2017-11-18 15:42:39 +01:00
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#pragma once
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#include <thread>
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#include <mutex>
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2017-11-18 16:50:49 +01:00
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#include <cassert>
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2017-11-18 15:42:39 +01:00
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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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struct GLRImage {
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GLuint texture;
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GLuint format;
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};
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void GLCreateImage(GLRImage &img, int width, int height, GLint format, bool color);
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class GLRFramebuffer {
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public:
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GLRFramebuffer(int _width, int _height) {
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width = _width;
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height = _height;
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/*
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CreateImage(vulkan_, initCmd, color, width, height, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true);
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CreateImage(vulkan_, initCmd, depth, width, height, vulkan_->GetDeviceInfo().preferredDepthStencilFormat, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false);
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VkFramebufferCreateInfo fbci{ VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO };
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VkImageView views[2]{};
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fbci.renderPass = renderPass;
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fbci.attachmentCount = 2;
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fbci.pAttachments = views;
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views[0] = color.imageView;
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views[1] = depth.imageView;
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fbci.width = width;
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fbci.height = height;
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fbci.layers = 1;
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vkCreateFramebuffer(vulkan_->GetDevice(), &fbci, nullptr, &framebuf);*/
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}
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~GLRFramebuffer() {
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glDeleteTextures(1, &color.texture);
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glDeleteRenderbuffers(1, &depth.texture);
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}
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int numShadows = 1; // TODO: Support this.
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GLuint framebuf = 0;
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GLRImage color{};
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GLRImage depth{};
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int width = 0;
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int height = 0;
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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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};
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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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2017-11-18 16:50:49 +01:00
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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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2017-11-18 15:42:39 +01:00
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GLuint program = 0;
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2017-11-18 16:50:49 +01:00
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std::vector<Semantic> semantics_;
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2017-11-18 15:42:39 +01:00
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};
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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;
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};
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class GLRBuffer {
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public:
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~GLRBuffer() {
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2017-11-18 16:50:49 +01:00
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if (buffer) {
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glDeleteBuffers(1, &buffer);
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2017-11-18 15:42:39 +01:00
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}
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}
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2017-11-18 16:50:49 +01:00
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GLuint buffer;
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2017-11-18 15:42:39 +01:00
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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();
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void Take(GLDeleter &other) {
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shaders = std::move(other.shaders);
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programs = std::move(other.programs);
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}
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std::vector<GLRShader *> shaders;
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std::vector<GLRProgram *> programs;
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};
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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 ThreadFunc();
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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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// Creation commands. These were not needed in Vulkan since there we can do that on the main thread.
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GLRTexture *CreateTexture(int w, int h) {
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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.width = w;
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step.create_texture.height = h;
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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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2017-11-18 16:50:49 +01:00
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GLRShader *CreateShader(GLuint stage, std::string &code) {
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2017-11-18 15:42:39 +01:00
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GLRInitStep step{ GLRInitStepType::CREATE_SHADER };
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step.create_shader.shader = new GLRShader();
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2017-11-18 16:50:49 +01:00
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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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2017-11-18 15:42:39 +01:00
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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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2017-11-18 16:50:49 +01:00
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GLRProgram *CreateProgram(std::vector<GLRShader *> shaders, std::vector<GLRProgram::Semantic> semantics) {
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2017-11-18 15:42:39 +01:00
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GLRInitStep step{ GLRInitStepType::CREATE_PROGRAM };
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2017-11-18 16:50:49 +01:00
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assert(shaders.size() <= ARRAY_SIZE(step.create_program.shaders));
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2017-11-18 15:42:39 +01:00
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step.create_program.program = new GLRProgram();
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2017-11-18 16:50:49 +01:00
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step.create_program.program->semantics_ = semantics;
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for (int 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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2017-11-18 15:42:39 +01:00
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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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2017-11-18 16:50:49 +01:00
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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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2017-11-18 15:42:39 +01:00
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void BindFramebufferAsRenderTarget(GLRFramebuffer *fb, GLRRenderPassAction color, GLRRenderPassAction depth, uint32_t clearColor, float clearDepth, uint8_t clearStencil);
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GLuint 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(GLuint 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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2017-11-18 16:50:49 +01:00
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void BindProgram(GLRProgram *program) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::BINDPROGRAM };
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data.program.program = program;
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curRenderStep_->commands.push_back(data);
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}
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void SetDepth(bool enabled, bool write, GLenum func) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::DEPTH };
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data.depth.enabled = enabled;
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data.depth.write = write;
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data.depth.func = func;
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curRenderStep_->commands.push_back(data);
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}
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2017-11-18 15:42:39 +01:00
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void SetViewport(const GLRViewport &vp) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::VIEWPORT };
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data.viewport.vp = vp;
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curRenderStep_->commands.push_back(data);
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}
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void SetScissor(const GLRect2D &rc) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::SCISSOR };
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data.scissor.rc = rc;
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curRenderStep_->commands.push_back(data);
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}
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2017-11-18 16:50:49 +01:00
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void SetStencil(bool enabled, GLenum func, GLenum sFail, GLenum zFail, GLenum pass, uint8_t writeMask, uint8_t compareMask, uint8_t refValue) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::STENCIL };
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data.stencil.func = func;
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data.stencil.sFail = sFail;
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data.stencil.zFail = zFail;
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data.stencil.pass = pass;
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data.stencil.writeMask = writeMask;
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data.stencil.compareMask = compareMask;
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data.stencil.ref = refValue;
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curRenderStep_->commands.push_back(data);
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}
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void SetBlendFactor(float color[4]) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::BLENDCOLOR };
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CopyFloat4(data.blendColor.color, color);
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curRenderStep_->commands.push_back(data);
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}
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2017-11-18 16:50:49 +01:00
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void SetRaster(GLboolean cullEnable, GLenum frontFace, GLenum cullFace) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::RASTER };
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data.raster.cullEnable = cullEnable;
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data.raster.frontFace = frontFace;
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data.raster.cullFace = cullFace;
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curRenderStep_->commands.push_back(data);
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}
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2017-11-18 15:42:39 +01:00
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void Clear(uint32_t clearColor, float clearZ, int clearStencil, int clearMask) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::CLEAR };
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data.clear.clearMask = clearMask;
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data.clear.clearColor = clearColor;
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data.clear.clearZ = clearZ;
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data.clear.clearStencil = clearStencil;
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curRenderStep_->commands.push_back(data);
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}
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void Draw(GLenum mode, int first, int count) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::DRAW };
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data.draw.mode = mode;
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data.draw.first = first;
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data.draw.count = count;
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data.draw.buffer = 0;
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curRenderStep_->commands.push_back(data);
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curRenderStep_->render.numDraws++;
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}
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void DrawIndexed(GLenum mode, int count, GLenum indexType, void *indices) {
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_dbg_assert_(G3D, curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
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GLRRenderData data{ GLRRenderCommand::DRAW_INDEXED };
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data.drawIndexed.mode = mode;
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data.drawIndexed.count = count;
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data.drawIndexed.indexType = indexType;
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data.drawIndexed.instances = 1;
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data.drawIndexed.indices = indices;
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curRenderStep_->commands.push_back(data);
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curRenderStep_->render.numDraws++;
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}
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enum { MAX_INFLIGHT_FRAMES = 3 };
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private:
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void BeginSubmitFrame(int frame);
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void EndSubmitFrame(int frame);
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void Submit(int frame, bool triggerFence);
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// Bad for performance but sometimes necessary for synchronous CPU readbacks (screenshots and whatnot).
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void FlushSync();
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void EndSyncFrame(int frame);
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void StopThread();
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int GetCurFrame() const {
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return curFrame_;
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}
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// Per-frame data, round-robin so we can overlap submission with execution of the previous frame.
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struct FrameData {
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std::mutex push_mutex;
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std::condition_variable push_condVar;
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std::mutex pull_mutex;
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std::condition_variable pull_condVar;
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bool readyForFence = true;
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bool readyForRun = false;
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bool skipSwap = false;
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GLRRunType type = GLRRunType::END;
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// GLuint fence; For future AZDO stuff?
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std::vector<GLRStep *> steps;
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std::vector<GLRInitStep> initSteps;
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// Swapchain.
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bool hasBegun = false;
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uint32_t curSwapchainImage = -1;
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GLDeleter deleter;
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};
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FrameData frameData_[MAX_INFLIGHT_FRAMES];
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// Submission time state
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int curWidth_;
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int curHeight_;
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bool insideFrame_ = false;
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GLRStep *curRenderStep_ = nullptr;
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std::vector<GLRStep *> steps_;
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std::vector<GLRInitStep> initSteps_;
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// Execution time state
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bool run_ = true;
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// Thread is managed elsewhere, and should call ThreadFunc.
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std::mutex mutex_;
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int threadInitFrame_ = 0;
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GLQueueRunner queueRunner_;
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GLDeleter deleter_;
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bool useThread_ = false;
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int curFrame_ = 0;
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};
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|