Don't really see that we'll have much use for this feature, so simplify it away. Only single vertex stream data is now supported by the thin3d API.
1926 lines
65 KiB
C++
1926 lines
65 KiB
C++
#include "ppsspp_config.h"
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#include <algorithm>
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#include "Common/GPU/OpenGL/GLCommon.h"
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#include "Common/GPU/OpenGL/GLDebugLog.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/GPU/OpenGL/DataFormatGL.h"
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#include "Common/Math/math_util.h"
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#include "Common/VR/PPSSPPVR.h"
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#include "Common/Log.h"
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#include "Common/LogReporting.h"
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#include "Common/MemoryUtil.h"
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#include "Common/StringUtils.h"
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#include "Common/Data/Convert/SmallDataConvert.h"
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#include "GLQueueRunner.h"
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#include "GLRenderManager.h"
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#include "DataFormatGL.h"
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// These are the same value, alias for simplicity.
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#if defined(GL_CLIP_DISTANCE0_EXT) && !defined(GL_CLIP_DISTANCE0)
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#define GL_CLIP_DISTANCE0 GL_CLIP_DISTANCE0_EXT
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#elif !defined(GL_CLIP_DISTANCE0)
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#define GL_CLIP_DISTANCE0 0x3000
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#endif
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#ifndef GL_DEPTH_STENCIL_TEXTURE_MODE
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#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
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#endif
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#ifndef GL_STENCIL_INDEX
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#define GL_STENCIL_INDEX 0x1901
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#endif
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static constexpr int TEXCACHE_NAME_CACHE_SIZE = 16;
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#if PPSSPP_PLATFORM(IOS)
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extern void bindDefaultFBO();
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#endif
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// Workaround for Retroarch. Simply declare
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// extern GLuint g_defaultFBO;
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// and set is as appropriate. Can adjust the variables in ext/native/base/display.h as
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// appropriate.
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GLuint g_defaultFBO = 0;
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void GLQueueRunner::CreateDeviceObjects() {
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CHECK_GL_ERROR_IF_DEBUG();
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if (caps_.anisoSupported) {
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropyLevel_);
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} else {
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maxAnisotropyLevel_ = 0.0f;
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}
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if (gl_extensions.ARB_vertex_array_object) {
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glGenVertexArrays(1, &globalVAO_);
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}
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// An eternal optimist.
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sawOutOfMemory_ = false;
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// Populate some strings from the GL thread so they can be queried from thin3d.
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// TODO: Merge with GLFeatures.cpp/h
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auto populate = [&](int name) {
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const GLubyte *value = glGetString(name);
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if (!value)
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glStrings_[name] = "?";
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else
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glStrings_[name] = (const char *)value;
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};
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populate(GL_VENDOR);
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populate(GL_RENDERER);
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populate(GL_VERSION);
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populate(GL_SHADING_LANGUAGE_VERSION);
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CHECK_GL_ERROR_IF_DEBUG();
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#if !PPSSPP_ARCH(X86) // Doesn't work on AMD for some reason. See issue #17787
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useDebugGroups_ = !gl_extensions.IsGLES && gl_extensions.VersionGEThan(4, 3);
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#endif
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}
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void GLQueueRunner::DestroyDeviceObjects() {
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CHECK_GL_ERROR_IF_DEBUG();
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if (gl_extensions.ARB_vertex_array_object) {
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glDeleteVertexArrays(1, &globalVAO_);
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}
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delete[] readbackBuffer_;
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readbackBuffer_ = nullptr;
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readbackBufferSize_ = 0;
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CHECK_GL_ERROR_IF_DEBUG();
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}
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template <typename Getiv, typename GetLog>
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static std::string GetInfoLog(GLuint name, Getiv getiv, GetLog getLog) {
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GLint bufLength = 0;
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getiv(name, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength <= 0)
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bufLength = 2048;
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std::string infoLog;
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infoLog.resize(bufLength);
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GLsizei len = 0;
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getLog(name, (GLsizei)infoLog.size(), &len, &infoLog[0]);
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if (len <= 0)
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return "(unknown reason)";
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infoLog.resize(len);
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return infoLog;
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}
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static int GetStereoBufferIndex(const char *uniformName) {
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if (!uniformName) return -1;
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else if (strcmp(uniformName, "u_view") == 0) return 0;
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else if (strcmp(uniformName, "u_proj_lens") == 0) return 1;
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else return -1;
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}
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static std::string GetStereoBufferLayout(const char *uniformName) {
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if (strcmp(uniformName, "u_view") == 0) return "ViewMatrices";
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else if (strcmp(uniformName, "u_proj_lens") == 0) return "ProjectionMatrix";
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else return "undefined";
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}
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void GLQueueRunner::RunInitSteps(const FastVec<GLRInitStep> &steps, bool skipGLCalls) {
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if (skipGLCalls) {
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// Some bookkeeping still needs to be done.
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for (size_t i = 0; i < steps.size(); i++) {
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const GLRInitStep &step = steps[i];
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switch (step.stepType) {
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case GLRInitStepType::BUFFER_SUBDATA:
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{
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if (step.buffer_subdata.deleteData)
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delete[] step.buffer_subdata.data;
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break;
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}
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case GLRInitStepType::TEXTURE_IMAGE:
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{
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if (step.texture_image.allocType == GLRAllocType::ALIGNED) {
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FreeAlignedMemory(step.texture_image.data);
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} else if (step.texture_image.allocType == GLRAllocType::NEW) {
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delete[] step.texture_image.data;
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}
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break;
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}
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case GLRInitStepType::CREATE_PROGRAM:
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{
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WARN_LOG(G3D, "CREATE_PROGRAM found with skipGLCalls, not good");
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break;
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}
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case GLRInitStepType::CREATE_SHADER:
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{
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WARN_LOG(G3D, "CREATE_SHADER found with skipGLCalls, not good");
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break;
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}
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default:
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break;
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}
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}
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return;
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}
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#if !defined(USING_GLES2)
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if (useDebugGroups_)
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glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 1, -1, "InitSteps");
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#endif
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CHECK_GL_ERROR_IF_DEBUG();
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glActiveTexture(GL_TEXTURE0);
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GLuint boundTexture = (GLuint)-1;
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bool allocatedTextures = false;
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for (size_t i = 0; i < steps.size(); i++) {
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const GLRInitStep &step = steps[i];
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switch (step.stepType) {
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case GLRInitStepType::CREATE_TEXTURE:
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{
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GLRTexture *tex = step.create_texture.texture;
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glGenTextures(1, &tex->texture);
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glBindTexture(tex->target, tex->texture);
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boundTexture = tex->texture;
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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case GLRInitStepType::CREATE_BUFFER:
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{
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GLRBuffer *buffer = step.create_buffer.buffer;
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glGenBuffers(1, &buffer->buffer_);
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glBindBuffer(buffer->target_, buffer->buffer_);
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glBufferData(buffer->target_, step.create_buffer.size, nullptr, step.create_buffer.usage);
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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case GLRInitStepType::BUFFER_SUBDATA:
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{
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GLRBuffer *buffer = step.buffer_subdata.buffer;
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glBindBuffer(buffer->target_, buffer->buffer_);
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glBufferSubData(buffer->target_, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
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if (step.buffer_subdata.deleteData)
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delete[] step.buffer_subdata.data;
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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case GLRInitStepType::CREATE_PROGRAM:
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{
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CHECK_GL_ERROR_IF_DEBUG();
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GLRProgram *program = step.create_program.program;
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program->program = glCreateProgram();
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_assert_msg_(step.create_program.num_shaders > 0, "Can't create a program with zero shaders");
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bool anyFailed = false;
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for (int j = 0; j < step.create_program.num_shaders; j++) {
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_dbg_assert_msg_(step.create_program.shaders[j]->shader, "Can't create a program with a null shader");
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anyFailed = anyFailed || step.create_program.shaders[j]->failed;
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glAttachShader(program->program, step.create_program.shaders[j]->shader);
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}
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for (auto iter : program->semantics_) {
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glBindAttribLocation(program->program, iter.location, iter.attrib);
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}
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#if !defined(USING_GLES2)
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if (step.create_program.support_dual_source) {
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_dbg_assert_msg_(caps_.dualSourceBlend, "ARB/EXT_blend_func_extended required for dual src blend");
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// Dual source alpha
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glBindFragDataLocationIndexed(program->program, 0, 0, "fragColor0");
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glBindFragDataLocationIndexed(program->program, 0, 1, "fragColor1");
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} else if (gl_extensions.VersionGEThan(3, 0, 0)) {
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glBindFragDataLocation(program->program, 0, "fragColor0");
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}
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#elif !PPSSPP_PLATFORM(IOS)
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if (gl_extensions.GLES3 && step.create_program.support_dual_source) {
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// For GLES2, we use gl_SecondaryFragColorEXT as fragColor1.
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_dbg_assert_msg_(gl_extensions.EXT_blend_func_extended, "EXT_blend_func_extended required for dual src");
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glBindFragDataLocationIndexedEXT(program->program, 0, 0, "fragColor0");
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glBindFragDataLocationIndexedEXT(program->program, 0, 1, "fragColor1");
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}
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#endif
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glLinkProgram(program->program);
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(program->program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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std::string infoLog = GetInfoLog(program->program, glGetProgramiv, glGetProgramInfoLog);
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// TODO: Could be other than vs/fs. Also, we're assuming order here...
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GLRShader *vs = step.create_program.shaders[0];
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GLRShader *fs = step.create_program.num_shaders > 1 ? step.create_program.shaders[1] : nullptr;
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std::string vsDesc = vs->desc + (vs->failed ? " (failed)" : "");
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std::string fsDesc = fs ? (fs->desc + (fs->failed ? " (failed)" : "")) : "(none)";
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const char *vsCode = vs->code.c_str();
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const char *fsCode = fs ? fs->code.c_str() : "(none)";
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if (!anyFailed)
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Reporting::ReportMessage("Error in shader program link: info: %s\nfs: %s\n%s\nvs: %s\n%s", infoLog.c_str(), fsDesc.c_str(), fsCode, vsDesc.c_str(), vsCode);
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ERROR_LOG(G3D, "Could not link program:\n %s", infoLog.c_str());
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ERROR_LOG(G3D, "VS desc:\n%s", vsDesc.c_str());
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ERROR_LOG(G3D, "FS desc:\n%s", fsDesc.c_str());
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ERROR_LOG(G3D, "VS:\n%s\n", LineNumberString(vsCode).c_str());
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ERROR_LOG(G3D, "FS:\n%s\n", LineNumberString(fsCode).c_str());
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#ifdef _WIN32
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OutputDebugStringUTF8(infoLog.c_str());
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if (vsCode)
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OutputDebugStringUTF8(LineNumberString(vsCode).c_str());
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if (fsCode)
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OutputDebugStringUTF8(LineNumberString(fsCode).c_str());
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#endif
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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glUseProgram(program->program);
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// Query all the uniforms.
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for (size_t j = 0; j < program->queries_.size(); j++) {
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auto &query = program->queries_[j];
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_dbg_assert_(query.name);
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int location = -1;
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if (IsVREnabled() && IsMultiviewSupported()) {
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int index = GetStereoBufferIndex(query.name);
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if (index >= 0) {
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std::string layout = GetStereoBufferLayout(query.name);
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glUniformBlockBinding(program->program, glGetUniformBlockIndex(program->program, layout.c_str()), index);
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, buffer);
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glBufferData(GL_UNIFORM_BUFFER,2 * 16 * sizeof(float),NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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location = buffer;
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} else {
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location = glGetUniformLocation(program->program, query.name);
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}
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} else {
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location = glGetUniformLocation(program->program, query.name);
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}
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if (location < 0 && query.required) {
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WARN_LOG(G3D, "Required uniform query for '%s' failed", query.name);
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}
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*query.dest = location;
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}
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// Run initializers.
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for (size_t j = 0; j < program->initialize_.size(); j++) {
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auto &init = program->initialize_[j];
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GLint uniform = *init.uniform;
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if (uniform != -1) {
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switch (init.type) {
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case 0:
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glUniform1i(uniform, init.value);
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break;
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}
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}
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}
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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case GLRInitStepType::CREATE_SHADER:
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{
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CHECK_GL_ERROR_IF_DEBUG();
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GLuint shader = glCreateShader(step.create_shader.stage);
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step.create_shader.shader->shader = shader;
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const char *code = step.create_shader.code;
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glShaderSource(shader, 1, &code, nullptr);
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glCompileShader(shader);
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GLint success = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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std::string infoLog = GetInfoLog(shader, glGetShaderiv, glGetShaderInfoLog);
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std::string errorString = StringFromFormat(
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"Error in shader compilation for: %s\n"
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"Info log: %s\n"
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"Shader source:\n%s\n//END\n\n",
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step.create_shader.shader->desc.c_str(),
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infoLog.c_str(),
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LineNumberString(code).c_str());
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std::vector<std::string> lines;
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SplitString(errorString, '\n', lines);
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for (auto &line : lines) {
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ERROR_LOG(G3D, "%s", line.c_str());
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}
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if (errorCallback_) {
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std::string desc = StringFromFormat("Shader compilation failed: %s", step.create_shader.stage == GL_VERTEX_SHADER ? "vertex" : "fragment");
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errorCallback_(desc.c_str(), errorString.c_str(), errorCallbackUserData_);
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}
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Reporting::ReportMessage("Error in shader compilation: info: %s\n%s\n%s", infoLog.c_str(), step.create_shader.shader->desc.c_str(), (const char *)code);
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#ifdef SHADERLOG
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OutputDebugStringUTF8(infoLog.c_str());
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#endif
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step.create_shader.shader->failed = true;
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step.create_shader.shader->error = infoLog; // Hm, we never use this.
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}
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// Before we throw away the code, attach it to the shader for debugging.
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step.create_shader.shader->code = code;
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delete[] step.create_shader.code;
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step.create_shader.shader->valid = true;
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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case GLRInitStepType::CREATE_INPUT_LAYOUT:
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{
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// GLRInputLayout *layout = step.create_input_layout.inputLayout;
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// Nothing to do unless we want to create vertexbuffer objects (GL 4.5)
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break;
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}
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case GLRInitStepType::CREATE_FRAMEBUFFER:
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{
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CHECK_GL_ERROR_IF_DEBUG();
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boundTexture = (GLuint)-1;
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InitCreateFramebuffer(step);
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allocatedTextures = true;
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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case GLRInitStepType::TEXTURE_IMAGE:
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{
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GLRTexture *tex = step.texture_image.texture;
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CHECK_GL_ERROR_IF_DEBUG();
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if (boundTexture != tex->texture) {
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glBindTexture(tex->target, tex->texture);
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boundTexture = tex->texture;
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}
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if (!step.texture_image.data && step.texture_image.allocType != GLRAllocType::NONE)
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_assert_msg_(false, "missing texture data");
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// For things to show in RenderDoc, need to split into glTexImage2D(..., nullptr) and glTexSubImage.
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int blockSize = 0;
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bool bc = Draw::DataFormatIsBlockCompressed(step.texture_image.format, &blockSize);
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GLenum internalFormat, format, type;
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int alignment;
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Thin3DFormatToGLFormatAndType(step.texture_image.format, internalFormat, format, type, alignment);
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if (step.texture_image.depth == 1) {
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if (bc) {
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int dataSize = ((step.texture_image.width + 3) & ~3) * ((step.texture_image.height + 3) & ~3) * blockSize / 16;
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glCompressedTexImage2D(tex->target, step.texture_image.level, internalFormat,
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step.texture_image.width, step.texture_image.height, 0, dataSize, step.texture_image.data);
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} else {
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glTexImage2D(tex->target,
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step.texture_image.level, internalFormat,
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step.texture_image.width, step.texture_image.height, 0,
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format, type, step.texture_image.data);
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}
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} else {
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glTexImage3D(tex->target,
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step.texture_image.level, internalFormat,
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step.texture_image.width, step.texture_image.height, step.texture_image.depth, 0,
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format, type, step.texture_image.data);
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}
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allocatedTextures = true;
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if (step.texture_image.allocType == GLRAllocType::ALIGNED) {
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FreeAlignedMemory(step.texture_image.data);
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} else if (step.texture_image.allocType == GLRAllocType::NEW) {
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delete[] step.texture_image.data;
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}
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CHECK_GL_ERROR_IF_DEBUG();
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tex->wrapS = GL_CLAMP_TO_EDGE;
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tex->wrapT = GL_CLAMP_TO_EDGE;
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tex->magFilter = step.texture_image.linearFilter ? GL_LINEAR : GL_NEAREST;
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tex->minFilter = step.texture_image.linearFilter ? GL_LINEAR : GL_NEAREST;
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glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, tex->wrapS);
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glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, tex->wrapT);
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glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, tex->magFilter);
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glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, tex->minFilter);
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if (step.texture_image.depth > 1) {
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glTexParameteri(tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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CHECK_GL_ERROR_IF_DEBUG();
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break;
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}
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case GLRInitStepType::TEXTURE_FINALIZE:
|
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{
|
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CHECK_GL_ERROR_IF_DEBUG();
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GLRTexture *tex = step.texture_finalize.texture;
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if (boundTexture != tex->texture) {
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glBindTexture(tex->target, tex->texture);
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boundTexture = tex->texture;
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}
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if ((!gl_extensions.IsGLES || gl_extensions.GLES3) && step.texture_finalize.loadedLevels > 1) {
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glTexParameteri(tex->target, GL_TEXTURE_MAX_LEVEL, step.texture_finalize.loadedLevels - 1);
|
|
}
|
|
tex->maxLod = (float)step.texture_finalize.loadedLevels - 1;
|
|
if (step.texture_finalize.genMips) {
|
|
glGenerateMipmap(tex->target);
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
break;
|
|
}
|
|
default:
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
_assert_msg_(false, "Bad GLRInitStepType: %d", (int)step.stepType);
|
|
break;
|
|
}
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
// TODO: Use GL_KHR_no_error or a debug callback, where supported?
|
|
if (false && 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, only after creating textures, 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.
|
|
std::string errorString = GLEnumToString(err);
|
|
WARN_LOG(G3D, "Got an error after init: %08x (%s)", err, errorString.c_str());
|
|
if (errorCallback_) {
|
|
errorCallback_("GL frame init error", errorString.c_str(), errorCallbackUserData_);
|
|
}
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
#if !defined(USING_GLES2)
|
|
if (useDebugGroups_)
|
|
glPopDebugGroup();
|
|
#endif
|
|
}
|
|
|
|
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 && !gl_extensions.IsGLES) {
|
|
return;
|
|
}
|
|
// If GLES2, we have basic FBO support and can just proceed.
|
|
#endif
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
auto initFBOTexture = [&](GLRTexture &tex, GLint internalFormat, GLenum format, GLenum type, bool linear) {
|
|
glGenTextures(1, &tex.texture);
|
|
tex.target = GL_TEXTURE_2D;
|
|
tex.maxLod = 0.0f;
|
|
|
|
// Create the surfaces.
|
|
glBindTexture(GL_TEXTURE_2D, tex.texture);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, fbo->width, fbo->height, 0, format, type, nullptr);
|
|
|
|
tex.wrapS = GL_CLAMP_TO_EDGE;
|
|
tex.wrapT = GL_CLAMP_TO_EDGE;
|
|
tex.magFilter = linear ? GL_LINEAR : GL_NEAREST;
|
|
tex.minFilter = linear ? GL_LINEAR : GL_NEAREST;
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tex.wrapS);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tex.wrapT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex.magFilter);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex.minFilter);
|
|
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
}
|
|
};
|
|
|
|
// Color texture is same everywhere
|
|
glGenFramebuffers(1, &fbo->handle);
|
|
initFBOTexture(fbo->color_texture, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, true);
|
|
|
|
retry_depth:
|
|
if (!fbo->z_stencil_) {
|
|
INFO_LOG(G3D, "Creating %d x %d FBO using no depth", fbo->width, fbo->height);
|
|
|
|
fbo->z_stencil_buffer = 0;
|
|
fbo->stencil_buffer = 0;
|
|
fbo->z_buffer = 0;
|
|
|
|
// 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, 0);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
|
|
} else if (gl_extensions.IsGLES) {
|
|
if (gl_extensions.OES_packed_depth_stencil && (gl_extensions.OES_depth_texture || gl_extensions.GLES3)) {
|
|
INFO_LOG(G3D, "Creating %d x %d FBO using DEPTH24_STENCIL8 texture", fbo->width, fbo->height);
|
|
fbo->z_stencil_buffer = 0;
|
|
fbo->stencil_buffer = 0;
|
|
fbo->z_buffer = 0;
|
|
|
|
if (gl_extensions.GLES3) {
|
|
initFBOTexture(fbo->z_stencil_texture, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false);
|
|
} else {
|
|
initFBOTexture(fbo->z_stencil_texture, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false);
|
|
}
|
|
|
|
// Bind it all together
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture.texture, 0);
|
|
if (gl_extensions.GLES3) {
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fbo->z_stencil_texture.texture, 0);
|
|
} else {
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fbo->z_stencil_texture.texture, 0);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fbo->z_stencil_texture.texture, 0);
|
|
}
|
|
} else if (gl_extensions.OES_packed_depth_stencil) {
|
|
INFO_LOG(G3D, "Creating %d x %d 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 {
|
|
INFO_LOG(G3D, "Creating %d x %d 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 if (gl_extensions.VersionGEThan(3, 0)) {
|
|
INFO_LOG(G3D, "Creating %d x %d FBO using DEPTH24_STENCIL8 texture", fbo->width, fbo->height);
|
|
fbo->z_stencil_buffer = 0;
|
|
fbo->stencil_buffer = 0;
|
|
fbo->z_buffer = 0;
|
|
|
|
initFBOTexture(fbo->z_stencil_texture, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, false);
|
|
|
|
// Bind it all together
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo->color_texture.texture, 0);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fbo->z_stencil_texture.texture, 0);
|
|
} 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);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE && !fbo->z_buffer) {
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
// Uh oh, maybe we need a z/stencil. Platforms sometimes, right?
|
|
fbo->z_stencil_ = true;
|
|
goto retry_depth;
|
|
}
|
|
|
|
switch (status) {
|
|
case GL_FRAMEBUFFER_COMPLETE:
|
|
// INFO_LOG(G3D, "Framebuffer verified complete.");
|
|
break;
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
ERROR_LOG(G3D, "GL_FRAMEBUFFER_UNSUPPORTED");
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
ERROR_LOG(G3D, "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
|
|
break;
|
|
default:
|
|
_assert_msg_(false, "Other framebuffer error: %d", 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, GLFrameData &frameData, bool skipGLCalls, bool keepSteps, bool useVR) {
|
|
if (skipGLCalls) {
|
|
if (keepSteps) {
|
|
return;
|
|
}
|
|
// Dry run
|
|
for (size_t i = 0; i < steps.size(); i++) {
|
|
const GLRStep &step = *steps[i];
|
|
switch (step.stepType) {
|
|
case GLRStepType::RENDER:
|
|
for (const auto &c : step.commands) {
|
|
switch (c.cmd) {
|
|
case GLRRenderCommand::TEXTURE_SUBIMAGE:
|
|
if (c.texture_subimage.data) {
|
|
if (c.texture_subimage.allocType == GLRAllocType::ALIGNED) {
|
|
FreeAlignedMemory(c.texture_subimage.data);
|
|
} else if (c.texture_subimage.allocType == GLRAllocType::NEW) {
|
|
delete[] c.texture_subimage.data;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
delete steps[i];
|
|
}
|
|
return;
|
|
}
|
|
|
|
size_t totalRenderCount = 0;
|
|
for (auto &step : steps) {
|
|
if (step->stepType == GLRStepType::RENDER) {
|
|
// Skip empty render steps.
|
|
if (step->commands.empty()) {
|
|
step->stepType = GLRStepType::RENDER_SKIP;
|
|
continue;
|
|
}
|
|
totalRenderCount++;
|
|
}
|
|
}
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
size_t renderCount = 0;
|
|
for (size_t i = 0; i < steps.size(); i++) {
|
|
GLRStep &step = *steps[i];
|
|
|
|
#if !defined(USING_GLES2)
|
|
if (useDebugGroups_)
|
|
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, (GLuint)i + 10000, -1, step.tag);
|
|
#endif
|
|
|
|
switch (step.stepType) {
|
|
case GLRStepType::RENDER:
|
|
renderCount++;
|
|
if (IsVREnabled()) {
|
|
PreprocessStepVR(&step);
|
|
PerformRenderPass(step, renderCount == 1, renderCount == totalRenderCount, frameData.profile);
|
|
} else {
|
|
PerformRenderPass(step, renderCount == 1, renderCount == totalRenderCount, frameData.profile);
|
|
}
|
|
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;
|
|
case GLRStepType::RENDER_SKIP:
|
|
break;
|
|
default:
|
|
Crash();
|
|
break;
|
|
}
|
|
|
|
#if !defined(USING_GLES2)
|
|
if (useDebugGroups_)
|
|
glPopDebugGroup();
|
|
#endif
|
|
if (frameData.profile.enabled) {
|
|
frameData.profile.passesString += StepToString(step);
|
|
}
|
|
if (!keepSteps) {
|
|
delete steps[i];
|
|
}
|
|
}
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
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");
|
|
}
|
|
}
|
|
|
|
static void EnableDisableVertexArrays(uint32_t prevAttr, uint32_t newAttr) {
|
|
int enable = (~prevAttr) & newAttr;
|
|
int disable = prevAttr & (~newAttr);
|
|
for (int i = 0; i < 7; i++) { // SEM_MAX
|
|
if (enable & (1 << i)) {
|
|
glEnableVertexAttribArray(i);
|
|
}
|
|
if (disable & (1 << i)) {
|
|
glDisableVertexAttribArray(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GLQueueRunner::PerformRenderPass(const GLRStep &step, bool first, bool last, GLQueueProfileContext &profile) {
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
PerformBindFramebufferAsRenderTarget(step);
|
|
|
|
if (first) {
|
|
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
|
|
if (!gl_extensions.IsGLES) {
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
}
|
|
#endif
|
|
if (gl_extensions.ARB_vertex_array_object) {
|
|
glBindVertexArray(globalVAO_);
|
|
}
|
|
}
|
|
|
|
GLRProgram *curProgram = nullptr;
|
|
int activeSlot = -1;
|
|
|
|
// State filtering tracking.
|
|
int attrMask = 0;
|
|
int colorMask = -1;
|
|
int depthMask = -1;
|
|
int depthFunc = -1;
|
|
GLuint curArrayBuffer = (GLuint)0;
|
|
GLuint curElemArrayBuffer = (GLuint)0;
|
|
bool depthEnabled = false;
|
|
bool stencilEnabled = false;
|
|
bool blendEnabled = false;
|
|
bool cullEnabled = false;
|
|
bool ditherEnabled = false;
|
|
bool depthClampEnabled = false;
|
|
#ifndef USING_GLES2
|
|
int logicOp = -1;
|
|
bool logicEnabled = false;
|
|
#endif
|
|
bool clipDistanceEnabled[8]{};
|
|
GLuint blendEqColor = (GLuint)-1;
|
|
GLuint blendEqAlpha = (GLuint)-1;
|
|
GLenum blendSrcColor = (GLenum)-1;
|
|
GLenum blendDstColor = (GLenum)-1;
|
|
GLenum blendSrcAlpha = (GLenum)-1;
|
|
GLenum blendDstAlpha = (GLenum)-1;
|
|
|
|
GLuint stencilWriteMask = (GLuint)-1;
|
|
GLenum stencilFunc = (GLenum)-1;
|
|
GLuint stencilRef = (GLuint)-1;
|
|
GLuint stencilCompareMask = (GLuint)-1;
|
|
GLenum stencilSFail = (GLenum)-1;
|
|
GLenum stencilZFail = (GLenum)-1;
|
|
GLenum stencilPass = (GLenum)-1;
|
|
GLenum frontFace = (GLenum)-1;
|
|
GLenum cullFace = (GLenum)-1;
|
|
GLRTexture *curTex[MAX_GL_TEXTURE_SLOTS]{};
|
|
|
|
GLRViewport viewport = {
|
|
-1000000000.0f,
|
|
-1000000000.0f,
|
|
-1000000000.0f,
|
|
-1000000000.0f,
|
|
-1000000000.0f,
|
|
-1000000000.0f,
|
|
};
|
|
|
|
GLRect2D scissorRc = { -1, -1, -1, -1 };
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
auto &commands = step.commands;
|
|
for (const auto &c : commands) {
|
|
#ifdef _DEBUG
|
|
if (profile.enabled) {
|
|
if ((size_t)c.cmd < ARRAY_SIZE(profile.commandCounts)) {
|
|
profile.commandCounts[(size_t)c.cmd]++;
|
|
}
|
|
}
|
|
#endif
|
|
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::STENCIL:
|
|
if (c.stencil.enabled) {
|
|
if (!stencilEnabled) {
|
|
glEnable(GL_STENCIL_TEST);
|
|
stencilEnabled = true;
|
|
}
|
|
if (c.stencil.func != stencilFunc || c.stencil.ref != stencilRef || c.stencil.compareMask != stencilCompareMask) {
|
|
glStencilFunc(c.stencil.func, c.stencil.ref, c.stencil.compareMask);
|
|
stencilFunc = c.stencil.func;
|
|
stencilRef = c.stencil.ref;
|
|
stencilCompareMask = c.stencil.compareMask;
|
|
}
|
|
if (c.stencil.sFail != stencilSFail || c.stencil.zFail != stencilZFail || c.stencil.pass != stencilPass) {
|
|
glStencilOp(c.stencil.sFail, c.stencil.zFail, c.stencil.pass);
|
|
stencilSFail = c.stencil.sFail;
|
|
stencilZFail = c.stencil.zFail;
|
|
stencilPass = c.stencil.pass;
|
|
}
|
|
if (c.stencil.writeMask != stencilWriteMask) {
|
|
glStencilMask(c.stencil.writeMask);
|
|
stencilWriteMask = c.stencil.writeMask;
|
|
}
|
|
} else if (/* !c.stencilFunc.enabled && */stencilEnabled) {
|
|
glDisable(GL_STENCIL_TEST);
|
|
stencilEnabled = false;
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
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;
|
|
}
|
|
if (blendSrcColor != c.blend.srcColor || blendDstColor != c.blend.dstColor || blendSrcAlpha != c.blend.srcAlpha || blendDstAlpha != c.blend.dstAlpha) {
|
|
glBlendFuncSeparate(c.blend.srcColor, c.blend.dstColor, c.blend.srcAlpha, c.blend.dstAlpha);
|
|
blendSrcColor = c.blend.srcColor;
|
|
blendDstColor = c.blend.dstColor;
|
|
blendSrcAlpha = c.blend.srcAlpha;
|
|
blendDstAlpha = 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);
|
|
}
|
|
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
|
|
if (gl_extensions.IsGLES) {
|
|
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);
|
|
// Restore the color mask if it was different.
|
|
if (c.clear.colorMask != colorMask) {
|
|
glColorMask(colorMask & 1, (colorMask >> 1) & 1, (colorMask >> 2) & 1, (colorMask >> 3) & 1);
|
|
}
|
|
if (c.clear.scissorW == 0) {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
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
|
|
if (viewport.x != c.viewport.vp.x || viewport.y != y || viewport.w != c.viewport.vp.w || viewport.h != c.viewport.vp.h) {
|
|
glViewport((GLint)c.viewport.vp.x, (GLint)y, (GLsizei)c.viewport.vp.w, (GLsizei)c.viewport.vp.h);
|
|
viewport.x = c.viewport.vp.x;
|
|
viewport.y = y;
|
|
viewport.w = c.viewport.vp.w;
|
|
viewport.h = c.viewport.vp.h;
|
|
}
|
|
|
|
if (viewport.minZ != c.viewport.vp.minZ || viewport.maxZ != c.viewport.vp.maxZ) {
|
|
viewport.minZ = c.viewport.vp.minZ;
|
|
viewport.maxZ = c.viewport.vp.maxZ;
|
|
#if !defined(USING_GLES2)
|
|
if (gl_extensions.IsGLES) {
|
|
glDepthRangef(c.viewport.vp.minZ, c.viewport.vp.maxZ);
|
|
} else {
|
|
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;
|
|
if (scissorRc.x != c.scissor.rc.x || scissorRc.y != y || scissorRc.w != c.scissor.rc.w || scissorRc.h != c.scissor.rc.h) {
|
|
glScissor(c.scissor.rc.x, y, c.scissor.rc.w, c.scissor.rc.h);
|
|
scissorRc.x = c.scissor.rc.x;
|
|
scissorRc.y = y;
|
|
scissorRc.w = c.scissor.rc.w;
|
|
scissorRc.h = c.scissor.rc.h;
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
break;
|
|
}
|
|
case GLRRenderCommand::UNIFORM4F:
|
|
{
|
|
_dbg_assert_(curProgram);
|
|
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
|
|
if (c.uniform4.name) {
|
|
loc = curProgram->GetUniformLoc(c.uniform4.name);
|
|
}
|
|
if (loc >= 0) {
|
|
_dbg_assert_(c.uniform4.count >=1 && c.uniform4.count <=4);
|
|
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::UNIFORM4UI:
|
|
{
|
|
_dbg_assert_(curProgram);
|
|
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
|
|
if (c.uniform4.name) {
|
|
loc = curProgram->GetUniformLoc(c.uniform4.name);
|
|
}
|
|
if (loc >= 0) {
|
|
_dbg_assert_(c.uniform4.count >=1 && c.uniform4.count <=4);
|
|
switch (c.uniform4.count) {
|
|
case 1: glUniform1uiv(loc, 1, (GLuint *)c.uniform4.v); break;
|
|
case 2: glUniform2uiv(loc, 1, (GLuint *)c.uniform4.v); break;
|
|
case 3: glUniform3uiv(loc, 1, (GLuint *)c.uniform4.v); break;
|
|
case 4: glUniform4uiv(loc, 1, (GLuint *)c.uniform4.v); break;
|
|
}
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
break;
|
|
}
|
|
case GLRRenderCommand::UNIFORM4I:
|
|
{
|
|
_dbg_assert_(curProgram);
|
|
int loc = c.uniform4.loc ? *c.uniform4.loc : -1;
|
|
if (c.uniform4.name) {
|
|
loc = curProgram->GetUniformLoc(c.uniform4.name);
|
|
}
|
|
if (loc >= 0) {
|
|
_dbg_assert_(c.uniform4.count >=1 && c.uniform4.count <=4);
|
|
switch (c.uniform4.count) {
|
|
case 1: glUniform1iv(loc, 1, (GLint *)c.uniform4.v); 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::UNIFORMSTEREOMATRIX:
|
|
{
|
|
_dbg_assert_(curProgram);
|
|
if (IsMultiviewSupported()) {
|
|
int layout = GetStereoBufferIndex(c.uniformStereoMatrix4.name);
|
|
if (layout >= 0) {
|
|
int size = 2 * 16 * sizeof(float);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, layout, *c.uniformStereoMatrix4.loc);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, *c.uniformStereoMatrix4.loc);
|
|
void *matrices = glMapBufferRange(GL_UNIFORM_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
memcpy(matrices, c.uniformStereoMatrix4.mData, size);
|
|
glUnmapBuffer(GL_UNIFORM_BUFFER);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
}
|
|
delete[] c.uniformStereoMatrix4.mData; // We only playback once.
|
|
} else {
|
|
int loc = c.uniformStereoMatrix4.loc ? *c.uniformStereoMatrix4.loc : -1;
|
|
if (c.uniformStereoMatrix4.name) {
|
|
loc = curProgram->GetUniformLoc(c.uniformStereoMatrix4.name);
|
|
}
|
|
if (loc >= 0) {
|
|
if (GetVRFBOIndex() == 0) {
|
|
glUniformMatrix4fv(loc, 1, false, c.uniformStereoMatrix4.mData);
|
|
} else {
|
|
glUniformMatrix4fv(loc, 1, false, c.uniformStereoMatrix4.mData + 16);
|
|
}
|
|
}
|
|
if (GetVRFBOIndex() == 1 || GetVRPassesCount() == 1) {
|
|
// Only delete the data if we're rendering the only or the second eye.
|
|
// If we delete during the first eye, we get a use-after-free or double delete.
|
|
delete[] c.uniformStereoMatrix4.mData;
|
|
}
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
break;
|
|
}
|
|
case GLRRenderCommand::UNIFORMMATRIX:
|
|
{
|
|
_dbg_assert_(curProgram);
|
|
int loc = c.uniformMatrix4.loc ? *c.uniformMatrix4.loc : -1;
|
|
if (c.uniformMatrix4.name) {
|
|
loc = curProgram->GetUniformLoc(c.uniformMatrix4.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 if (c.bind_fb_texture.aspect == GL_DEPTH_BUFFER_BIT) {
|
|
if (curTex[slot] != &c.bind_fb_texture.framebuffer->z_stencil_texture) {
|
|
glBindTexture(GL_TEXTURE_2D, c.bind_fb_texture.framebuffer->z_stencil_texture.texture);
|
|
curTex[slot] = &c.bind_fb_texture.framebuffer->z_stencil_texture;
|
|
}
|
|
// This should be uncommon, so always set the mode.
|
|
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
|
|
} else if (c.bind_fb_texture.aspect == GL_STENCIL_BUFFER_BIT) {
|
|
if (curTex[slot] != &c.bind_fb_texture.framebuffer->z_stencil_texture) {
|
|
glBindTexture(GL_TEXTURE_2D, c.bind_fb_texture.framebuffer->z_stencil_texture.texture);
|
|
curTex[slot] = &c.bind_fb_texture.framebuffer->z_stencil_texture;
|
|
}
|
|
// This should be uncommon, so always set the mode.
|
|
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX);
|
|
} else {
|
|
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;
|
|
|
|
for (size_t i = 0; i < ARRAY_SIZE(clipDistanceEnabled); ++i) {
|
|
if (c.program.program->use_clip_distance[i] == clipDistanceEnabled[i])
|
|
continue;
|
|
|
|
if (c.program.program->use_clip_distance[i])
|
|
glEnable(GL_CLIP_DISTANCE0 + (GLenum)i);
|
|
else
|
|
glDisable(GL_CLIP_DISTANCE0 + (GLenum)i);
|
|
clipDistanceEnabled[i] = c.program.program->use_clip_distance[i];
|
|
}
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
break;
|
|
}
|
|
case GLRRenderCommand::DRAW:
|
|
{
|
|
GLRInputLayout *layout = c.draw.inputLayout;
|
|
GLuint buf = c.draw.vertexBuffer->buffer_;
|
|
_dbg_assert_(!c.draw.vertexBuffer->Mapped());
|
|
if (buf != curArrayBuffer) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, buf);
|
|
curArrayBuffer = buf;
|
|
}
|
|
if (attrMask != layout->semanticsMask_) {
|
|
EnableDisableVertexArrays(attrMask, layout->semanticsMask_);
|
|
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, layout->stride, (const void *)(c.draw.vertexOffset + entry.offset));
|
|
}
|
|
if (c.draw.indexBuffer) {
|
|
GLuint buf = c.draw.indexBuffer->buffer_;
|
|
_dbg_assert_(!c.draw.indexBuffer->Mapped());
|
|
if (buf != curElemArrayBuffer) {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
|
|
curElemArrayBuffer = buf;
|
|
}
|
|
if (c.draw.instances == 1) {
|
|
glDrawElements(c.draw.mode, c.draw.count, c.draw.indexType, (void *)(intptr_t)c.draw.indexOffset);
|
|
} else {
|
|
glDrawElementsInstanced(c.draw.mode, c.draw.count, c.draw.indexType, (void *)(intptr_t)c.draw.indexOffset, c.draw.instances);
|
|
}
|
|
} else {
|
|
glDrawArrays(c.draw.mode, c.draw.first, c.draw.count);
|
|
}
|
|
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);
|
|
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;
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
if (tex->canWrap) {
|
|
if (tex->wrapS != c.textureSampler.wrapS) {
|
|
glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, c.textureSampler.wrapS);
|
|
tex->wrapS = c.textureSampler.wrapS;
|
|
}
|
|
if (tex->wrapT != c.textureSampler.wrapT) {
|
|
glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, c.textureSampler.wrapT);
|
|
tex->wrapT = c.textureSampler.wrapT;
|
|
}
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
if (tex->magFilter != c.textureSampler.magFilter) {
|
|
glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, c.textureSampler.magFilter);
|
|
tex->magFilter = c.textureSampler.magFilter;
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
if (tex->minFilter != c.textureSampler.minFilter) {
|
|
glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, c.textureSampler.minFilter);
|
|
tex->minFilter = c.textureSampler.minFilter;
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
if (tex->anisotropy != c.textureSampler.anisotropy) {
|
|
if (c.textureSampler.anisotropy != 0.0f) {
|
|
glTexParameterf(tex->target, 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.textureLod.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 && !gl_extensions.IsGLES) {
|
|
glTexParameterf(tex->target, GL_TEXTURE_LOD_BIAS, c.textureLod.lodBias);
|
|
tex->lodBias = c.textureLod.lodBias;
|
|
}
|
|
#endif
|
|
if (tex->minLod != c.textureLod.minLod) {
|
|
glTexParameterf(tex->target, GL_TEXTURE_MIN_LOD, c.textureLod.minLod);
|
|
tex->minLod = c.textureLod.minLod;
|
|
}
|
|
if (tex->maxLod != c.textureLod.maxLod) {
|
|
glTexParameterf(tex->target, GL_TEXTURE_MAX_LOD, c.textureLod.maxLod);
|
|
tex->maxLod = c.textureLod.maxLod;
|
|
}
|
|
break;
|
|
}
|
|
case GLRRenderCommand::TEXTURE_SUBIMAGE:
|
|
{
|
|
GLint slot = c.texture_subimage.slot;
|
|
if (slot != activeSlot) {
|
|
glActiveTexture(GL_TEXTURE0 + slot);
|
|
activeSlot = slot;
|
|
}
|
|
// TODO: Need bind?
|
|
GLRTexture *tex = c.texture_subimage.texture;
|
|
if (!c.texture_subimage.data)
|
|
Crash();
|
|
_assert_(tex->target == GL_TEXTURE_2D);
|
|
// For things to show in RenderDoc, need to split into glTexImage2D(..., nullptr) and glTexSubImage.
|
|
GLuint internalFormat, format, type;
|
|
int alignment;
|
|
Thin3DFormatToGLFormatAndType(c.texture_subimage.format, internalFormat, format, type, alignment);
|
|
glTexSubImage2D(tex->target, c.texture_subimage.level, c.texture_subimage.x, c.texture_subimage.y, c.texture_subimage.width, c.texture_subimage.height, format, type, c.texture_subimage.data);
|
|
if (c.texture_subimage.allocType == GLRAllocType::ALIGNED) {
|
|
FreeAlignedMemory(c.texture_subimage.data);
|
|
} else if (c.texture_subimage.allocType == GLRAllocType::NEW) {
|
|
delete[] c.texture_subimage.data;
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
break;
|
|
}
|
|
case GLRRenderCommand::RASTER:
|
|
if (c.raster.cullEnable) {
|
|
if (!cullEnabled) {
|
|
glEnable(GL_CULL_FACE);
|
|
cullEnabled = true;
|
|
}
|
|
if (frontFace != c.raster.frontFace) {
|
|
glFrontFace(c.raster.frontFace);
|
|
frontFace = c.raster.frontFace;
|
|
}
|
|
if (cullFace != c.raster.cullFace) {
|
|
glCullFace(c.raster.cullFace);
|
|
cullFace = 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;
|
|
}
|
|
#ifndef USING_GLES2
|
|
if (c.raster.depthClampEnable) {
|
|
if (!depthClampEnabled) {
|
|
glEnable(GL_DEPTH_CLAMP);
|
|
depthClampEnabled = true;
|
|
}
|
|
} else if (/* !c.raster.depthClampEnable && */ depthClampEnabled) {
|
|
glDisable(GL_DEPTH_CLAMP);
|
|
depthClampEnabled = false;
|
|
}
|
|
#endif
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
break;
|
|
default:
|
|
_assert_msg_(false, "Bad GLRRenderCommand: %d", (int)c.cmd);
|
|
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.
|
|
if (curArrayBuffer != 0)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
if (curElemArrayBuffer != 0)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
if (last && gl_extensions.ARB_vertex_array_object) {
|
|
glBindVertexArray(0);
|
|
}
|
|
if (last)
|
|
glDisable(GL_SCISSOR_TEST);
|
|
if (depthEnabled)
|
|
glDisable(GL_DEPTH_TEST);
|
|
if (stencilEnabled)
|
|
glDisable(GL_STENCIL_TEST);
|
|
if (blendEnabled)
|
|
glDisable(GL_BLEND);
|
|
if (cullEnabled)
|
|
glDisable(GL_CULL_FACE);
|
|
#ifndef USING_GLES2
|
|
if (depthClampEnabled)
|
|
glDisable(GL_DEPTH_CLAMP);
|
|
if (!gl_extensions.IsGLES && logicEnabled) {
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
}
|
|
#endif
|
|
for (size_t i = 0; i < ARRAY_SIZE(clipDistanceEnabled); ++i) {
|
|
if (clipDistanceEnabled[i])
|
|
glDisable(GL_CLIP_DISTANCE0 + (GLenum)i);
|
|
}
|
|
if ((colorMask & 15) != 15)
|
|
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_(false, "Depth copies not yet supported - soon");
|
|
target = GL_RENDERBUFFER;
|
|
/*
|
|
srcTex = src->depth.texture;
|
|
dstTex = src->depth.texture;
|
|
*/
|
|
break;
|
|
}
|
|
|
|
_dbg_assert_(srcTex);
|
|
_dbg_assert_(dstTex);
|
|
|
|
_assert_msg_(caps_.framebufferCopySupported, "Image copy extension expected");
|
|
|
|
#if defined(USING_GLES2)
|
|
#if !PPSSPP_PLATFORM(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 for the color aspect.
|
|
GLuint format = GL_RGBA;
|
|
GLuint type = GL_UNSIGNED_BYTE;
|
|
int srcAlignment = 4;
|
|
|
|
#ifndef USING_GLES2
|
|
if (pass.readback.aspectMask & GL_DEPTH_BUFFER_BIT) {
|
|
format = GL_DEPTH_COMPONENT;
|
|
type = GL_FLOAT;
|
|
srcAlignment = 4;
|
|
} else if (pass.readback.aspectMask & GL_STENCIL_BUFFER_BIT) {
|
|
format = GL_STENCIL_INDEX;
|
|
type = GL_UNSIGNED_BYTE;
|
|
srcAlignment = 1;
|
|
}
|
|
#endif
|
|
|
|
readbackAspectMask_ = pass.readback.aspectMask;
|
|
|
|
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;
|
|
|
|
int readbackSize = srcAlignment * rect.w * rect.h;
|
|
if (readbackSize > readbackBufferSize_) {
|
|
delete[] readbackBuffer_;
|
|
readbackBuffer_ = new uint8_t[readbackSize];
|
|
readbackBufferSize_ = readbackSize;
|
|
}
|
|
|
|
glReadPixels(rect.x, rect.y, rect.w, rect.h, format, type, readbackBuffer_);
|
|
#ifdef DEBUG_READ_PIXELS
|
|
LogReadPixelsError(glGetError());
|
|
#endif
|
|
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
|
|
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
void GLQueueRunner::PerformReadbackImage(const GLRStep &pass) {
|
|
#ifndef USING_GLES2
|
|
GLRTexture *tex = pass.readback_image.texture;
|
|
GLRect2D rect = pass.readback_image.srcRect;
|
|
|
|
if (gl_extensions.VersionGEThan(4, 5)) {
|
|
int size = 4 * rect.w * rect.h;
|
|
if (size > readbackBufferSize_) {
|
|
delete[] readbackBuffer_;
|
|
readbackBuffer_ = new uint8_t[size];
|
|
readbackBufferSize_ = size;
|
|
}
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glGetTextureSubImage(tex->texture, pass.readback_image.mipLevel, rect.x, rect.y, 0, rect.w, rect.h, 1, GL_RGBA, GL_UNSIGNED_BYTE, readbackBufferSize_, readbackBuffer_);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, tex->texture);
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
|
|
GLint w, h;
|
|
// This is only used for debugging (currently), and GL doesn't support a subrectangle.
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, pass.readback_image.mipLevel, GL_TEXTURE_WIDTH, &w);
|
|
glGetTexLevelParameteriv(GL_TEXTURE_2D, pass.readback_image.mipLevel, GL_TEXTURE_HEIGHT, &h);
|
|
|
|
int size = 4 * std::max((int)w, rect.x + rect.w) * std::max((int)h, rect.y + rect.h);
|
|
if (size > readbackBufferSize_) {
|
|
delete[] readbackBuffer_;
|
|
readbackBuffer_ = new uint8_t[size];
|
|
readbackBufferSize_ = size;
|
|
}
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
glPixelStorei(GL_PACK_ROW_LENGTH, rect.x + rect.w);
|
|
glGetTexImage(GL_TEXTURE_2D, pass.readback_image.mipLevel, GL_RGBA, GL_UNSIGNED_BYTE, readbackBuffer_);
|
|
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
|
|
|
|
if (rect.x != 0 || rect.y != 0) {
|
|
int dstStride = 4 * rect.w;
|
|
int srcStride = 4 * (rect.x + rect.w);
|
|
int xoff = 4 * rect.x;
|
|
int yoff = rect.y * srcStride;
|
|
for (int y = 0; y < rect.h; ++y) {
|
|
memmove(readbackBuffer_ + h * dstStride, readbackBuffer_ + yoff + h * srcStride + xoff, dstStride);
|
|
}
|
|
}
|
|
}
|
|
#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();
|
|
if (IsVREnabled()) {
|
|
BindVRFramebuffer();
|
|
}
|
|
// Backbuffer is now bound.
|
|
}
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
void GLQueueRunner::CopyFromReadbackBuffer(GLRFramebuffer *framebuffer, 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);
|
|
if (!readbackBuffer_ || bpp <= 0 || !pixels) {
|
|
// Something went wrong during the read and no readback buffer was allocated, probably.
|
|
return;
|
|
}
|
|
|
|
// Always read back in 8888 format for the color aspect.
|
|
GLuint internalFormat = GL_RGBA;
|
|
#ifndef USING_GLES2
|
|
if (readbackAspectMask_ & GL_DEPTH_BUFFER_BIT) {
|
|
internalFormat = GL_DEPTH_COMPONENT;
|
|
} else if (readbackAspectMask_ & GL_STENCIL_BUFFER_BIT) {
|
|
internalFormat = GL_STENCIL_INDEX;
|
|
}
|
|
#endif
|
|
|
|
bool convert = internalFormat == GL_RGBA && destFormat != Draw::DataFormat::R8G8B8A8_UNORM;
|
|
if (convert) {
|
|
// srcStride is width because we read back "packed" (with no gaps) from GL.
|
|
ConvertFromRGBA8888(pixels, readbackBuffer_, pixelStride, width, width, height, destFormat);
|
|
} else {
|
|
for (int y = 0; y < height; y++) {
|
|
memcpy(pixels + y * pixelStride * bpp, readbackBuffer_ + y * width * bpp, width * bpp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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:
|
|
// INFO_LOG(G3D, "Framebuffer verified complete.");
|
|
break;
|
|
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
|
ERROR_LOG(G3D, "GL_FRAMEBUFFER_UNSUPPORTED");
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
|
|
ERROR_LOG(G3D, "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT ");
|
|
break;
|
|
default:
|
|
_assert_msg_(false, "Other framebuffer error: %d", 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 = ¤tReadHandle_;
|
|
return GL_READ_FRAMEBUFFER;
|
|
} else {
|
|
*cached = ¤tDrawHandle_;
|
|
return GL_DRAW_FRAMEBUFFER;
|
|
}
|
|
} else {
|
|
*cached = ¤tDrawHandle_;
|
|
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
|
|
|
|
#if PPSSPP_PLATFORM(IOS) && !defined(__LIBRETRO__)
|
|
bindDefaultFBO();
|
|
#endif
|
|
|
|
currentDrawHandle_ = 0;
|
|
currentReadHandle_ = 0;
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
GLRFramebuffer::~GLRFramebuffer() {
|
|
if (handle == 0 && z_stencil_buffer == 0 && z_buffer == 0 && stencil_buffer == 0)
|
|
return;
|
|
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
if (handle) {
|
|
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
|
|
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);
|
|
#ifndef USING_GLES2
|
|
} else if (gl_extensions.EXT_framebuffer_object) {
|
|
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);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// These can only be set when supported.
|
|
if (z_stencil_buffer)
|
|
glDeleteRenderbuffers(1, &z_stencil_buffer);
|
|
if (z_buffer)
|
|
glDeleteRenderbuffers(1, &z_buffer);
|
|
if (stencil_buffer)
|
|
glDeleteRenderbuffers(1, &stencil_buffer);
|
|
CHECK_GL_ERROR_IF_DEBUG();
|
|
}
|
|
|
|
std::string GLQueueRunner::StepToString(const GLRStep &step) const {
|
|
char buffer[256];
|
|
switch (step.stepType) {
|
|
case GLRStepType::RENDER:
|
|
{
|
|
int w = step.render.framebuffer ? step.render.framebuffer->width : targetWidth_;
|
|
int h = step.render.framebuffer ? step.render.framebuffer->height : targetHeight_;
|
|
snprintf(buffer, sizeof(buffer), "RENDER %s %s (commands: %d, %dx%d)\n", step.tag, step.render.framebuffer ? step.render.framebuffer->Tag() : "", (int)step.commands.size(), w, h);
|
|
break;
|
|
}
|
|
case GLRStepType::COPY:
|
|
snprintf(buffer, sizeof(buffer), "COPY '%s' %s -> %s (%dx%d, %s)\n", step.tag, step.copy.src->Tag(), step.copy.dst->Tag(), step.copy.srcRect.w, step.copy.srcRect.h, GLRAspectToString((GLRAspect)step.copy.aspectMask));
|
|
break;
|
|
case GLRStepType::BLIT:
|
|
snprintf(buffer, sizeof(buffer), "BLIT '%s' %s -> %s (%dx%d->%dx%d, %s)\n", step.tag, step.copy.src->Tag(), step.copy.dst->Tag(), step.blit.srcRect.w, step.blit.srcRect.h, step.blit.dstRect.w, step.blit.dstRect.h, GLRAspectToString((GLRAspect)step.blit.aspectMask));
|
|
break;
|
|
case GLRStepType::READBACK:
|
|
snprintf(buffer, sizeof(buffer), "READBACK '%s' %s (%dx%d, %s)\n", step.tag, step.readback.src ? step.readback.src->Tag() : "(backbuffer)", step.readback.srcRect.w, step.readback.srcRect.h, GLRAspectToString((GLRAspect)step.readback.aspectMask));
|
|
break;
|
|
case GLRStepType::READBACK_IMAGE:
|
|
snprintf(buffer, sizeof(buffer), "READBACK_IMAGE '%s' (%dx%d)\n", step.tag, step.readback_image.srcRect.w, step.readback_image.srcRect.h);
|
|
break;
|
|
case GLRStepType::RENDER_SKIP:
|
|
snprintf(buffer, sizeof(buffer), "(RENDER_SKIP) %s\n", step.tag);
|
|
break;
|
|
default:
|
|
buffer[0] = 0;
|
|
break;
|
|
}
|
|
return std::string(buffer);
|
|
}
|
|
|
|
const char *GLRAspectToString(GLRAspect aspect) {
|
|
switch (aspect) {
|
|
case GLR_ASPECT_COLOR: return "COLOR";
|
|
case GLR_ASPECT_DEPTH: return "DEPTH";
|
|
case GLR_ASPECT_STENCIL: return "STENCIL";
|
|
default: return "N/A";
|
|
}
|
|
}
|
|
|
|
const char *RenderCommandToString(GLRRenderCommand cmd) {
|
|
switch (cmd) {
|
|
case GLRRenderCommand::DEPTH: return "DEPTH";
|
|
case GLRRenderCommand::STENCIL: return "STENCIL";
|
|
case GLRRenderCommand::BLEND: return "BLEND";
|
|
case GLRRenderCommand::BLENDCOLOR: return "BLENDCOLOR";
|
|
case GLRRenderCommand::LOGICOP: return "LOGICOP";
|
|
case GLRRenderCommand::UNIFORM4I: return "UNIFORM4I";
|
|
case GLRRenderCommand::UNIFORM4UI: return "UNIFORM4UI";
|
|
case GLRRenderCommand::UNIFORM4F: return "UNIFORM4F";
|
|
case GLRRenderCommand::UNIFORMMATRIX: return "UNIFORMMATRIX";
|
|
case GLRRenderCommand::UNIFORMSTEREOMATRIX: return "UNIFORMSTEREOMATRIX";
|
|
case GLRRenderCommand::TEXTURESAMPLER: return "TEXTURESAMPLER";
|
|
case GLRRenderCommand::TEXTURELOD: return "TEXTURELOD";
|
|
case GLRRenderCommand::VIEWPORT: return "VIEWPORT";
|
|
case GLRRenderCommand::SCISSOR: return "SCISSOR";
|
|
case GLRRenderCommand::RASTER: return "RASTER";
|
|
case GLRRenderCommand::CLEAR: return "CLEAR";
|
|
case GLRRenderCommand::INVALIDATE: return "INVALIDATE";
|
|
case GLRRenderCommand::BINDPROGRAM: return "BINDPROGRAM";
|
|
case GLRRenderCommand::BINDTEXTURE: return "BINDTEXTURE";
|
|
case GLRRenderCommand::BIND_FB_TEXTURE: return "BIND_FB_TEXTURE";
|
|
case GLRRenderCommand::BIND_VERTEX_BUFFER: return "BIND_VERTEX_BUFFER";
|
|
case GLRRenderCommand::GENMIPS: return "GENMIPS";
|
|
case GLRRenderCommand::DRAW: return "DRAW";
|
|
case GLRRenderCommand::TEXTURE_SUBIMAGE: return "TEXTURE_SUBIMAGE";
|
|
default: return "N/A";
|
|
}
|
|
}
|