bgfx/src/bgfx.cpp

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/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "bgfx_p.h"
#if BX_PLATFORM_WINDOWS
HWND g_bgfxHwnd = NULL;
#endif // BX_PLATFORM_WINDOWS
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namespace bgfx
{
#define BGFX_MAIN_THREAD_MAGIC 0x78666762
#if BGFX_CONFIG_MULTITHREADED
# define BGFX_MAIN_THREAD() BX_CHECK(BGFX_MAIN_THREAD_MAGIC == s_threadIndex, "Must be called from main thread.")
# define BGFX_RENDER_THREAD() BX_CHECK(BGFX_MAIN_THREAD_MAGIC != s_threadIndex, "Must be called from render thread.")
#else
# define BGFX_MAIN_THREAD()
# define BGFX_RENDER_THREAD()
#endif // BGFX_CONFIG_MULTITHREADED
void fatalStub(bgfx::Fatal::Enum _code, const char* _str)
{
BX_TRACE("0x%08x: %s", _code, _str);
}
void* reallocStub(void* _ptr, size_t _size)
{
void* ptr = ::realloc(_ptr, _size);
BX_CHECK(NULL != ptr, "Out of memory!");
// BX_TRACE("alloc %d, %p", _size, ptr);
return ptr;
}
void freeStub(void* _ptr)
{
// BX_TRACE("free %p", _ptr);
::free(_ptr);
}
void cacheStub(uint64_t _id, bool _store, void* _data, uint32_t& _length)
{
_length = 0;
}
fatalFn g_fatal = fatalStub;
reallocFn g_realloc = reallocStub;
freeFn g_free = freeStub;
cacheFn g_cache = cacheStub;
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static BX_THREAD uint32_t s_threadIndex = 0;
static Context s_ctx;
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void fatal(bgfx::Fatal::Enum _code, const char* _format, ...)
{
char temp[8192];
va_list argList;
va_start(argList, _format);
vsnprintf(temp, sizeof(temp), _format, argList);
va_end(argList);
temp[sizeof(temp)-1] = '\0';
g_fatal(_code, temp);
}
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inline void vec_mul_mtx(float* __restrict _result, const float* __restrict _vec, const float* __restrict _mat)
{
_result[0] = _vec[0] * _mat[ 0] + _vec[1] * _mat[4] + _vec[2] * _mat[ 8] + _vec[3] * _mat[12];
_result[1] = _vec[0] * _mat[ 1] + _vec[1] * _mat[5] + _vec[2] * _mat[ 9] + _vec[3] * _mat[13];
_result[2] = _vec[0] * _mat[ 2] + _vec[1] * _mat[6] + _vec[2] * _mat[10] + _vec[3] * _mat[14];
_result[3] = _vec[0] * _mat[ 3] + _vec[1] * _mat[7] + _vec[2] * _mat[11] + _vec[3] * _mat[15];
}
void matrix_mul(float* __restrict _result, const float* __restrict _a, const float* __restrict _b)
{
vec_mul_mtx(&_result[ 0], &_a[ 0], _b);
vec_mul_mtx(&_result[ 4], &_a[ 4], _b);
vec_mul_mtx(&_result[ 8], &_a[ 8], _b);
vec_mul_mtx(&_result[12], &_a[12], _b);
}
void matrix_ortho(float* _result, float _left, float _right, float _bottom, float _top, float _near, float _far)
{
const float aa = 2.0f/(_right - _left);
const float bb = 2.0f/(_top - _bottom);
const float cc = 1.0f/(_far - _near);
const float dd = (_left + _right)/(_left - _right);
const float ee = (_top + _bottom)/(_bottom - _top);
const float ff = _near / (_near - _far);
memset(_result, 0, sizeof(float)*16);
_result[0] = aa;
_result[5] = bb;
_result[10] = cc;
_result[12] = dd;
_result[13] = ee;
_result[14] = ff;
_result[15] = 1.0f;
}
#define RADIX_BITS 11
#define RADIX_PASSES 6
#define RADIX_HISTOGRAM_SIZE (1<<RADIX_BITS)
#define RADIX_BIT_MASK (RADIX_HISTOGRAM_SIZE-1)
void radixSort(uint64_t* _keys, uint64_t* _tempKeys, uint16_t* _values, uint16_t* _tempValues, uint32_t _size)
{
uint16_t histogram[RADIX_HISTOGRAM_SIZE];
uint16_t shift = 0;
for (uint32_t pass = 0; pass < RADIX_PASSES; ++pass)
{
memset(histogram, 0, sizeof(uint16_t)*RADIX_HISTOGRAM_SIZE);
for (uint32_t ii = 0; ii < _size; ++ii)
{
uint64_t key = _keys[ii];
uint16_t index = (key>>shift)&RADIX_BIT_MASK;
++histogram[index];
}
uint16_t offset = 0;
for (uint32_t ii = 0; ii < RADIX_HISTOGRAM_SIZE; ++ii)
{
uint16_t count = histogram[ii];
histogram[ii] = offset;
offset += count;
}
for (uint32_t ii = 0; ii < _size; ++ii)
{
uint64_t key = _keys[ii];
uint16_t index = (key>>shift)&RADIX_BIT_MASK;
uint16_t dest = histogram[index]++;
_tempKeys[dest] = key;
uint16_t value = _values[ii];
_tempValues[dest] = value;
}
uint64_t* swapKeys = _tempKeys;
_tempKeys = _keys;
_keys = swapKeys;
uint16_t* swapValues = _tempValues;
_tempValues = _values;
_values = swapValues;
shift += RADIX_BITS;
}
}
void saveTga(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data)
{
FILE* file = fopen(_filePath, "wb");
if ( NULL != file )
{
putc(0, file);
putc(0, file);
putc(2, file); // uncompressed RGBA
putc(0, file);
putc(0, file);
putc(0, file);
putc(0, file);
putc(0, file);
putc(0, file);
putc(0, file); // x origin
putc(0, file);
putc(0, file); // y origin
putc( _width&0xff, file);
putc( (_width>>8)&0xff, file);
putc( _height&0xff, file);
putc( (_height>>8)&0xff, file);
putc(32, file);
putc(32, file);
uint8_t* data = (uint8_t*)_data;
for (uint32_t yy = 0; yy < _height; ++yy)
{
fwrite(data, _width*4, 1, file);
data += _pitch;
}
fclose(file);
}
}
#include "charset.h"
void charsetFillTexture(const uint8_t* _charset, uint8_t* _rgba, uint32_t _height, uint32_t _pitch, uint32_t _bpp)
{
for (uint32_t ii = 0; ii < 256; ++ii)
{
uint8_t* pix = &_rgba[ii*8*_bpp];
for (uint32_t yy = 0; yy < _height; ++yy)
{
for (uint32_t xx = 0; xx < 8; ++xx)
{
uint8_t bit = 1<<(7-xx);
memset(&pix[xx*_bpp], _charset[ii*_height+yy]&bit ? 255 : 0, _bpp);
}
pix += _pitch;
}
}
}
static const uint32_t numCharsPerBatch = 1024;
static const uint32_t numBatchVertices = numCharsPerBatch*4;
static const uint32_t numBatchIndices = numCharsPerBatch*6;
void TextVideoMemBlitter::init()
{
m_decl.begin();
m_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
m_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8);
m_decl.add(bgfx::Attrib::Color1, 4, bgfx::AttribType::Uint8);
m_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
m_decl.end();
uint16_t width = 2048;
uint16_t height = 24;
uint8_t bpp = 1;
uint32_t pitch = width*bpp;
const bgfx::Memory* mem;
mem = alloc(pitch*height+16);
StreamWrite stream(mem->data, mem->size);
uint32_t magic = BGFX_MAGIC;
stream.write(magic);
stream.write(width);
stream.write(height);
stream.write(bpp);
uint8_t numMips = 1;
stream.write(numMips);
stream.align(16);
uint8_t* rgba = stream.getDataPtr();
charsetFillTexture(vga8x8, rgba, 8, pitch, bpp);
charsetFillTexture(vga8x16, &rgba[8*pitch], 16, pitch, bpp);
m_texture = s_ctx.createTexture(mem, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT, NULL, NULL);
#if BGFX_CONFIG_RENDERER_DIRECT3D
mem = bgfx::alloc(sizeof(vs_debugfont_hlsl)+1);
memcpy(mem->data, vs_debugfont_hlsl, mem->size-1);
#else
mem = bgfx::alloc(sizeof(vs_debugfont_glsl)+1);
memcpy(mem->data, vs_debugfont_glsl, mem->size-1);
#endif // BGFX_CONFIG_RENDERER_
mem->data[mem->size-1] = '\0';
bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
#if BGFX_CONFIG_RENDERER_DIRECT3D
mem = bgfx::alloc(sizeof(fs_debugfont_hlsl)+1);
memcpy(mem->data, fs_debugfont_hlsl, mem->size-1);
#else
mem = bgfx::alloc(sizeof(fs_debugfont_glsl)+1);
memcpy(mem->data, fs_debugfont_glsl, mem->size-1);
#endif // BGFX_CONFIG_RENDERER_
mem->data[mem->size-1] = '\0';
bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
m_material = bgfx::createMaterial(vsh, fsh);
m_vb = s_ctx.createDynamicVertexBuffer(numBatchVertices*m_decl.m_stride, &m_decl);
m_ib = s_ctx.createDynamicIndexBuffer(numBatchIndices*2);
}
void TextVideoMemBlitter::blit(const TextVideoMem& _mem)
{
struct FontVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_fg;
uint32_t m_bg;
float m_u;
float m_v;
};
static uint32_t palette[16] =
{
0x0,
0xff0000cc,
0xff069a4e,
0xff00a0c4,
0xffa46534,
0xff7b5075,
0xff9a9806,
0xffcfd7d3,
0xff535755,
0xff2929ef,
0xff34e28a,
0xff4fe9fc,
0xffcf9f72,
0xffa87fad,
0xffe2e234,
0xffeceeee,
};
uint32_t yy = 0;
uint32_t xx = 0;
const float texelWidth = 1.0f/2048.0f;
const float texelWidthHalf = texelWidth*0.5f;
const float texelHeight = 1.0f/24.0f;
const float texelHeightHalf = texelHeight*0.5f;
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const float utop = (_mem.m_small ? 0.0f : 8.0f)*texelHeight + texelHeightHalf;
const float ubottom = (_mem.m_small ? 8.0f : 24.0f)*texelHeight + texelHeightHalf;
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const float fontHeight = (_mem.m_small ? 8.0f : 16.0f);
setup();
for (;yy < _mem.m_height;)
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{
FontVertex* vertex = (FontVertex*)m_vb->data;
uint16_t* indices = (uint16_t*)m_ib->data;
uint32_t startVertex = 0;
uint32_t numIndices = 0;
for (; yy < _mem.m_height && numIndices < numBatchIndices; ++yy)
{
xx = xx < _mem.m_width ? xx : 0;
const uint8_t* line = &_mem.m_mem[(yy*_mem.m_width+xx)*2];
for (; xx < _mem.m_width && numIndices < numBatchIndices; ++xx)
{
uint8_t ch = line[0];
uint8_t attr = line[1];
if (0 != (ch|attr)
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&& (' ' != ch || 0 != (attr&0xf0) ) )
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{
uint32_t fg = palette[attr&0xf];
uint32_t bg = palette[(attr>>4)&0xf];
FontVertex vert[4] =
{
{ (xx )*8.0f, (yy )*fontHeight, 0.0f, fg, bg, (ch )*8.0f*texelWidth - texelWidthHalf, utop },
{ (xx+1)*8.0f, (yy )*fontHeight, 0.0f, fg, bg, (ch+1)*8.0f*texelWidth - texelWidthHalf, utop },
{ (xx+1)*8.0f, (yy+1)*fontHeight, 0.0f, fg, bg, (ch+1)*8.0f*texelWidth - texelWidthHalf, ubottom },
{ (xx )*8.0f, (yy+1)*fontHeight, 0.0f, fg, bg, (ch )*8.0f*texelWidth - texelWidthHalf, ubottom },
};
memcpy(vertex, vert, sizeof(vert) );
vertex += 4;
indices[0] = startVertex+0;
indices[1] = startVertex+1;
indices[2] = startVertex+2;
indices[3] = startVertex+2;
indices[4] = startVertex+3;
indices[5] = startVertex+0;
startVertex += 4;
indices += 6;
numIndices += 6;
}
line += 2;
}
if (numIndices >= numBatchIndices)
{
break;
}
}
render(numIndices);
}
}
TextVideoMemBlitter g_textVideoMemBlitter;
static const char* s_predefinedName[PredefinedUniform::Count] =
{
"u_viewRect",
"u_viewTexel",
"u_view",
"u_viewProj",
"u_viewProjX",
"u_model",
"u_modelViewProj",
"u_modelViewProjX",
"u_alphaRef",
};
PredefinedUniform::Enum nameToPredefinedUniformEnum(const char* _name)
{
for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
{
if (0 == strcmp(_name, s_predefinedName[ii]) )
{
return PredefinedUniform::Enum(ii);
}
}
return PredefinedUniform::Count;
}
void Frame::submit(uint8_t _id)
{
if (m_discard)
{
m_discard = false;
return;
}
if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= m_num)
{
++m_numDropped;
return;
}
m_key.m_view = _id;
m_key.m_seq = s_ctx.m_seq[_id] & s_ctx.m_seqMask[_id];
s_ctx.m_seq[_id]++;
uint64_t key = m_key.encode();
m_sortKeys[m_num] = key;
m_sortValues[m_num] = m_numRenderStates;
++m_num;
m_state.m_constEnd = m_constantBuffer->getPos();
m_state.m_flags |= m_flags;
m_renderState[m_numRenderStates] = m_state;
++m_numRenderStates;
m_state.clear();
m_flags = BGFX_STATE_NONE;
}
void Frame::submitMask(uint32_t _viewMask)
{
if (m_discard)
{
m_discard = false;
return;
}
if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= m_num)
{
m_numDropped += uint32_cntbits(_viewMask);
return;
}
for (uint32_t id = 0, viewMask = _viewMask, ntz = uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, id += 1, ntz = uint32_cnttz(viewMask) )
{
viewMask >>= ntz;
id += ntz;
m_key.m_view = id;
m_key.m_seq = s_ctx.m_seq[id] & s_ctx.m_seqMask[id];
s_ctx.m_seq[id]++;
uint64_t key = m_key.encode();
m_sortKeys[m_num] = key;
m_sortValues[m_num] = m_numRenderStates;
++m_num;
}
m_state.m_constEnd = m_constantBuffer->getPos();
m_state.m_flags |= m_flags;
m_renderState[m_numRenderStates] = m_state;
++m_numRenderStates;
m_state.clear();
m_flags = BGFX_STATE_NONE;
}
void Frame::sort()
{
radixSort(m_sortKeys, s_ctx.m_tempKeys, m_sortValues, s_ctx.m_tempValues, m_num);
}
RendererType::Enum getRendererType()
{
#if BGFX_CONFIG_RENDERER_DIRECT3D
return RendererType::Direct3D9;
#elif BGFX_CONFIG_RENDERER_OPENGL
return RendererType::OpenGL;
#elif BGFX_CONFIG_RENDERER_OPENGLES
return RendererType::OpenGLES;
#else
return RendererType::Null;
#endif // BGFX_CONFIG_RENDERER_
}
void init(bool _createRenderThread, fatalFn _fatal, reallocFn _realloc, freeFn _free, cacheFn _cache)
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{
if (NULL != _fatal)
{
g_fatal = _fatal;
}
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if (NULL != _realloc
&& NULL != _free)
{
g_realloc = _realloc;
g_free = _free;
}
if (NULL != _cache)
{
g_cache = _cache;
}
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s_threadIndex = BGFX_MAIN_THREAD_MAGIC;
s_ctx.init(_createRenderThread);
}
void shutdown()
{
BGFX_MAIN_THREAD();
s_ctx.shutdown();
}
void reset(uint32_t _width, uint32_t _height, uint32_t _flags)
{
BGFX_MAIN_THREAD();
s_ctx.reset(_width, _height, _flags);
}
void frame()
{
BGFX_MAIN_THREAD();
s_ctx.frame();
}
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bool renderFrame()
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{
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BGFX_RENDER_THREAD();
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return s_ctx.renderFrame();
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}
static const uint32_t s_attribTypeSize[AttribType::Count] =
{
1,
2,
4,
};
void VertexDecl::begin()
{
m_hash = 0;
m_stride = 0;
memset(m_attributes, 0xff, sizeof(m_attributes) );
memset(m_offset, 0, sizeof(m_offset) );
}
void VertexDecl::end()
{
m_hash = hash(m_attributes, sizeof(m_attributes) );
}
void VertexDecl::add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized)
{
const uint8_t encoded_norm = (_normalized&1)<<6;
const uint8_t encoded_type = (_type&3)<<3;
const uint8_t encoded_num = (_num-1)&3;
m_attributes[_attrib] = encoded_norm|encoded_type|encoded_num;
m_offset[_attrib] = m_stride;
m_stride += s_attribTypeSize[_type]*_num;
}
void VertexDecl::decode(Attrib::Enum _attrib, uint8_t& _num, AttribType::Enum& _type, bool& _normalized) const
{
uint8_t val = m_attributes[_attrib];
_num = (val&3)+1;
_type = AttribType::Enum((val>>3)&3);
_normalized = !!(val&(1<<6) );
}
const char* getAttribName(Attrib::Enum _attr)
{
static const char* attrName[Attrib::Count] =
{
"Attrib::Position",
"Attrib::Normal",
"Attrib::Color0",
"Attrib::Color1",
"Attrib::Indices",
"Attrib::Weights",
"Attrib::TexCoord0",
"Attrib::TexCoord1",
"Attrib::TexCoord2",
"Attrib::TexCoord3",
"Attrib::TexCoord4",
"Attrib::TexCoord5",
"Attrib::TexCoord6",
"Attrib::TexCoord7",
};
return attrName[_attr];
}
void dump(const VertexDecl& _decl)
{
#if BGFX_CONFIG_DEBUG
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BX_TRACE("vertexdecl %08x (%08x), stride %d"
, _decl.m_hash
, hash(_decl.m_attributes, sizeof(_decl.m_attributes) )
, _decl.m_stride
);
for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
{
if (0xff != _decl.m_attributes[attr])
{
uint8_t num;
AttribType::Enum type;
bool normalized;
_decl.decode(Attrib::Enum(attr), num, type, normalized);
BX_TRACE("\tattr %d - %s, num %d, type %d, norm %d, offset %d"
, attr
, getAttribName(Attrib::Enum(attr) )
, num
, type
, normalized
, _decl.m_offset[attr]
);
}
}
#endif // BGFX_CONFIG_DEBUG
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}
const uint32_t g_constantTypeSize[ConstantType::Count] =
{
sizeof(int32_t),
sizeof(float),
0,
1*sizeof(int32_t),
1*sizeof(float),
2*sizeof(float),
3*sizeof(float),
4*sizeof(float),
3*3*sizeof(float),
4*4*sizeof(float),
};
void ConstantBuffer::writeUniform(ConstantType::Enum _type, uint16_t _loc, const void* _value, uint16_t _num)
{
uint32_t opcode = encodeOpcode(_type, _loc, _num, true);
write(opcode);
write(_value, g_constantTypeSize[_type]*_num);
}
void ConstantBuffer::writeUniformRef(ConstantType::Enum _type, uint16_t _loc, const void* _value, uint16_t _num)
{
uint32_t opcode = encodeOpcode(_type, _loc, _num, false);
write(opcode);
write(&_value, sizeof(void*) );
}
#if BX_PLATFORM_WINDOWS
LRESULT CALLBACK Context::Window::wndProc(HWND _hwnd, UINT _id, WPARAM _wparam, LPARAM _lparam)
{
return s_ctx.m_window.process(_hwnd, _id, _wparam, _lparam);
}
#endif // BX_PLATFORM_WINDOWS
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void Context::init(bool _createRenderThread)
{
BX_TRACE("init");
m_submit->create();
m_render->create();
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#if BX_PLATFORM_WINDOWS
m_window.init();
#endif // BX_PLATFORM_
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#if BGFX_CONFIG_MULTITHREADED
m_renderThread = 0;
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if (_createRenderThread)
{
# if BX_PLATFORM_WINDOWS|BX_PLATFORM_XBOX360
m_renderThread = CreateThread(NULL, 16<<10, renderThread, NULL, 0, NULL);
# elif BX_PLATFORM_LINUX
pthread_create(&m_renderThread, NULL, renderThread, NULL);
# endif // BX_PLATFORM_
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}
#endif // BGFX_CONFIG_MULTITHREADED
memset(m_rt, 0xff, sizeof(m_rt) );
memset(m_clear, 0, sizeof(m_clear) );
memset(m_rect, 0, sizeof(m_rect) );
memset(m_seq, 0, sizeof(m_seq) );
memset(m_seqMask, 0, sizeof(m_seqMask) );
gameSemPost();
getCommandBuffer(CommandBuffer::RendererInit);
g_textVideoMemBlitter.init();
m_submit->m_dynamicVb = createDynamicVertexBuffer(BGFX_CONFIG_DYNAMIC_VERTEX_BUFFER_SIZE);
m_submit->m_dynamicIb = createDynamicIndexBuffer(BGFX_CONFIG_DYNAMIC_INDEX_BUFFER_SIZE);
frame();
m_submit->m_dynamicVb = createDynamicVertexBuffer(BGFX_CONFIG_DYNAMIC_VERTEX_BUFFER_SIZE);
m_submit->m_dynamicIb = createDynamicIndexBuffer(BGFX_CONFIG_DYNAMIC_INDEX_BUFFER_SIZE);
frame();
}
void Context::shutdown()
{
BX_TRACE("shutdown");
getCommandBuffer(CommandBuffer::RendererShutdown);
frame();
#if BGFX_CONFIG_MULTITHREADED
if (0 != m_renderThread)
{
# if BX_PLATFORM_WINDOWS|BX_PLATFORM_XBOX360
WaitForSingleObject(m_renderThread, INFINITE);
m_renderThread = NULL;
# elif BX_PLATFORM_LINUX
pthread_join(m_renderThread, NULL);
m_renderThread = 0;
# endif // BX_PLATFORM_*
}
#endif // BGFX_CONFIG_MULTITHREADED
m_submit->destroy();
m_render->destroy();
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}
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#if BX_PLATFORM_WINDOWS
DWORD WINAPI renderThread(LPVOID)
#else
void* renderThread(void*)
#endif // BX_PLATFORM_WINDOWS
{
while (!renderFrame() );
return EXIT_SUCCESS;
}
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const Memory* alloc(uint32_t _size)
{
Memory* mem = (Memory*)g_realloc(NULL, sizeof(Memory) + _size);
mem->size = _size;
mem->data = (uint8_t*)mem + sizeof(Memory);
return mem;
}
const Memory* makeRef(void* _data, uint32_t _size)
{
Memory* mem = (Memory*)g_realloc(NULL, sizeof(Memory) );
mem->size = _size;
mem->data = (uint8_t*)_data;
return mem;
}
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void release(Memory* _mem)
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{
g_free(_mem);
}
void setDebug(uint32_t _debug)
{
s_ctx.m_debug = _debug;
}
void dbgTextClear(uint8_t _attr, bool _small)
{
s_ctx.dbgTextClear(_attr, _small);
}
void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...)
{
va_list argList;
va_start(argList, _format);
s_ctx.dbgTextPrintfVargs(_x, _y, _attr, _format, argList);
va_end(argList);
}
IndexBufferHandle createIndexBuffer(const Memory* _mem)
{
return s_ctx.createIndexBuffer(_mem);
}
void destroyIndexBuffer(IndexBufferHandle _handle)
{
s_ctx.destroyIndexBuffer(_handle);
}
bool checkAvailDynamicIndexBuffer(uint16_t _num)
{
return s_ctx.m_submit->checkAvailDynamicIndexBuffer(_num);
}
const DynamicIndexBuffer* allocDynamicIndexBuffer(uint16_t _num)
{
return s_ctx.allocDynamicIndexBuffer(_num);
}
VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl)
{
return s_ctx.createVertexBuffer(_mem, _decl);
}
void destroyVertexBuffer(VertexBufferHandle _handle)
{
s_ctx.destroyVertexBuffer(_handle);
}
bool checkAvailDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl)
{
return s_ctx.m_submit->checkAvailDynamicVertexBuffer(_num, _decl.m_stride);
}
const DynamicVertexBuffer* allocDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl)
{
return s_ctx.allocDynamicVertexBuffer(_num, _decl);
}
VertexShaderHandle createVertexShader(const Memory* _mem)
{
return s_ctx.createVertexShader(_mem);
}
void destroyVertexShader(VertexShaderHandle _handle)
{
s_ctx.destroyVertexShader(_handle);
}
FragmentShaderHandle createFragmentShader(const Memory* _mem)
{
return s_ctx.createFragmentShader(_mem);
}
void destroyFragmentShader(FragmentShaderHandle _handle)
{
s_ctx.destroyFragmentShader(_handle);
}
MaterialHandle createMaterial(VertexShaderHandle _vsh, FragmentShaderHandle _fsh)
{
return s_ctx.createMaterial(_vsh, _fsh);
}
void destroyMaterial(MaterialHandle _handle)
{
s_ctx.destroyMaterial(_handle);
}
TextureHandle createTexture(const Memory* _mem, uint32_t _flags, uint16_t* _width, uint16_t* _height)
{
return s_ctx.createTexture(_mem, _flags, _width, _height);
}
void destroyTexture(TextureHandle _handle)
{
s_ctx.destroyTexture(_handle);
}
RenderTargetHandle createRenderTarget(uint16_t _width, uint16_t _height, uint32_t _flags)
{
return s_ctx.createRenderTarget(_width, _height, _flags);
}
void destroyRenderTarget(RenderTargetHandle _handle)
{
s_ctx.destroyRenderTarget(_handle);
}
UniformHandle createUniform(const char* _name, ConstantType::Enum _type, uint16_t _num)
{
return s_ctx.createUniform(_name, _type, _num);
}
void destroyUniform(UniformHandle _handle)
{
s_ctx.destroyUniform(_handle);
}
void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
{
s_ctx.setViewRect(_id, _x, _y, _width, _height);
}
void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
{
s_ctx.setViewRectMask(_viewMask, _x, _y, _width, _height);
}
void setViewClear(uint8_t _id, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
{
s_ctx.setViewClear(_id, _flags, _rgba, _depth, _stencil);
}
void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
{
s_ctx.setViewClearMask(_viewMask, _flags, _rgba, _depth, _stencil);
}
void setViewSeq(uint8_t _id, bool _enabled)
{
s_ctx.setViewSeq(_id, _enabled);
}
void setViewSeqMask(uint32_t _viewMask, bool _enabled)
{
s_ctx.setViewSeqMask(_viewMask, _enabled);
}
void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle)
{
s_ctx.setViewRenderTarget(_id, _handle);
}
void setViewRenderTargetMask(uint32_t _mask, RenderTargetHandle _handle)
{
s_ctx.setViewRenderTargetMask(_mask, _handle);
}
void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other)
{
s_ctx.m_submit->setViewTransform(_id, _view, _proj, _other);
}
void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other)
{
s_ctx.m_submit->setViewTransformMask(_viewMask, _view, _proj, _other);
}
void setState(uint64_t _state)
{
s_ctx.m_submit->setState(_state);
}
uint32_t setTransform(const void* _mtx, uint16_t _num)
{
return s_ctx.m_submit->setTransform(_mtx, _num);
}
void setTransform(uint32_t _cache, uint16_t _num)
{
s_ctx.m_submit->setTransform(_cache, _num);
}
void setUniform(UniformHandle _handle, const void* _value, uint16_t _num)
{
s_ctx.setUniform(_handle, _value, _num);
}
void setUniform(MaterialHandle _material, UniformHandle _handle, const void* _value)
{
s_ctx.setUniform(_material, _handle, _value);
}
void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices)
{
s_ctx.m_submit->setIndexBuffer(_handle, _firstIndex, _numIndices);
}
void setIndexBuffer(IndexBufferHandle _handle)
{
s_ctx.m_submit->setIndexBuffer(_handle, BGFX_DRAW_WHOLE_INDEX_BUFFER, 0);
}
void setIndexBuffer(const DynamicIndexBuffer* _ib, uint32_t _numIndices)
{
uint32_t numIndices = uint32_min(_numIndices, _ib->size/2);
s_ctx.m_submit->setIndexBuffer(_ib, numIndices);
}
void setVertexBuffer(VertexBufferHandle _handle)
{
s_ctx.m_submit->setVertexBuffer(_handle);
}
void setVertexBuffer(const DynamicVertexBuffer* _vb)
{
s_ctx.m_submit->setVertexBuffer(_vb);
}
void setMaterial(MaterialHandle _handle)
{
s_ctx.m_submit->setMaterial(_handle);
}
void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle)
{
s_ctx.m_submit->setTexture(_stage, _sampler, _handle);
}
void setTexture(uint8_t _stage, UniformHandle _sampler, RenderTargetHandle _handle, bool _depth)
{
s_ctx.m_submit->setTexture(_stage, _sampler, _handle, _depth);
}
void submit(uint8_t _id)
{
s_ctx.m_submit->submit(_id);
}
void submitMask(uint32_t _viewMask)
{
s_ctx.m_submit->submitMask(_viewMask);
}
void saveScreenShot(const char* _filePath)
{
uint32_t len = (uint32_t)strlen(_filePath)+1;
const Memory* mem = alloc(len);
memcpy(mem->data, _filePath, mem->size);
return s_ctx.saveScreenShot(mem);
}
}