shaders for unknown reason:", step.create_program.num_shaders);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
glUseProgram(program->program);
// Query all the uniforms.
for (size_t j = 0; j < program->queries_.size(); j++) {
auto &x = program->queries_[j];
assert(x.name);
*x.dest = glGetUniformLocation(program->program, x.name);
}
// Run initializers.
for (size_t j = 0; j < program->initialize_.size(); j++) {
auto &init = program->initialize_[j];
GLint uniform = *init.uniform;
if (uniform != -1) {
switch (init.type) {
case 0:
glUniform1i(uniform, init.value);
}
}
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::CREATE_SHADER:
{
CHECK_GL_ERROR_IF_DEBUG();
GLuint shader = glCreateShader(step.create_shader.stage);
step.create_shader.shader->shader = shader;
const char *code = step.create_shader.code;
glShaderSource(shader, 1, &code, nullptr);
glCompileShader(shader);
GLint success = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
#define MAX_INFO_LOG_SIZE 2048
GLchar infoLog[MAX_INFO_LOG_SIZE];
GLsizei len = 0;
glGetShaderInfoLog(shader, MAX_INFO_LOG_SIZE, &len, infoLog);
infoLog[len] = '\0';
#ifdef __ANDROID__
ELOG("Error in shader compilation! %s\n", infoLog);
ELOG("Shader source:\n%s\n", (const char *)code);
#endif
ERROR_LOG(G3D, "Error in shader compilation for: %s", step.create_shader.shader->desc.c_str());
ERROR_LOG(G3D, "Info log: %s", infoLog);
ERROR_LOG(G3D, "Shader source:\n%s\n", (const char *)code);
Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog, step.create_shader.shader->desc.c_str(), (const char *)code);
#ifdef SHADERLOG
OutputDebugStringUTF8(infoLog);
#endif
step.create_shader.shader->valid = false;
step.create_shader.shader->failed = true;
step.create_shader.shader->error = infoLog;
}
// Before we throw away the code, attach it to the shader for debugging.
step.create_shader.shader->code = code;
delete[] step.create_shader.code;
step.create_shader.shader->valid = true;
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::CREATE_INPUT_LAYOUT:
{
GLRInputLayout *layout = step.create_input_layout.inputLayout;
// Nothing to do unless we want to create vertexbuffer objects (GL 4.5)
break;
}
case GLRInitStepType::CREATE_FRAMEBUFFER:
{
CHECK_GL_ERROR_IF_DEBUG();
boundTexture = (GLuint)-1;
InitCreateFramebuffer(step);
allocatedTextures = true;
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::TEXTURE_IMAGE:
{
GLRTexture *tex = step.texture_image.texture;
CHECK_GL_ERROR_IF_DEBUG();
if (boundTexture != tex->texture) {
glBindTexture(tex->target, tex->texture);
boundTexture = tex->texture;
}
if (!step.texture_image.data)
Crash();
// For things to show in RenderDoc, need to split into glTexImage2D(..., nullptr) and glTexSubImage.
glTexImage2D(tex->target, step.texture_image.level, step.texture_image.internalFormat, step.texture_image.width, step.texture_image.height, 0, step.texture_image.format, step.texture_image.type, step.texture_image.data);
allocatedTextures = true;
if (step.texture_image.allocType == GLRAllocType::ALIGNED) {
FreeAlignedMemory(step.texture_image.data);
} else {
delete[] step.texture_image.data;
}
CHECK_GL_ERROR_IF_DEBUG();
tex->wrapS = GL_CLAMP_TO_EDGE;
tex->wrapT = GL_CLAMP_TO_EDGE;
tex->magFilter = step.texture_image.linearFilter ? GL_LINEAR : GL_NEAREST;
tex->minFilter = step.texture_image.linearFilter ? GL_LINEAR : GL_NEAREST;
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, tex->wrapS);
glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, tex->wrapT);
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, tex->magFilter);
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, tex->minFilter);
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::TEXTURE_FINALIZE:
{
CHECK_GL_ERROR_IF_DEBUG();
GLRTexture *tex = step.texture_finalize.texture;
if (boundTexture != tex->texture) {
glBindTexture(tex->target, tex->texture);
boundTexture = tex->texture;
}
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
glTexParameteri(tex->target, GL_TEXTURE_MAX_LEVEL, step.texture_finalize.maxLevel);
}
tex->maxLod = (float)step.texture_finalize.maxLevel;
if (step.texture_finalize.genMips) {
glGenerateMipmap(tex->target);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
default:
CHECK_GL_ERROR_IF_DEBUG();
Crash();
break;
}
}
CHECK_GL_ERROR_IF_DEBUG();
// TODO: Use GL_KHR_no_error or a debug callback, where supported?
if (allocatedTextures) {
// Users may use replacements or scaling, with high render resolutions, and run out of VRAM.
// This detects that, rather than looking like PPSSPP is broken.
// Calling glGetError() isn't great, but at the end of init shouldn't be too bad...
GLenum err = glGetError();
if (err == GL_OUT_OF_MEMORY) {
WARN_LOG_REPORT(G3D, "GL ran out of GPU memory; switching to low memory mode");
sawOutOfMemory_ = true;
} else if (err != GL_NO_ERROR) {
// We checked the err anyway, might as well log if there is one.
WARN_LOG(G3D, "Got an error after init: %08x (%s)", err, GLEnumToString(err).c_str());
}
}
}
void GLQueueRunner::InitCreateFramebuffer(const GLRInitStep &step) {
GLRFramebuffer *fbo = step.create_framebuffer.framebuffer;
#ifndef USING_GLES2
if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
fbo_ext_create(step);
} else if (!gl_extensions.ARB_framebuffer_object) {
return;
}
// If GLES2, we have basic FBO support and can just proceed.
#endif
CHECK_GL_ERROR_IF_DEBUG();
// Color texture is same everywhere
glGenFramebuffers(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture.texture);
fbo->color_texture.target = GL_TEXTURE_2D;
fbo->color_texture.maxLod = 0.0f;
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbo->width, fbo->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
fbo->color_texture.wrapS = GL_CLAMP_TO_EDGE;
fbo->color_texture.wrapT = GL_CLAMP_TO_EDGE;
fbo->color_texture.magFilter = GL_LINEAR;
fbo->color_texture.minFilter = GL_LINEAR;
fbo->color_texture.canWrap = isPowerOf2(fbo->width) && isPowerOf2(fbo->height);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, fbo->color_texture.wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, fbo->color_texture.wrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, fbo->color_texture.magFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, fbo->color_texture.minFilter);
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
}
if (gl_extensions.IsGLES) {
if (gl_extensions.OES_packed_depth_stencil) {
ILOG("Creating %i x %i FBO using DEPTH24_STENCIL8", fbo->width, fbo->height);
// Standard method
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil combined
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, fbo->width, fbo->height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture.texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
} else {
ILOG("Creating %i x %i FBO using separate stencil", fbo->width, fbo->height);
// TEGRA
fbo->z_stencil_buffer = 0;
// 16/24-bit Z, separate 8-bit stencil
glGenRenderbuffers(1, &fbo->z_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_buffer);
// Don't forget to make sure fbo_standard_z_depth() matches.
glRenderbufferStorage(GL_RENDERBUFFER, gl_extensions.OES_depth24 ? GL_DEPTH_COMPONENT24 : GL_DEPTH_COMPONENT16, fbo->width, fbo->height);
// 8-bit stencil buffer
glGenRenderbuffers(1, &fbo->stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, fbo->width, fbo->height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture.texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->stencil_buffer);
}
} else {
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffers(1, &fbo->z_stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, fbo->z_stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbo->width, fbo->height);
// Bind it all together
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture.texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo->z_stencil_buffer);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
CHECK_GL_ERROR_IF_DEBUG();
currentDrawHandle_ = fbo->handle;
currentReadHandle_ = fbo->handle;
}
void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps) {
CHECK_GL_ERROR_IF_DEBUG();
for (size_t i = 0; i < steps.size(); i++) {
const GLRStep &step = *steps[i];
switch (step.stepType) {
case GLRStepType::RENDER:
PerformRenderPass(step);
break;
case GLRStepType::COPY:
PerformCopy(step);
break;
case GLRStepType::BLIT:
PerformBlit(step);
break;
case GLRStepType::READBACK:
PerformReadback(step);
break;
case GLRStepType::READBACK_IMAGE:
PerformReadbackImage(step);
break;
default:
Crash();
break;
}
delete steps[i];
}
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::LogSteps(const std::vector<GLRStep *> &steps) {
}
void GLQueueRunner::PerformBlit(const GLRStep &step) {
CHECK_GL_ERROR_IF_DEBUG();
// Without FBO_ARB / GLES3, this will collide with bind_for_read, but there's nothing
// in ES 2.0 that actually separate them anyway of course, so doesn't matter.
fbo_bind_fb_target(false, step.blit.dst->handle);
fbo_bind_fb_target(true, step.blit.src->handle);
int srcX1 = step.blit.srcRect.x;
int srcY1 = step.blit.srcRect.y;
int srcX2 = step.blit.srcRect.x + step.blit.srcRect.w;
int srcY2 = step.blit.srcRect.y + step.blit.srcRect.h;
int dstX1 = step.blit.dstRect.x;
int dstY1 = step.blit.dstRect.y;
int dstX2 = step.blit.dstRect.x + step.blit.dstRect.w;
int dstY2 = step.blit.dstRect.y + step.blit.dstRect.h;
if (gl_extensions.GLES3 || gl_extensions.ARB_framebuffer_object) {
glBlitFramebuffer(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, step.blit.aspectMask, step.blit.filter ? GL_LINEAR : GL_NEAREST);
CHECK_GL_ERROR_IF_DEBUG();
#if defined(USING_GLES2) && defined(__ANDROID__) // We only support this extension on Android, it's not even available on PC.
} else if (gl_extensions.NV_framebuffer_blit) {
glBlitFramebufferNV(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, step.blit.aspectMask, step.blit.filter ? GL_LINEAR : GL_NEAREST);
CHECK_GL_ERROR_IF_DEBUG();
#endif // defined(USING_GLES2) && defined(__ANDROID__)
} else {
ERROR_LOG(G3D, "GLQueueRunner: Tried to blit without the capability");
}
}
void GLQueueRunner::PerformRenderPass(const GLRStep &step) {
CHECK_GL_ERROR_IF_DEBUG();
// Don't execute empty renderpasses.
if (step.commands.empty()) {
// Nothing to do.
return;
}
PerformBindFramebufferAsRenderTarget(step);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DITHER);
glEnable(GL_SCISSOR_TEST);
#ifndef USING_GLES2
glDisable(GL_COLOR_LOGIC_OP);
#endif
/*
#ifndef USING_GLES2
if (g_Config.iInternalResolution == 0) {
glLineWidth(std::max(1, (int)(renderWidth_ / 480)));
glPointSize(std::max(1.0f, (float)(renderWidth_ / 480.f)));
} else {
glLineWidth(g_Config.iInternalResolution);
glPointSize((float)g_Config.iInternalResolution);
}
#endif
*/
if (gl_extensions.ARB_vertex_array_object) {
glBindVertexArray(globalVAO_);
}
GLRFramebuffer *fb = step.render.framebuffer;
GLRProgram *curProgram = nullptr;
int activeSlot = 0;
glActiveTexture(GL_TEXTURE0 + activeSlot);
// State filtering tracking.
int attrMask = 0;
int colorMask = -1;
int depthMask = -1;
int depthFunc = -1;
int logicOp = -1;
GLuint curArrayBuffer = (GLuint)-1;
GLuint curElemArrayBuffer = (GLuint)-1;
bool depthEnabled = false;
bool stencilEnabled = false;
bool blendEnabled = false;
bool cullEnabled = false;
bool ditherEnabled = false;
bool logicEnabled = false;
GLuint blendEqColor = (GLuint)-1;
GLuint blendEqAlpha = (GLuint)-1;
GLRTexture *curTex[8]{};
auto &commands = step.commands;
for (const auto &c : commands) {
switch (c.cmd) {
case GLRRenderCommand::DEPTH:
if (c.depth.enabled) {
if (!depthEnabled) {
glEnable(GL_DEPTH_TEST);
depthEnabled = true;
}
if (c.depth.write != depthMask) {
glDepthMask(c.depth.write);
depthMask = c.depth.write;
}
if (c.depth.func != depthFunc) {
glDepthFunc(c.depth.func);
depthFunc = c.depth.func;
}
} else if (!c.depth.enabled && depthEnabled) {
glDisable(GL_DEPTH_TEST);
depthEnabled = false;
}
break;
case GLRRenderCommand::STENCILFUNC:
if (c.stencilFunc.enabled) {
if (!stencilEnabled) {
glEnable(GL_STENCIL_TEST);
stencilEnabled = true;
}
glStencilFunc(c.stencilFunc.func, c.stencilFunc.ref, c.stencilFunc.compareMask);
} else if (stencilEnabled) {
glDisable(GL_STENCIL_TEST);
stencilEnabled = false;
}
CHECK_GL_ERROR_IF_DEBUG();
break;
case GLRRenderCommand::STENCILOP:
glStencilOp(c.stencilOp.sFail, c.stencilOp.zFail, c.stencilOp.pass);
glStencilMask(c.stencilOp.writeMask);
break;
case GLRRenderCommand::BLEND:
if (c.blend.enabled) {
if (!blendEnabled) {
glEnable(GL_BLEND);
blendEnabled = true;
}
if (blendEqColor != c.blend.funcColor || blendEqAlpha != c.blend.funcAlpha) {
glBlendEquationSeparate(c.blend.funcColor, c.blend.funcAlpha);
blendEqColor = c.blend.funcColor;
blendEqAlpha = c.blend.funcAlpha;
}
glBlendFuncSeparate(c.blend.srcColor, c.blend.dstColor, c.blend.srcAlpha, c.blend.dstAlpha);
} else if (!c.blend.enabled && blendEnabled) {
glDisable(GL_BLEND);
blendEnabled = false;
}
if (c.blend.mask != colorMask) {
glColorMask(c.blend.mask & 1, (c.blend.mask >> 1) & 1, (c.blend.mask >> 2) & 1, (c.blend.mask >> 3) & 1);
colorMask = c.blend.mask;
}
CHECK_GL_ERROR_IF_DEBUG();
break;
case GLRRenderCommand::LOGICOP:
#ifndef USING_GLES2
if (c.logic.enabled) {
if (!logicEnabled) {
glEnable(GL_COLOR_LOGIC_OP);
logicEnabled = true;
}
if (logicOp != c.logic.logicOp) {
glLogicOp(c.logic.logicOp);
}
} else if (!c.logic.enabled && logicEnabled) {
glDisable(GL_COLOR_LOGIC_OP);
logicEnabled = false;
}
#endif
CHECK_GL_ERROR_IF_DEBUG();
break;
case GLRRenderCommand::CLEAR:
// Scissor test is on, and should be on after leaving this case. If we disable it,
// we re-enable it at the end.
if (c.clear.scissorW == 0) {
glDisable(GL_SCISSOR_TEST);
} else {
glScissor(c.clear.scissorX, c.clear.scissorY, c.clear.scissorW, c.clear.scissorH);
}
if (c.clear.colorMask != colorMask) {
glColorMask(c.clear.colorMask & 1, (c.clear.colorMask >> 1) & 1, (c.clear.colorMask >> 2) & 1, (c.clear.colorMask >> 3) & 1);
colorMask = c.clear.colorMask;
}
if (c.clear.clearMask & GL_COLOR_BUFFER_BIT) {
float color[4];
Uint8x4ToFloat4(color, c.clear.clearColor);
glClearColor(color[0], color[1], color[2], color[3]);
}
if (c.clear.clearMask & GL_DEPTH_BUFFER_BIT) {
#if defined(USING_GLES2)
glClearDepthf(c.clear.clearZ);
#else
glClearDepth(c.clear.clearZ);
#endif
}
if (c.clear.clearMask & GL_STENCIL_BUFFER_BIT) {
glClearStencil(c.clear.clearStencil);
}
glClear(c.clear.clearMask);
if (c.clear.scissorW == 0) {
glEnable(GL_SCISSOR_TEST);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
case GLRRenderCommand::INVALIDATE:
{
GLenum attachments[3];
int count = 0;
if (c.clear.clearMask & GL_COLOR_BUFFER_BIT)
attachments[count++] = GL_COLOR_ATTACHMENT0;
if (c.clear.clearMask & GL_DEPTH_BUFFER_BIT)
attachments[count++] = GL_DEPTH_ATTACHMENT;
if (c.clear.clearMask & GL_STENCIL_BUFFER_BIT)
attachments[count++] = GL_STENCIL_BUFFER_BIT;
glInvalidateFramebuffer(GL_FRAMEBUFFER, count, attachments);
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::BLENDCOLOR:
glBlendColor(c.blendColor.color[0], c.blendColor.color[1], c.blendColor.color[2], c.blendColor.color[3]);
break;
case GLRRenderCommand::VIEWPORT:
{
float y = c.viewport.vp.y;
if (!curFB_)
y = curFBHeight_ - y - c.viewport.vp.h;
// TODO: Support FP viewports through glViewportArrays
glViewport((GLint)c.viewport.vp.x, (GLint)y, (GLsizei)c.viewport.vp.w, (GLsizei)c.viewport.vp.h);
#if !defined(USING_GLES2)
glDepthRange(c.viewport.vp.minZ, c.viewport.vp.maxZ);
#else
glDepthRangef(c.viewport.vp.minZ, c.viewport.vp.maxZ);
#endif
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::SCISSOR:
{
int y = c.scissor.rc.y;
if (!curFB_)
y = curFBHeight_ - y - c.scissor.rc.h;
glScissor(c.scissor.rc.x, y, c.scissor.rc.w, c.scissor.rc.h);
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::UNIFORM4F:
{
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
if (c.uniform4.name) {
loc = curProgram->GetUniformLoc(c.uniform4.name);
}
if (loc >= 0) {
switch (c.uniform4.count) {
case 1:
glUniform1f(loc, c.uniform4.v[0]);
break;
case 2:
glUniform2fv(loc, 1, c.uniform4.v);
break;
case 3:
glUniform3fv(loc, 1, c.uniform4.v);
break;
case 4:
glUniform4fv(loc, 1, c.uniform4.v);
break;
}
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::UNIFORM4I:
{
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
if (c.uniform4.name) {
loc = curProgram->GetUniformLoc(c.uniform4.name);
}
if (loc >= 0) {
switch (c.uniform4.count) {
case 1:
glUniform1iv(loc, 1, (GLint *)&c.uniform4.v[0]);
break;
case 2:
glUniform2iv(loc, 1, (GLint *)c.uniform4.v);
break;
case 3:
glUniform3iv(loc, 1, (GLint *)c.uniform4.v);
break;
case 4:
glUniform4iv(loc, 1, (GLint *)c.uniform4.v);
break;
}
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::UNIFORMMATRIX:
{
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
if (c.uniform4.name) {
loc = curProgram->GetUniformLoc(c.uniform4.name);
}
if (loc >= 0) {
glUniformMatrix4fv(loc, 1, false, c.uniformMatrix4.m);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::BINDTEXTURE:
{
GLint slot = c.texture.slot;
if (slot != activeSlot) {
glActiveTexture(GL_TEXTURE0 + slot);
activeSlot = slot;
}
if (c.texture.texture) {
if (curTex[slot] != c.texture.texture) {
glBindTexture(c.texture.texture->target, c.texture.texture->texture);
curTex[slot] = c.texture.texture;
}
} else {
glBindTexture(GL_TEXTURE_2D, 0); // Which target? Well we only use this one anyway...
curTex[slot] = nullptr;
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::BIND_FB_TEXTURE:
{
GLint slot = c.bind_fb_texture.slot;
if (slot != activeSlot) {
glActiveTexture(GL_TEXTURE0 + slot);
activeSlot = slot;
}
if (c.bind_fb_texture.aspect == GL_COLOR_BUFFER_BIT) {
if (curTex[slot] != &c.bind_fb_texture.framebuffer->color_texture)
glBindTexture(GL_TEXTURE_2D, c.bind_fb_texture.framebuffer->color_texture.texture);
curTex[slot] = &c.bind_fb_texture.framebuffer->color_texture;
} else {
// TODO: Depth texturing?
curTex[slot] = nullptr;
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::BINDPROGRAM:
{
if (curProgram != c.program.program) {
glUseProgram(c.program.program->program);
curProgram = c.program.program;
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::BIND_VERTEX_BUFFER:
{
// TODO: Add fast path for glBindVertexBuffer
GLRInputLayout *layout = c.bindVertexBuffer.inputLayout;
GLuint buf = c.bindVertexBuffer.buffer ? c.bindVertexBuffer.buffer->buffer : 0;
assert(!c.bindVertexBuffer.buffer->Mapped());
if (buf != curArrayBuffer) {
glBindBuffer(GL_ARRAY_BUFFER, buf);
curArrayBuffer = buf;
}
int enable = layout->semanticsMask_ & ~attrMask;
int disable = (~layout->semanticsMask_) & attrMask;
for (int i = 0; i < 7; i++) { // SEM_MAX
if (enable & (1 << i)) {
glEnableVertexAttribArray(i);
}
if (disable & (1 << i)) {
glDisableVertexAttribArray(i);
}
}
attrMask = layout->semanticsMask_;
for (size_t i = 0; i < layout->entries.size(); i++) {
auto &entry = layout->entries[i];
glVertexAttribPointer(entry.location, entry.count, entry.type, entry.normalized, entry.stride, (const void *)(c.bindVertexBuffer.offset + entry.offset));
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::BIND_BUFFER:
{
if (c.bind_buffer.target == GL_ARRAY_BUFFER) {
Crash();
} else if (c.bind_buffer.target == GL_ELEMENT_ARRAY_BUFFER) {
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer : 0;
assert(!c.bind_buffer.buffer->Mapped());
if (buf != curElemArrayBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
curElemArrayBuffer = buf;
}
} else {
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer : 0;
assert(!c.bind_buffer.buffer->Mapped());
glBindBuffer(c.bind_buffer.target, buf);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::GENMIPS:
// TODO: Should we include the texture handle in the command?
// Also, should this not be an init command?
glGenerateMipmap(GL_TEXTURE_2D);
break;
case GLRRenderCommand::DRAW:
glDrawArrays(c.draw.mode, c.draw.first, c.draw.count);
break;
case GLRRenderCommand::DRAW_INDEXED:
if (c.drawIndexed.instances == 1) {
glDrawElements(c.drawIndexed.mode, c.drawIndexed.count, c.drawIndexed.indexType, c.drawIndexed.indices);
} else {
glDrawElementsInstanced(c.drawIndexed.mode, c.drawIndexed.count, c.drawIndexed.indexType, c.drawIndexed.indices, c.drawIndexed.instances);
}
CHECK_GL_ERROR_IF_DEBUG();
break;
case GLRRenderCommand::TEXTURESAMPLER:
{
CHECK_GL_ERROR_IF_DEBUG();
GLint slot = c.textureSampler.slot;
if (slot != activeSlot) {
glActiveTexture(GL_TEXTURE0 + slot);
activeSlot = slot;
}
GLRTexture *tex = curTex[slot];
if (!tex) {
break;
}
if (tex->canWrap) {
if (tex->wrapS != c.textureSampler.wrapS) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, c.textureSampler.wrapS);
tex->wrapS = c.textureSampler.wrapS;
}
if (tex->wrapT != c.textureSampler.wrapT) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, c.textureSampler.wrapT);
tex->wrapT = c.textureSampler.wrapT;
}
}
if (tex->magFilter != c.textureSampler.magFilter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, c.textureSampler.magFilter);
tex->magFilter = c.textureSampler.magFilter;
}
if (tex->minFilter != c.textureSampler.minFilter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, c.textureSampler.minFilter);
tex->minFilter = c.textureSampler.minFilter;
}
if (tex->anisotropy != c.textureSampler.anisotropy) {
if (c.textureSampler.anisotropy != 0.0f) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, c.textureSampler.anisotropy);
}
tex->anisotropy = c.textureSampler.anisotropy;
}
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRRenderCommand::TEXTURELOD:
{
GLint slot = c.textureSampler.slot;
if (slot != activeSlot) {
glActiveTexture(GL_TEXTURE0 + slot);
activeSlot = slot;
}
GLRTexture *tex = curTex[slot];
if (!tex) {
break;
}
#ifndef USING_GLES2
if (tex->lodBias != c.textureLod.lodBias) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, c.textureLod.lodBias);
tex->lodBias = c.textureLod.lodBias;
}
#endif
if (tex->minLod != c.textureLod.minLod) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, c.textureLod.minLod);
tex->minLod = c.textureLod.minLod;
}
if (tex->maxLod != c.textureLod.maxLod) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, c.textureLod.maxLod);
tex->maxLod = c.textureLod.maxLod;
}
break;
}
case GLRRenderCommand::RASTER:
if (c.raster.cullEnable) {
if (!cullEnabled) {
glEnable(GL_CULL_FACE);
cullEnabled = true;
}
glFrontFace(c.raster.frontFace);
glCullFace(c.raster.cullFace);
} else if (!c.raster.cullEnable && cullEnabled) {
glDisable(GL_CULL_FACE);
cullEnabled = false;
}
if (c.raster.ditherEnable) {
if (!ditherEnabled) {
glEnable(GL_DITHER);
ditherEnabled = true;
}
} else if (!c.raster.ditherEnable && ditherEnabled) {
glDisable(GL_DITHER);
ditherEnabled = false;
}
CHECK_GL_ERROR_IF_DEBUG();
break;
default:
Crash();
break;
}
}
for (int i = 0; i < 7; i++) {
if (attrMask & (1 << i)) {
glDisableVertexAttribArray(i);
}
}
if (activeSlot != 0) {
glActiveTexture(GL_TEXTURE0);
activeSlot = 0; // doesn't matter, just nice.
}
CHECK_GL_ERROR_IF_DEBUG();
// Wipe out the current state.
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (gl_extensions.ARB_vertex_array_object) {
glBindVertexArray(0);
}
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
#ifndef USING_GLES2
glDisable(GL_COLOR_LOGIC_OP);
#endif
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::PerformCopy(const GLRStep &step) {
CHECK_GL_ERROR_IF_DEBUG();
GLuint srcTex = 0;
GLuint dstTex = 0;
GLuint target = GL_TEXTURE_2D;
const GLRect2D &srcRect = step.copy.srcRect;
const GLOffset2D &dstPos = step.copy.dstPos;
GLRFramebuffer *src = step.copy.src;
GLRFramebuffer *dst = step.copy.dst;
int srcLevel = 0;
int dstLevel = 0;
int srcZ = 0;
int dstZ = 0;
int depth = 1;
switch (step.copy.aspectMask) {
case GL_COLOR_BUFFER_BIT:
srcTex = src->color_texture.texture;
dstTex = dst->color_texture.texture;
break;
case GL_DEPTH_BUFFER_BIT:
// TODO: Support depth copies.
_assert_msg_(G3D, false, "Depth copies not yet supported - soon");
target = GL_RENDERBUFFER;
/*
srcTex = src->depth.texture;
dstTex = src->depth.texture;
*/
break;
}
_dbg_assert_(G3D, srcTex);
_dbg_assert_(G3D, dstTex);
#if defined(USING_GLES2)
#ifndef IOS
glCopyImageSubDataOES(
srcTex, target, srcLevel, srcRect.x, srcRect.y, srcZ,
dstTex, target, dstLevel, dstPos.x, dstPos.y, dstZ,
srcRect.w, srcRect.h, depth);
#endif
#else
if (gl_extensions.ARB_copy_image) {
glCopyImageSubData(
srcTex, target, srcLevel, srcRect.x, srcRect.y, srcZ,
dstTex, target, dstLevel, dstPos.x, dstPos.y, dstZ,
srcRect.w, srcRect.h, depth);
} else if (gl_extensions.NV_copy_image) {
// Older, pre GL 4.x NVIDIA cards.
glCopyImageSubDataNV(
srcTex, target, srcLevel, srcRect.x, srcRect.y, srcZ,
dstTex, target, dstLevel, dstPos.x, dstPos.y, dstZ,
srcRect.w, srcRect.h, depth);
}
#endif
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::PerformReadback(const GLRStep &pass) {
using namespace Draw;
CHECK_GL_ERROR_IF_DEBUG();
GLRFramebuffer *fb = pass.readback.src;
fbo_bind_fb_target(true, fb ? fb->handle : 0);
// Reads from the "bound for read" framebuffer. Note that if there's no fb, it's not valid to call this.
if (fb && (gl_extensions.GLES3 || !gl_extensions.IsGLES))
glReadBuffer(GL_COLOR_ATTACHMENT0);
CHECK_GL_ERROR_IF_DEBUG();
// Always read back in 8888 format.
const GLuint internalFormat = GL_RGBA;
const GLuint format = GL_RGBA;
const GLuint type = GL_UNSIGNED_BYTE;
const int srcAlignment = 4;
int dstAlignment = (int)DataFormatSizeInBytes(pass.readback.dstFormat);
int pixelStride = pass.readback.srcRect.w;
// Apply the correct alignment.
glPixelStorei(GL_PACK_ALIGNMENT, srcAlignment);
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
// Some drivers seem to require we specify this. See #8254.
glPixelStorei(GL_PACK_ROW_LENGTH, pixelStride);
}
GLRect2D rect = pass.readback.srcRect;
bool convert = pass.readback.dstFormat != DataFormat::R8G8B8A8_UNORM;
int tempSize = srcAlignment * rect.w * rect.h;
int readbackSize = dstAlignment * rect.w * rect.h;
if (convert && tempSize > tempBufferSize_) {
delete[] tempBuffer_;
tempBuffer_ = new uint8_t[tempSize];
tempBufferSize_ = tempSize;
}
if (readbackSize > readbackBufferSize_) {
delete[] readbackBuffer_;
readbackBuffer_ = new uint8_t[readbackSize];
readbackBufferSize_ = readbackSize;
}
glReadPixels(rect.x, rect.y, rect.w, rect.h, format, type, convert ? tempBuffer_ : readbackBuffer_);
#ifdef DEBUG_READ_PIXELS
LogReadPixelsError(glGetError());
#endif
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
}
if (convert) {
ConvertFromRGBA8888(readbackBuffer_, tempBuffer_, pixelStride, pixelStride, rect.w, rect.h, pass.readback.dstFormat);
}
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::PerformReadbackImage(const GLRStep &pass) {
GLRTexture *tex = pass.readback_image.texture;
glBindTexture(GL_TEXTURE_2D, tex->texture);
CHECK_GL_ERROR_IF_DEBUG();
#ifndef USING_GLES2
int pixelStride = pass.readback_image.srcRect.w;
glPixelStorei(GL_PACK_ALIGNMENT, 4);
GLRect2D rect = pass.readback.srcRect;
int size = 4 * rect.w * rect.h;
if (size > readbackBufferSize_) {
delete[] readbackBuffer_;
readbackBuffer_ = new uint8_t[size];
readbackBufferSize_ = size;
}
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glGetTexImage(GL_TEXTURE_2D, pass.readback_image.mipLevel, GL_RGBA, GL_UNSIGNED_BYTE, readbackBuffer_);
#endif
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::PerformBindFramebufferAsRenderTarget(const GLRStep &pass) {
if (pass.render.framebuffer) {
curFBWidth_ = pass.render.framebuffer->width;
curFBHeight_ = pass.render.framebuffer->height;
} else {
curFBWidth_ = targetWidth_;
curFBHeight_ = targetHeight_;
}
curFB_ = pass.render.framebuffer;
if (curFB_) {
// Without FBO_ARB / GLES3, this will collide with bind_for_read, but there's nothing
// in ES 2.0 that actually separate them anyway of course, so doesn't matter.
fbo_bind_fb_target(false, curFB_->handle);
} else {
fbo_unbind();
// Backbuffer is now bound.
}
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::CopyReadbackBuffer(int width, int height, Draw::DataFormat srcFormat, Draw::DataFormat destFormat, int pixelStride, uint8_t *pixels) {
// TODO: Maybe move data format conversion here, and always read back 8888. Drivers
// don't usually provide very optimized conversion implementations, though some do.
// Just need to be careful about dithering, which may break Danganronpa.
int bpp = (int)Draw::DataFormatSizeInBytes(destFormat);
for (int y = 0; y < height; y++) {
memcpy(pixels + y * pixelStride * bpp, readbackBuffer_ + y * width * bpp, width * bpp);
}
}
GLuint GLQueueRunner::AllocTextureName() {
if (nameCache_.empty()) {
nameCache_.resize(TEXCACHE_NAME_CACHE_SIZE);
glGenTextures(TEXCACHE_NAME_CACHE_SIZE, &nameCache_[0]);
}
u32 name = nameCache_.back();
nameCache_.pop_back();
CHECK_GL_ERROR_IF_DEBUG();
return name;
}
// On PC, we always use GL_DEPTH24_STENCIL8.
// On Android, we try to use what's available.
#ifndef USING_GLES2
void GLQueueRunner::fbo_ext_create(const GLRInitStep &step) {
GLRFramebuffer *fbo = step.create_framebuffer.framebuffer;
CHECK_GL_ERROR_IF_DEBUG();
// Color texture is same everywhere
glGenFramebuffersEXT(1, &fbo->handle);
glGenTextures(1, &fbo->color_texture.texture);
// Create the surfaces.
glBindTexture(GL_TEXTURE_2D, fbo->color_texture.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbo->width, fbo->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
fbo->color_texture.target = GL_TEXTURE_2D;
fbo->color_texture.wrapS = GL_CLAMP_TO_EDGE;
fbo->color_texture.wrapT = GL_CLAMP_TO_EDGE;
fbo->color_texture.magFilter = GL_LINEAR;
fbo->color_texture.minFilter = GL_LINEAR;
fbo->color_texture.maxLod = 0.0f;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, fbo->color_texture.wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, fbo->color_texture.wrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, fbo->color_texture.magFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, fbo->color_texture.minFilter);
fbo->stencil_buffer = 0;
fbo->z_buffer = 0;
// 24-bit Z, 8-bit stencil
glGenRenderbuffersEXT(1, &fbo->z_stencil_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, fbo->width, fbo->height);
// glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8, width, height);
// Bind it all together
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo->color_texture.texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fbo->z_stencil_buffer);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
// ILOG("Framebuffer verified complete.");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
ELOG("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
ELOG("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
break;
default:
FLOG("Other framebuffer error: %i", status);
break;
}
// Unbind state we don't need
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
CHECK_GL_ERROR_IF_DEBUG();
currentDrawHandle_ = fbo->handle;
currentReadHandle_ = fbo->handle;
}
#endif
GLenum GLQueueRunner::fbo_get_fb_target(bool read, GLuint **cached) {
bool supportsBlit = gl_extensions.ARB_framebuffer_object;
if (gl_extensions.IsGLES) {
supportsBlit = (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit);
}
// Note: GL_FRAMEBUFFER_EXT and GL_FRAMEBUFFER have the same value, same with _NV.
if (supportsBlit) {
if (read) {
*cached = &currentReadHandle_;
return GL_READ_FRAMEBUFFER;
} else {
*cached = &currentDrawHandle_;
return GL_DRAW_FRAMEBUFFER;
}
} else {
*cached = &currentDrawHandle_;
return GL_FRAMEBUFFER;
}
}
void GLQueueRunner::fbo_bind_fb_target(bool read, GLuint name) {
CHECK_GL_ERROR_IF_DEBUG();
GLuint *cached;
GLenum target = fbo_get_fb_target(read, &cached);
if (*cached != name) {
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(target, name);
} else {
#ifndef USING_GLES2
glBindFramebufferEXT(target, name);
#endif
}
*cached = name;
}
CHECK_GL_ERROR_IF_DEBUG();
}
void GLQueueRunner::fbo_unbind() {
CHECK_GL_ERROR_IF_DEBUG();
#ifndef USING_GLES2
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
glBindFramebuffer(GL_FRAMEBUFFER, g_defaultFBO);
} else if (gl_extensions.EXT_framebuffer_object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_defaultFBO);
}
#else
glBindFramebuffer(GL_FRAMEBUFFER, g_defaultFBO);
#endif
#ifdef IOS
bindDefaultFBO();
#endif
currentDrawHandle_ = 0;
currentReadHandle_ = 0;
CHECK_GL_ERROR_IF_DEBUG();
}
GLRFramebuffer::~GLRFramebuffer() {
CHECK_GL_ERROR_IF_DEBUG();
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
if (handle) {
glBindFramebuffer(GL_FRAMEBUFFER, handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, g_defaultFBO);
glDeleteFramebuffers(1, &handle);
}
if (z_stencil_buffer)
glDeleteRenderbuffers(1, &z_stencil_buffer);
if (z_buffer)
glDeleteRenderbuffers(1, &z_buffer);
if (stencil_buffer)
glDeleteRenderbuffers(1, &stencil_buffer);
} else if (gl_extensions.EXT_framebuffer_object) {
#ifndef USING_GLES2
if (handle) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER_EXT, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, g_defaultFBO);
glDeleteFramebuffersEXT(1, &handle);
}
if (z_stencil_buffer)
glDeleteRenderbuffers(1, &z_stencil_buffer);
if (z_buffer)
glDeleteRenderbuffers(1, &z_buffer);
if (stencil_buffer)
glDeleteRenderbuffers(1, &stencil_buffer);
#endif
}
CHECK_GL_ERROR_IF_DEBUG();
}