/* * Copyright 2011-2013 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "bgfx_p.h" namespace bgfx { #define BGFX_MAIN_THREAD_MAGIC 0x78666762 #if BGFX_CONFIG_MULTITHREADED && !BX_PLATFORM_OSX && !BX_PLATFORM_IOS # define BGFX_CHECK_MAIN_THREAD() \ BX_CHECK(NULL != s_ctx, "Library is not initialized yet."); \ BX_CHECK(BGFX_MAIN_THREAD_MAGIC == s_threadIndex, "Must be called from main thread.") # define BGFX_CHECK_RENDER_THREAD() BX_CHECK(BGFX_MAIN_THREAD_MAGIC != s_threadIndex, "Must be called from render thread.") #else # define BGFX_CHECK_MAIN_THREAD() # define BGFX_CHECK_RENDER_THREAD() #endif // BGFX_CONFIG_MULTITHREADED && !BX_PLATFORM_OSX && !BX_PLATFORM_IOS #if BX_PLATFORM_ANDROID ::ANativeWindow* g_bgfxAndroidWindow = NULL; void androidSetWindow(::ANativeWindow* _window) { g_bgfxAndroidWindow = _window; } #elif BX_PLATFORM_IOS void* g_bgfxEaglLayer = NULL; void iosSetEaglLayer(void* _layer) { g_bgfxEaglLayer = _layer; } #elif BX_PLATFORM_OSX void* g_bgfxNSWindow = NULL; void osxSetNSWindow(void* _window) { g_bgfxNSWindow = _window; } #elif BX_PLATFORM_WINDOWS ::HWND g_bgfxHwnd = NULL; void winSetHwnd(::HWND _window) { g_bgfxHwnd = _window; } #endif // BX_PLATFORM_* #if BGFX_CONFIG_USE_TINYSTL void* TinyStlAllocator::static_allocate(size_t _bytes) { return BX_ALLOC(g_allocator, _bytes); } void TinyStlAllocator::static_deallocate(void* _ptr, size_t /*_bytes*/) { if (NULL != _ptr) { BX_FREE(g_allocator, _ptr); } } #endif // BGFX_CONFIG_USE_TINYSTL struct CallbackStub : public CallbackI { virtual ~CallbackStub() { } virtual void fatal(Fatal::Enum _code, const char* _str) BX_OVERRIDE { if (Fatal::DebugCheck == _code) { bx::debugBreak(); } else { BX_TRACE("0x%08x: %s", _code, _str); BX_UNUSED(_code, _str); abort(); } } virtual uint32_t cacheReadSize(uint64_t /*_id*/) BX_OVERRIDE { return 0; } virtual bool cacheRead(uint64_t /*_id*/, void* /*_data*/, uint32_t /*_size*/) BX_OVERRIDE { return false; } virtual void cacheWrite(uint64_t /*_id*/, const void* /*_data*/, uint32_t /*_size*/) BX_OVERRIDE { } virtual void screenShot(const char* /*_filePath*/, uint32_t /*_width*/, uint32_t /*_height*/, uint32_t /*_pitch*/, const void* /*_data*/, uint32_t /*_size*/, bool /*_yflip*/) BX_OVERRIDE { } virtual void captureBegin(uint32_t /*_width*/, uint32_t /*_height*/, uint32_t /*_pitch*/, TextureFormat::Enum /*_format*/, bool /*_yflip*/) BX_OVERRIDE { BX_TRACE("Warning: using capture without callback (a.k.a. pointless)."); } virtual void captureEnd() BX_OVERRIDE { } virtual void captureFrame(const void* /*_data*/, uint32_t /*_size*/) BX_OVERRIDE { } }; class AllocatorStub : public bx::ReallocatorI { public: AllocatorStub() #if BGFX_CONFIG_DEBUG : m_numBlocks(0) , m_maxBlocks(0) #endif // BGFX_CONFIG_DEBUG { } virtual void* alloc(size_t _size, const char* _file, uint32_t _line) BX_OVERRIDE { #if BGFX_CONFIG_DEBUG { bx::LwMutexScope scope(m_mutex); ++m_numBlocks; m_maxBlocks = bx::uint32_max(m_maxBlocks, m_numBlocks); } #endif // BGFX_CONFIG_DEBUG BX_UNUSED(_file, _line); return ::malloc(_size); } virtual void free(void* _ptr, const char* _file, uint32_t _line) BX_OVERRIDE { if (NULL != _ptr) { #if BGFX_CONFIG_DEBUG { bx::LwMutexScope scope(m_mutex); BX_CHECK(m_numBlocks > 0, "Number of blocks is 0. Possible alloc/free mismatch?"); --m_numBlocks; } #endif // BGFX_CONFIG_DEBUG BX_UNUSED(_file, _line); ::free(_ptr); } } virtual void* realloc(void* _ptr, size_t _size, const char* _file, uint32_t _line) BX_OVERRIDE { #if BGFX_CONFIG_DEBUG if (NULL == _ptr) { bx::LwMutexScope scope(m_mutex); ++m_numBlocks; m_maxBlocks = bx::uint32_max(m_maxBlocks, m_numBlocks); } #endif // BGFX_CONFIG_DEBUG BX_UNUSED(_file, _line); return ::realloc(_ptr, _size); } void checkLeaks() { BX_WARN(0 == m_numBlocks, "MEMORY LEAK: %d (max: %d)", m_numBlocks, m_maxBlocks); } protected: #if BGFX_CONFIG_DEBUG bx::LwMutex m_mutex; uint32_t m_numBlocks; uint32_t m_maxBlocks; #endif // BGFX_CONFIG_DEBUG }; static CallbackStub* s_callbackStub = NULL; static AllocatorStub* s_allocatorStub = NULL; static bool s_graphicsDebuggerPresent = false; CallbackI* g_callback = NULL; bx::ReallocatorI* g_allocator = NULL; Caps g_caps; static BX_THREAD uint32_t s_threadIndex = 0; static Context* s_ctx = NULL; void setGraphicsDebuggerPresent(bool _present) { BX_TRACE("Graphics debugger is %spresent.", _present ? "" : "not "); s_graphicsDebuggerPresent = _present; } bool isGraphicsDebuggerPresent() { return s_graphicsDebuggerPresent; } void fatal(Fatal::Enum _code, const char* _format, ...) { char temp[8192]; va_list argList; va_start(argList, _format); bx::vsnprintf(temp, sizeof(temp), _format, argList); va_end(argList); temp[sizeof(temp)-1] = '\0'; g_callback->fatal(_code, temp); } inline void vec4MulMtx(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 mtxMul(float* __restrict _result, const float* __restrict _a, const float* __restrict _b) { vec4MulMtx(&_result[ 0], &_a[ 0], _b); vec4MulMtx(&_result[ 4], &_a[ 4], _b); vec4MulMtx(&_result[ 8], &_a[ 8], _b); vec4MulMtx(&_result[12], &_a[12], _b); } void mtxOrtho(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; } #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() { BGFX_CHECK_MAIN_THREAD(); m_decl.begin(); m_decl.add(Attrib::Position, 3, AttribType::Float); m_decl.add(Attrib::Color0, 4, AttribType::Uint8, true); m_decl.add(Attrib::Color1, 4, AttribType::Uint8, true); m_decl.add(Attrib::TexCoord0, 2, AttribType::Float); m_decl.end(); uint16_t width = 2048; uint16_t height = 24; uint8_t bpp = 1; uint32_t pitch = width*bpp; const Memory* mem; mem = alloc(pitch*height); uint8_t* rgba = mem->data; charsetFillTexture(vga8x8, rgba, 8, pitch, bpp); charsetFillTexture(vga8x16, &rgba[8*pitch], 16, pitch, bpp); m_texture = createTexture2D(width, height, 1, TextureFormat::L8 , BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT | BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP , mem ); #if BGFX_CONFIG_RENDERER_DIRECT3D9 mem = makeRef(vs_debugfont_dx9, sizeof(vs_debugfont_dx9) ); #elif BGFX_CONFIG_RENDERER_DIRECT3D11 mem = makeRef(vs_debugfont_dx11, sizeof(vs_debugfont_dx11) ); #else mem = makeRef(vs_debugfont_glsl, sizeof(vs_debugfont_glsl) ); #endif // BGFX_CONFIG_RENDERER_ VertexShaderHandle vsh = createVertexShader(mem); #if BGFX_CONFIG_RENDERER_DIRECT3D9 mem = makeRef(fs_debugfont_dx9, sizeof(fs_debugfont_dx9) ); #elif BGFX_CONFIG_RENDERER_DIRECT3D11 mem = makeRef(fs_debugfont_dx11, sizeof(fs_debugfont_dx11) ); #else mem = makeRef(fs_debugfont_glsl, sizeof(fs_debugfont_glsl) ); #endif // BGFX_CONFIG_RENDERER_ FragmentShaderHandle fsh = createFragmentShader(mem); m_program = createProgram(vsh, fsh); destroyVertexShader(vsh); destroyFragmentShader(fsh); m_vb = s_ctx->createTransientVertexBuffer(numBatchVertices*m_decl.m_stride, &m_decl); m_ib = s_ctx->createTransientIndexBuffer(numBatchIndices*2); } void TextVideoMemBlitter::shutdown() { BGFX_CHECK_MAIN_THREAD(); destroyProgram(m_program); destroyTexture(m_texture); s_ctx->destroyTransientVertexBuffer(m_vb); s_ctx->destroyTransientIndexBuffer(m_ib); } void TextVideoMemBlitter::blit(const TextVideoMem& _mem) { BGFX_CHECK_RENDER_THREAD(); struct Vertex { 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; #if BGFX_CONFIG_RENDERER_DIRECT3D9 const float texelHeightHalf = texelHeight*0.5f; #else const float texelHeightHalf = 0.0f; #endif // BGFX_CONFIG_RENDERER_ const float utop = (_mem.m_small ? 0.0f : 8.0f)*texelHeight + texelHeightHalf; const float ubottom = (_mem.m_small ? 8.0f : 24.0f)*texelHeight + texelHeightHalf; const float fontHeight = (_mem.m_small ? 8.0f : 16.0f); setup(); for (;yy < _mem.m_height;) { Vertex* vertex = (Vertex*)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) && (' ' != ch || 0 != (attr&0xf0) ) ) { uint32_t fg = palette[attr&0xf]; uint32_t bg = palette[(attr>>4)&0xf]; Vertex 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); } } void ClearQuad::init() { BGFX_CHECK_MAIN_THREAD(); #if BGFX_CONFIG_CLEAR_QUAD m_decl.begin(); m_decl.add(Attrib::Position, 3, AttribType::Float); m_decl.add(Attrib::Color0, 4, AttribType::Uint8, true); m_decl.end(); const Memory* mem; # if BGFX_CONFIG_RENDERER_DIRECT3D11 mem = makeRef(vs_clear_dx11, sizeof(vs_clear_dx11) ); # elif BGFX_CONFIG_RENDERER_OPENGL mem = makeRef(vs_clear_glsl, sizeof(vs_clear_glsl) ); # endif // BGFX_CONFIG_RENDERER_* VertexShaderHandle vsh = createVertexShader(mem); # if BGFX_CONFIG_RENDERER_DIRECT3D11 mem = makeRef(fs_clear_dx11, sizeof(fs_clear_dx11) ); # elif BGFX_CONFIG_RENDERER_OPENGL mem = makeRef(fs_clear_glsl, sizeof(fs_clear_glsl) ); # endif // BGFX_CONFIG_RENDERER_* FragmentShaderHandle fsh = createFragmentShader(mem); m_program = createProgram(vsh, fsh); destroyVertexShader(vsh); destroyFragmentShader(fsh); m_vb = s_ctx->createTransientVertexBuffer(4*m_decl.m_stride, &m_decl); mem = alloc(6*sizeof(uint16_t) ); uint16_t* indices = (uint16_t*)mem->data; indices[0] = 0; indices[1] = 1; indices[2] = 2; indices[3] = 2; indices[4] = 3; indices[5] = 0; m_ib = s_ctx->createIndexBuffer(mem); #endif // BGFX_CONFIG_CLEAR_QUAD } void ClearQuad::shutdown() { BGFX_CHECK_MAIN_THREAD(); #if BGFX_CONFIG_CLEAR_QUAD destroyProgram(m_program); destroyIndexBuffer(m_ib); s_ctx->destroyTransientVertexBuffer(m_vb); #endif // BGFX_CONFIG_CLEAR_QUAD } static const char* s_predefinedName[PredefinedUniform::Count] = { "u_viewRect", "u_viewTexel", "u_view", "u_viewProj", "u_viewProjX", "u_model", "u_modelView", "u_modelViewProj", "u_modelViewProjX", "u_alphaRef", }; const char* getPredefinedUniformName(PredefinedUniform::Enum _enum) { return s_predefinedName[_enum]; } 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; } uint32_t Frame::submit(uint8_t _id, int32_t _depth) { if (m_discard) { discard(); return m_num; } if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= m_num || (0 == m_state.m_numVertices && 0 == m_state.m_numIndices) ) { ++m_numDropped; return m_num; } BX_WARN(invalidHandle != m_key.m_program, "Program with invalid handle"); if (invalidHandle != m_key.m_program) { m_key.m_depth = _depth; 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; return m_num; } uint32_t Frame::submitMask(uint32_t _viewMask, int32_t _depth) { if (m_discard) { discard(); return m_num; } if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= m_num || (0 == m_state.m_numVertices && 0 == m_state.m_numIndices) ) { m_numDropped += bx::uint32_cntbits(_viewMask); return m_num; } BX_WARN(invalidHandle != m_key.m_program, "Program with invalid handle"); if (invalidHandle != m_key.m_program) { m_key.m_depth = _depth; for (uint32_t id = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, id += 1, ntz = bx::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; return m_num; } void Frame::sort() { bx::radixSort64(m_sortKeys, s_ctx->m_tempKeys, m_sortValues, s_ctx->m_tempValues, m_num); } const Caps* getCaps() { BGFX_CHECK_MAIN_THREAD(); return &g_caps; } RendererType::Enum getRendererType() { #if BGFX_CONFIG_RENDERER_DIRECT3D9 return RendererType::Direct3D9; #elif BGFX_CONFIG_RENDERER_DIRECT3D11 return RendererType::Direct3D11; #elif BGFX_CONFIG_RENDERER_OPENGL return RendererType::OpenGL; #elif BGFX_CONFIG_RENDERER_OPENGLES2 return RendererType::OpenGLES2; #elif BGFX_CONFIG_RENDERER_OPENGLES3 return RendererType::OpenGLES3; #else return RendererType::Null; #endif // BGFX_CONFIG_RENDERER_ } struct CapsFlags { uint64_t m_flag; const char* m_str; }; static const CapsFlags s_capsFlags[] = { #define CAPS_FLAGS(_x) { _x, #_x } CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_BC1), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_BC2), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_BC3), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_BC4), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_BC5), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_ETC1), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_ETC2), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_ETC2A), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_ETC2A1), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_PTC12), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_PTC14), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_PTC14A), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_PTC12A), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_PTC22), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_PTC24), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D16), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D24), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D24S8), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D32), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D16F), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D24F), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D32F), CAPS_FLAGS(BGFX_CAPS_TEXTURE_FORMAT_D0S8), CAPS_FLAGS(BGFX_CAPS_TEXTURE_3D), CAPS_FLAGS(BGFX_CAPS_VERTEX_ATTRIB_HALF), CAPS_FLAGS(BGFX_CAPS_INSTANCING), CAPS_FLAGS(BGFX_CAPS_RENDERER_MULTITHREADED), CAPS_FLAGS(BGFX_CAPS_FRAGMENT_DEPTH), #undef CAPS_FLAGS }; void init(CallbackI* _callback, bx::ReallocatorI* _allocator) { BX_TRACE("Init..."); memset(&g_caps, 0, sizeof(g_caps) ); g_caps.rendererType = getRendererType(); g_caps.supported = 0 | (BGFX_CONFIG_MULTITHREADED ? BGFX_CAPS_RENDERER_MULTITHREADED : 0) ; g_caps.emulated = 0; g_caps.maxDrawCalls = BGFX_CONFIG_MAX_DRAW_CALLS; if (NULL != _allocator) { g_allocator = _allocator; } else { bx::CrtAllocator allocator; g_allocator = s_allocatorStub = BX_NEW(&allocator, AllocatorStub); } if (NULL != _callback) { g_callback = _callback; } else { g_callback = s_callbackStub = BX_NEW(g_allocator, CallbackStub); } s_threadIndex = BGFX_MAIN_THREAD_MAGIC; s_ctx = BX_NEW(g_allocator, Context); // On NaCl and iOS renderer is on the main thread. s_ctx->init(!BX_PLATFORM_NACL && !BX_PLATFORM_IOS && !BX_PLATFORM_OSX); const uint64_t emulatedCaps = 0 | BGFX_CAPS_TEXTURE_FORMAT_BC1 | BGFX_CAPS_TEXTURE_FORMAT_BC2 | BGFX_CAPS_TEXTURE_FORMAT_BC3 | BGFX_CAPS_TEXTURE_FORMAT_BC4 | BGFX_CAPS_TEXTURE_FORMAT_BC5 | BGFX_CAPS_TEXTURE_FORMAT_ETC1 | BGFX_CAPS_TEXTURE_FORMAT_ETC2 | BGFX_CAPS_TEXTURE_FORMAT_ETC2A | BGFX_CAPS_TEXTURE_FORMAT_ETC2A1 ; g_caps.emulated |= emulatedCaps ^ (g_caps.supported & emulatedCaps); BX_TRACE("Supported capabilities:"); for (uint32_t ii = 0; ii < BX_COUNTOF(s_capsFlags); ++ii) { if (0 != (g_caps.supported & s_capsFlags[ii].m_flag) ) { BX_TRACE("\t%s", s_capsFlags[ii].m_str); } } BX_TRACE("Emulated capabilities:"); for (uint32_t ii = 0; ii < BX_COUNTOF(s_capsFlags); ++ii) { if (0 != (g_caps.emulated & s_capsFlags[ii].m_flag) ) { BX_TRACE("\t%s", s_capsFlags[ii].m_str); } } BX_TRACE("Init complete."); } void shutdown() { BX_TRACE("Shutdown..."); BGFX_CHECK_MAIN_THREAD(); Context* ctx = s_ctx; // it's going to be NULLd inside shutdown. ctx->shutdown(); BX_DELETE(g_allocator, ctx); if (NULL != s_callbackStub) { BX_DELETE(g_allocator, s_callbackStub); s_callbackStub = NULL; } if (NULL != s_allocatorStub) { s_allocatorStub->checkLeaks(); bx::CrtAllocator allocator; BX_DELETE(&allocator, s_allocatorStub); s_allocatorStub = NULL; } s_threadIndex = 0; g_callback = NULL; g_allocator = NULL; BX_TRACE("Shutdown complete."); } void reset(uint32_t _width, uint32_t _height, uint32_t _flags) { BGFX_CHECK_MAIN_THREAD(); s_ctx->reset(_width, _height, _flags); } uint32_t frame() { BGFX_CHECK_MAIN_THREAD(); return s_ctx->frame(); } RenderFrame::Enum renderFrame() { if (NULL == s_ctx) { return RenderFrame::NoContext; } BGFX_CHECK_RENDER_THREAD(); if (s_ctx->renderFrame() ) { return RenderFrame::Exiting; } return RenderFrame::Render; } const uint32_t g_uniformTypeSize[UniformType::Count+1] = { 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), 1, }; void ConstantBuffer::writeUniform(UniformType::Enum _type, uint16_t _loc, const void* _value, uint16_t _num) { uint32_t opcode = encodeOpcode(_type, _loc, _num, true); write(opcode); write(_value, g_uniformTypeSize[_type]*_num); } void ConstantBuffer::writeUniformRef(UniformType::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*) ); } void ConstantBuffer::writeMarker(const char* _marker) { uint16_t num = (uint16_t)strlen(_marker)+1; uint32_t opcode = encodeOpcode(bgfx::UniformType::Count, 0, num, true); write(opcode); write(_marker, num); } void Context::init(bool _createRenderThread) { BX_CHECK(!m_rendererInitialized, "Already initialized?"); m_exit = false; m_frames = 0; m_render = &m_frame[0]; m_submit = &m_frame[1]; m_debug = BGFX_DEBUG_NONE; m_submit->create(); m_render->create(); #if BGFX_CONFIG_MULTITHREADED if (_createRenderThread) { m_thread.init(renderThread, this); } #else BX_UNUSED(_createRenderThread); #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_scissor, 0, sizeof(m_scissor) ); memset(m_seq, 0, sizeof(m_seq) ); memset(m_seqMask, 0, sizeof(m_seqMask) ); for (uint32_t ii = 0; ii < BX_COUNTOF(m_rect); ++ii) { m_rect[ii].m_width = 1; m_rect[ii].m_height = 1; } m_declRef.init(); frameNoRenderWait(); getCommandBuffer(CommandBuffer::RendererInit); m_textVideoMemBlitter.init(); m_clearQuad.init(); m_submit->m_transientVb = createTransientVertexBuffer(BGFX_CONFIG_TRANSIENT_VERTEX_BUFFER_SIZE); m_submit->m_transientIb = createTransientIndexBuffer(BGFX_CONFIG_TRANSIENT_INDEX_BUFFER_SIZE); frame(); m_submit->m_transientVb = createTransientVertexBuffer(BGFX_CONFIG_TRANSIENT_VERTEX_BUFFER_SIZE); m_submit->m_transientIb = createTransientIndexBuffer(BGFX_CONFIG_TRANSIENT_INDEX_BUFFER_SIZE); frame(); for (uint8_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii) { char name[256]; bx::snprintf(name, sizeof(name), "%02d view", ii); setViewName(ii, name); } BX_TRACE("Init complete."); } void Context::shutdown() { getCommandBuffer(CommandBuffer::RendererShutdownBegin); frame(); destroyTransientVertexBuffer(m_submit->m_transientVb); destroyTransientIndexBuffer(m_submit->m_transientIb); m_textVideoMemBlitter.shutdown(); m_clearQuad.shutdown(); frame(); destroyTransientVertexBuffer(m_submit->m_transientVb); destroyTransientIndexBuffer(m_submit->m_transientIb); frame(); frame(); // If any VertexDecls needs to be destroyed. getCommandBuffer(CommandBuffer::RendererShutdownEnd); frame(); m_declRef.shutdown(m_vertexDeclHandle); #if BGFX_CONFIG_MULTITHREADED if (m_thread.isRunning() ) { m_thread.shutdown(); } #endif // BGFX_CONFIG_MULTITHREADED s_ctx = NULL; // Can't be used by renderFrame at this point. renderSemWait(); m_submit->destroy(); m_render->destroy(); #if BGFX_CONFIG_DEBUG # define CHECK_HANDLE_LEAK(_handleAlloc) \ do { \ BX_WARN(0 == _handleAlloc.getNumHandles() \ , "LEAK: " #_handleAlloc " %d (max: %d)" \ , _handleAlloc.getNumHandles() \ , _handleAlloc.getMaxHandles() \ ); \ } while (0) CHECK_HANDLE_LEAK(m_dynamicIndexBufferHandle); CHECK_HANDLE_LEAK(m_dynamicVertexBufferHandle); CHECK_HANDLE_LEAK(m_indexBufferHandle); CHECK_HANDLE_LEAK(m_vertexDeclHandle); CHECK_HANDLE_LEAK(m_vertexBufferHandle); CHECK_HANDLE_LEAK(m_vertexShaderHandle); CHECK_HANDLE_LEAK(m_fragmentShaderHandle); CHECK_HANDLE_LEAK(m_programHandle); CHECK_HANDLE_LEAK(m_textureHandle); CHECK_HANDLE_LEAK(m_renderTargetHandle); CHECK_HANDLE_LEAK(m_uniformHandle); # undef CHECK_HANDLE_LEAK #endif // BGFX_CONFIG_DEBUG } void Context::freeDynamicBuffers() { for (uint16_t ii = 0, num = m_numFreeDynamicIndexBufferHandles; ii < num; ++ii) { destroyDynamicIndexBufferInternal(m_freeDynamicIndexBufferHandle[ii]); } m_numFreeDynamicIndexBufferHandles = 0; for (uint16_t ii = 0, num = m_numFreeDynamicVertexBufferHandles; ii < num; ++ii) { destroyDynamicVertexBufferInternal(m_freeDynamicVertexBufferHandle[ii]); } m_numFreeDynamicVertexBufferHandles = 0; } void Context::freeAllHandles(Frame* _frame) { for (uint16_t ii = 0, num = _frame->m_numFreeIndexBufferHandles; ii < num; ++ii) { m_indexBufferHandle.free(_frame->m_freeIndexBufferHandle[ii].idx); } for (uint16_t ii = 0, num = _frame->m_numFreeVertexDeclHandles; ii < num; ++ii) { m_vertexDeclHandle.free(_frame->m_freeVertexDeclHandle[ii].idx); } for (uint16_t ii = 0, num = _frame->m_numFreeVertexBufferHandles; ii < num; ++ii) { destroyVertexBufferInternal(_frame->m_freeVertexBufferHandle[ii]); } for (uint16_t ii = 0, num = _frame->m_numFreeVertexShaderHandles; ii < num; ++ii) { m_vertexShaderHandle.free(_frame->m_freeVertexShaderHandle[ii].idx); } for (uint16_t ii = 0, num = _frame->m_numFreeFragmentShaderHandles; ii < num; ++ii) { m_fragmentShaderHandle.free(_frame->m_freeFragmentShaderHandle[ii].idx); } for (uint16_t ii = 0, num = _frame->m_numFreeProgramHandles; ii < num; ++ii) { m_programHandle.free(_frame->m_freeProgramHandle[ii].idx); } for (uint16_t ii = 0, num = _frame->m_numFreeTextureHandles; ii < num; ++ii) { m_textureHandle.free(_frame->m_freeTextureHandle[ii].idx); } for (uint16_t ii = 0, num = _frame->m_numFreeRenderTargetHandles; ii < num; ++ii) { m_renderTargetHandle.free(_frame->m_freeRenderTargetHandle[ii].idx); } for (uint16_t ii = 0, num = _frame->m_numFreeUniformHandles; ii < num; ++ii) { m_uniformHandle.free(_frame->m_freeUniformHandle[ii].idx); } } uint32_t Context::frame() { // wait for render thread to finish renderSemWait(); frameNoRenderWait(); return m_frames; } void Context::frameNoRenderWait() { swap(); // release render thread gameSemPost(); #if !BGFX_CONFIG_MULTITHREADED renderFrame(); #endif // BGFX_CONFIG_MULTITHREADED } void Context::swap() { freeDynamicBuffers(); m_submit->m_resolution = m_resolution; m_submit->m_debug = m_debug; memcpy(m_submit->m_rt, m_rt, sizeof(m_rt) ); memcpy(m_submit->m_clear, m_clear, sizeof(m_clear) ); memcpy(m_submit->m_rect, m_rect, sizeof(m_rect) ); memcpy(m_submit->m_scissor, m_scissor, sizeof(m_scissor) ); memcpy(m_submit->m_view, m_view, sizeof(m_view) ); memcpy(m_submit->m_proj, m_proj, sizeof(m_proj) ); memcpy(m_submit->m_other, m_other, sizeof(m_other) ); m_submit->finish(); Frame* temp = m_render; m_render = m_submit; m_submit = temp; m_frames++; m_submit->start(); memset(m_seq, 0, sizeof(m_seq) ); freeAllHandles(m_submit); m_submit->resetFreeHandles(); m_submit->m_textVideoMem->resize(m_render->m_textVideoMem->m_small, m_resolution.m_width, m_resolution.m_height); } bool Context::renderFrame() { rendererFlip(); gameSemWait(); rendererExecCommands(m_render->m_cmdPre); if (m_rendererInitialized) { rendererSubmit(); } rendererExecCommands(m_render->m_cmdPost); renderSemPost(); return m_exit; } void Context::rendererUpdateUniforms(ConstantBuffer* _constantBuffer, uint32_t _begin, uint32_t _end) { _constantBuffer->reset(_begin); while (_constantBuffer->getPos() < _end) { uint32_t opcode = _constantBuffer->read(); if (UniformType::End == opcode) { break; } UniformType::Enum type; uint16_t loc; uint16_t num; uint16_t copy; ConstantBuffer::decodeOpcode(opcode, type, loc, num, copy); uint32_t size = g_uniformTypeSize[type]*num; const char* data = _constantBuffer->read(size); if (UniformType::Count > type) { rendererUpdateUniform(loc, data, size); } else { rendererSetMarker(data, size); } } } void Context::flushTextureUpdateBatch(CommandBuffer& _cmdbuf) { if (m_textureUpdateBatch.sort() ) { const uint32_t pos = _cmdbuf.m_pos; uint32_t currentKey = UINT32_MAX; for (uint32_t ii = 0, num = m_textureUpdateBatch.m_num; ii < num; ++ii) { _cmdbuf.m_pos = m_textureUpdateBatch.m_values[ii]; TextureHandle handle; _cmdbuf.read(handle); uint8_t side; _cmdbuf.read(side); uint8_t mip; _cmdbuf.read(mip); Rect rect; _cmdbuf.read(rect); uint16_t zz; _cmdbuf.read(zz); uint16_t depth; _cmdbuf.read(depth); uint16_t pitch; _cmdbuf.read(pitch); Memory* mem; _cmdbuf.read(mem); uint32_t key = m_textureUpdateBatch.m_keys[ii]; if (key != currentKey) { if (currentKey != UINT32_MAX) { rendererUpdateTextureEnd(); } currentKey = key; rendererUpdateTextureBegin(handle, side, mip); } rendererUpdateTexture(handle, side, mip, rect, zz, depth, pitch, mem); release(mem); } if (currentKey != UINT32_MAX) { rendererUpdateTextureEnd(); } m_textureUpdateBatch.reset(); _cmdbuf.m_pos = pos; } } void Context::rendererExecCommands(CommandBuffer& _cmdbuf) { _cmdbuf.reset(); bool end = false; do { uint8_t command; _cmdbuf.read(command); switch (command) { case CommandBuffer::RendererInit: { BX_CHECK(!m_rendererInitialized, "This shouldn't happen! Bad synchronization?"); rendererInit(); m_rendererInitialized = true; } break; case CommandBuffer::RendererShutdownBegin: { BX_CHECK(m_rendererInitialized, "This shouldn't happen! Bad synchronization?"); m_rendererInitialized = false; } break; case CommandBuffer::RendererShutdownEnd: { BX_CHECK(!m_rendererInitialized && !m_exit, "This shouldn't happen! Bad synchronization?"); rendererShutdown(); m_exit = true; } break; case CommandBuffer::CreateIndexBuffer: { IndexBufferHandle handle; _cmdbuf.read(handle); Memory* mem; _cmdbuf.read(mem); rendererCreateIndexBuffer(handle, mem); release(mem); } break; case CommandBuffer::DestroyIndexBuffer: { IndexBufferHandle handle; _cmdbuf.read(handle); rendererDestroyIndexBuffer(handle); } break; case CommandBuffer::CreateVertexDecl: { VertexDeclHandle handle; _cmdbuf.read(handle); VertexDecl decl; _cmdbuf.read(decl); rendererCreateVertexDecl(handle, decl); } break; case CommandBuffer::DestroyVertexDecl: { VertexDeclHandle handle; _cmdbuf.read(handle); rendererDestroyVertexDecl(handle); } break; case CommandBuffer::CreateVertexBuffer: { VertexBufferHandle handle; _cmdbuf.read(handle); Memory* mem; _cmdbuf.read(mem); VertexDeclHandle declHandle; _cmdbuf.read(declHandle); rendererCreateVertexBuffer(handle, mem, declHandle); release(mem); } break; case CommandBuffer::DestroyVertexBuffer: { VertexBufferHandle handle; _cmdbuf.read(handle); rendererDestroyVertexBuffer(handle); } break; case CommandBuffer::CreateDynamicIndexBuffer: { IndexBufferHandle handle; _cmdbuf.read(handle); uint32_t size; _cmdbuf.read(size); rendererCreateDynamicIndexBuffer(handle, size); } break; case CommandBuffer::UpdateDynamicIndexBuffer: { IndexBufferHandle handle; _cmdbuf.read(handle); uint32_t offset; _cmdbuf.read(offset); uint32_t size; _cmdbuf.read(size); Memory* mem; _cmdbuf.read(mem); rendererUpdateDynamicIndexBuffer(handle, offset, size, mem); release(mem); } break; case CommandBuffer::DestroyDynamicIndexBuffer: { IndexBufferHandle handle; _cmdbuf.read(handle); rendererDestroyDynamicIndexBuffer(handle); } break; case CommandBuffer::CreateDynamicVertexBuffer: { VertexBufferHandle handle; _cmdbuf.read(handle); uint32_t size; _cmdbuf.read(size); rendererCreateDynamicVertexBuffer(handle, size); } break; case CommandBuffer::UpdateDynamicVertexBuffer: { VertexBufferHandle handle; _cmdbuf.read(handle); uint32_t offset; _cmdbuf.read(offset); uint32_t size; _cmdbuf.read(size); Memory* mem; _cmdbuf.read(mem); rendererUpdateDynamicVertexBuffer(handle, offset, size, mem); release(mem); } break; case CommandBuffer::DestroyDynamicVertexBuffer: { VertexBufferHandle handle; _cmdbuf.read(handle); rendererDestroyDynamicVertexBuffer(handle); } break; case CommandBuffer::CreateVertexShader: { VertexShaderHandle handle; _cmdbuf.read(handle); Memory* mem; _cmdbuf.read(mem); rendererCreateVertexShader(handle, mem); release(mem); } break; case CommandBuffer::DestroyVertexShader: { VertexShaderHandle handle; _cmdbuf.read(handle); rendererDestroyVertexShader(handle); } break; case CommandBuffer::CreateFragmentShader: { FragmentShaderHandle handle; _cmdbuf.read(handle); Memory* mem; _cmdbuf.read(mem); rendererCreateFragmentShader(handle, mem); release(mem); } break; case CommandBuffer::DestroyFragmentShader: { FragmentShaderHandle handle; _cmdbuf.read(handle); rendererDestroyFragmentShader(handle); } break; case CommandBuffer::CreateProgram: { ProgramHandle handle; _cmdbuf.read(handle); VertexShaderHandle vsh; _cmdbuf.read(vsh); FragmentShaderHandle fsh; _cmdbuf.read(fsh); rendererCreateProgram(handle, vsh, fsh); } break; case CommandBuffer::DestroyProgram: { FragmentShaderHandle handle; _cmdbuf.read(handle); rendererDestroyProgram(handle); } break; case CommandBuffer::CreateTexture: { TextureHandle handle; _cmdbuf.read(handle); Memory* mem; _cmdbuf.read(mem); uint32_t flags; _cmdbuf.read(flags); rendererCreateTexture(handle, mem, flags); bx::MemoryReader reader(mem->data, mem->size); uint32_t magic; bx::read(&reader, magic); if (BGFX_CHUNK_MAGIC_TEX == magic) { TextureCreate tc; bx::read(&reader, tc); if (NULL != tc.m_mem) { release(tc.m_mem); } } release(mem); } break; case CommandBuffer::UpdateTexture: { if (m_textureUpdateBatch.isFull() ) { flushTextureUpdateBatch(_cmdbuf); } uint32_t value = _cmdbuf.m_pos; TextureHandle handle; _cmdbuf.read(handle); uint8_t side; _cmdbuf.read(side); uint8_t mip; _cmdbuf.read(mip); _cmdbuf.skip(sizeof(Rect) + sizeof(uint16_t) + sizeof(uint16_t) + sizeof(uint16_t) + sizeof(Memory*) ); uint32_t key = (handle.idx<<16) | (side<<8) | mip ; m_textureUpdateBatch.add(key, value); } break; case CommandBuffer::DestroyTexture: { TextureHandle handle; _cmdbuf.read(handle); rendererDestroyTexture(handle); } break; case CommandBuffer::CreateRenderTarget: { RenderTargetHandle handle; _cmdbuf.read(handle); uint16_t width; _cmdbuf.read(width); uint16_t height; _cmdbuf.read(height); uint32_t flags; _cmdbuf.read(flags); uint32_t textureFlags; _cmdbuf.read(textureFlags); rendererCreateRenderTarget(handle, width, height, flags, textureFlags); } break; case CommandBuffer::DestroyRenderTarget: { RenderTargetHandle handle; _cmdbuf.read(handle); rendererDestroyRenderTarget(handle); } break; case CommandBuffer::CreateUniform: { UniformHandle handle; _cmdbuf.read(handle); UniformType::Enum type; _cmdbuf.read(type); uint16_t num; _cmdbuf.read(num); uint8_t len; _cmdbuf.read(len); const char* name = (const char*)_cmdbuf.skip(len); rendererCreateUniform(handle, type, num, name); } break; case CommandBuffer::DestroyUniform: { UniformHandle handle; _cmdbuf.read(handle); rendererDestroyUniform(handle); } break; case CommandBuffer::SaveScreenShot: { uint16_t len; _cmdbuf.read(len); const char* filePath = (const char*)_cmdbuf.skip(len); rendererSaveScreenShot(filePath); } break; case CommandBuffer::UpdateViewName: { uint8_t id; _cmdbuf.read(id); uint16_t len; _cmdbuf.read(len); const char* name = (const char*)_cmdbuf.skip(len); rendererUpdateViewName(id, name); } break; case CommandBuffer::End: end = true; break; default: BX_CHECK(false, "WTF!"); break; } } while (!end); flushTextureUpdateBatch(_cmdbuf); } const Memory* alloc(uint32_t _size) { Memory* mem = (Memory*)BX_ALLOC(g_allocator, sizeof(Memory) + _size); mem->size = _size; mem->data = (uint8_t*)mem + sizeof(Memory); return mem; } const Memory* makeRef(const void* _data, uint32_t _size) { Memory* mem = (Memory*)BX_ALLOC(g_allocator, sizeof(Memory) ); mem->size = _size; mem->data = (uint8_t*)_data; return mem; } void release(const Memory* _mem) { BX_CHECK(NULL != _mem, "_mem can't be NULL"); BX_FREE(g_allocator, const_cast(_mem) ); } void setDebug(uint32_t _debug) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setDebug(_debug); } void dbgTextClear(uint8_t _attr, bool _small) { BGFX_CHECK_MAIN_THREAD(); s_ctx->dbgTextClear(_attr, _small); } void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...) { BGFX_CHECK_MAIN_THREAD(); va_list argList; va_start(argList, _format); s_ctx->dbgTextPrintfVargs(_x, _y, _attr, _format, argList); va_end(argList); } IndexBufferHandle createIndexBuffer(const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->createIndexBuffer(_mem); } void destroyIndexBuffer(IndexBufferHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyIndexBuffer(_handle); } VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(0 != _decl.m_stride, "Invalid VertexDecl."); return s_ctx->createVertexBuffer(_mem, _decl); } void destroyVertexBuffer(VertexBufferHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyVertexBuffer(_handle); } DynamicIndexBufferHandle createDynamicIndexBuffer(uint32_t _num) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->createDynamicIndexBuffer(_num); } DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); return s_ctx->createDynamicIndexBuffer(_mem); } void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); s_ctx->updateDynamicIndexBuffer(_handle, _mem); } void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyDynamicIndexBuffer(_handle); } DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(0 != _decl.m_stride, "Invalid VertexDecl."); return s_ctx->createDynamicVertexBuffer(_num, _decl); } DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); BX_CHECK(0 != _decl.m_stride, "Invalid VertexDecl."); return s_ctx->createDynamicVertexBuffer(_mem, _decl); } void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); s_ctx->updateDynamicVertexBuffer(_handle, _mem); } void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyDynamicVertexBuffer(_handle); } bool checkAvailTransientIndexBuffer(uint32_t _num) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(0 < _num, "Requesting 0 indices."); return s_ctx->checkAvailTransientIndexBuffer(_num); } bool checkAvailTransientVertexBuffer(uint32_t _num, const VertexDecl& _decl) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(0 < _num, "Requesting 0 vertices."); BX_CHECK(0 != _decl.m_stride, "Invalid VertexDecl."); return s_ctx->checkAvailTransientVertexBuffer(_num, _decl.m_stride); } bool checkAvailInstanceDataBuffer(uint32_t _num, uint16_t _stride) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(0 < _num, "Requesting 0 instances."); return s_ctx->checkAvailTransientVertexBuffer(_num, _stride); } bool checkAvailTransientBuffers(uint32_t _numVertices, const VertexDecl& _decl, uint32_t _numIndices) { BX_CHECK(0 != _decl.m_stride, "Invalid VertexDecl."); return checkAvailTransientVertexBuffer(_numVertices, _decl) && checkAvailTransientIndexBuffer(_numIndices) ; } void allocTransientIndexBuffer(TransientIndexBuffer* _tib, uint32_t _num) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _tib, "_tib can't be NULL"); BX_CHECK(0 < _num, "Requesting 0 indices."); return s_ctx->allocTransientIndexBuffer(_tib, _num); } void allocTransientVertexBuffer(TransientVertexBuffer* _tvb, uint32_t _num, const VertexDecl& _decl) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _tvb, "_tvb can't be NULL"); BX_CHECK(0 < _num, "Requesting 0 vertices."); BX_CHECK(UINT16_MAX >= _num, "Requesting %d vertices (max: %d).", _num, UINT16_MAX); BX_CHECK(0 != _decl.m_stride, "Invalid VertexDecl."); return s_ctx->allocTransientVertexBuffer(_tvb, _num, _decl); } const InstanceDataBuffer* allocInstanceDataBuffer(uint32_t _num, uint16_t _stride) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(0 != (g_caps.supported & BGFX_CAPS_INSTANCING), "Instancing is not supported! Use bgfx::getCaps to check backend renderer capabilities."); BX_CHECK(0 < _num, "Requesting 0 instanced data vertices."); return s_ctx->allocInstanceDataBuffer(_num, _stride); } VertexShaderHandle createVertexShader(const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); return s_ctx->createVertexShader(_mem); } void destroyVertexShader(VertexShaderHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyVertexShader(_handle); } FragmentShaderHandle createFragmentShader(const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); return s_ctx->createFragmentShader(_mem); } void destroyFragmentShader(FragmentShaderHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyFragmentShader(_handle); } ProgramHandle createProgram(VertexShaderHandle _vsh, FragmentShaderHandle _fsh) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->createProgram(_vsh, _fsh); } void destroyProgram(ProgramHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyProgram(_handle); } void calcTextureSize(TextureInfo& _info, uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format) { _width = bx::uint32_max(1, _width); _height = bx::uint32_max(1, _height); _depth = bx::uint32_max(1, _depth); _numMips = bx::uint32_max(1, _numMips); uint32_t width = _width; uint32_t height = _height; uint32_t depth = _depth; uint32_t bpp = getBitsPerPixel(_format); uint32_t size = 0; for (uint32_t lod = 0; lod < _numMips; ++lod) { width = bx::uint32_max(1, width); height = bx::uint32_max(1, height); depth = bx::uint32_max(1, depth); size += _width*_height*depth*bpp/8; width >>= 1; height >>= 1; depth >>= 1; } _info.format = _format; _info.storageSize = size; _info.width = _width; _info.height = _height; _info.depth = _depth; _info.numMips = _numMips; _info.bitsPerPixel = bpp; } TextureHandle createTexture(const Memory* _mem, uint32_t _flags, TextureInfo* _info) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); return s_ctx->createTexture(_mem, _flags, _info); } TextureHandle createTexture2D(uint16_t _width, uint16_t _height, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags, const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); #if BGFX_CONFIG_DEBUG if (NULL != _mem) { TextureInfo ti; calcTextureSize(ti, _width, _height, 1, _numMips, _format); BX_CHECK(ti.storageSize == _mem->size , "createTexture2D: Texture storage size doesn't match passed memory size (storage size: %d, memory size: %d)" , ti.storageSize , _mem->size ); } #endif // BGFX_CONFIG_DEBUG uint32_t size = sizeof(uint32_t)+sizeof(TextureCreate); const Memory* mem = alloc(size); bx::StaticMemoryBlockWriter writer(mem->data, mem->size); uint32_t magic = BGFX_CHUNK_MAGIC_TEX; bx::write(&writer, magic); TextureCreate tc; tc.m_flags = _flags; tc.m_width = _width; tc.m_height = _height; tc.m_sides = 0; tc.m_depth = 0; tc.m_numMips = _numMips; tc.m_format = uint8_t(_format); tc.m_cubeMap = false; tc.m_mem = _mem; bx::write(&writer, tc); return s_ctx->createTexture(mem, _flags, NULL); } TextureHandle createTexture3D(uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags, const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(0 != (g_caps.supported & BGFX_CAPS_TEXTURE_3D), "Texture3D is not supported! Use bgfx::getCaps to check backend renderer capabilities."); #if BGFX_CONFIG_DEBUG if (NULL != _mem) { TextureInfo ti; calcTextureSize(ti, _width, _height, _depth, _numMips, _format); BX_CHECK(ti.storageSize == _mem->size , "createTexture3D: Texture storage size doesn't match passed memory size (storage size: %d, memory size: %d)" , ti.storageSize , _mem->size ); } #endif // BGFX_CONFIG_DEBUG uint32_t size = sizeof(uint32_t)+sizeof(TextureCreate); const Memory* mem = alloc(size); bx::StaticMemoryBlockWriter writer(mem->data, mem->size); uint32_t magic = BGFX_CHUNK_MAGIC_TEX; bx::write(&writer, magic); TextureCreate tc; tc.m_flags = _flags; tc.m_width = _width; tc.m_height = _height; tc.m_sides = 0; tc.m_depth = _depth; tc.m_numMips = _numMips; tc.m_format = uint8_t(_format); tc.m_cubeMap = false; tc.m_mem = _mem; bx::write(&writer, tc); return s_ctx->createTexture(mem, _flags, NULL); } TextureHandle createTextureCube(uint16_t _size, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags, const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); #if BGFX_CONFIG_DEBUG if (NULL != _mem) { TextureInfo ti; calcTextureSize(ti, _size, _size, 1, _numMips, _format); BX_CHECK(ti.storageSize*6 == _mem->size , "createTextureCube: Texture storage size doesn't match passed memory size (storage size: %d, memory size: %d)" , ti.storageSize*6 , _mem->size ); } #endif // BGFX_CONFIG_DEBUG uint32_t size = sizeof(uint32_t)+sizeof(TextureCreate); const Memory* mem = alloc(size); bx::StaticMemoryBlockWriter writer(mem->data, mem->size); uint32_t magic = BGFX_CHUNK_MAGIC_TEX; bx::write(&writer, magic); TextureCreate tc; tc.m_flags = _flags; tc.m_width = _size; tc.m_height = _size; tc.m_sides = 6; tc.m_depth = 0; tc.m_numMips = _numMips; tc.m_format = uint8_t(_format); tc.m_cubeMap = true; tc.m_mem = _mem; bx::write(&writer, tc); return s_ctx->createTexture(mem, _flags, NULL); } void destroyTexture(TextureHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyTexture(_handle); } void updateTexture2D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem, uint16_t _pitch) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); if (_width == 0 || _height == 0) { release(_mem); } else { s_ctx->updateTexture(_handle, 0, _mip, _x, _y, 0, _width, _height, 1, _pitch, _mem); } } void updateTexture3D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _z, uint16_t _width, uint16_t _height, uint16_t _depth, const Memory* _mem) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); if (_width == 0 || _height == 0 || _depth == 0) { release(_mem); } else { s_ctx->updateTexture(_handle, 0, _mip, _x, _y, _z, _width, _height, _depth, UINT16_MAX, _mem); } } void updateTextureCube(TextureHandle _handle, uint8_t _side, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem, uint16_t _pitch) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _mem, "_mem can't be NULL"); BX_CHECK(_side <= 5, "Invalid side %d.", _side); if (_width == 0 || _height == 0) { release(_mem); } else { s_ctx->updateTexture(_handle, _side, _mip, _x, _y, 0, _width, _height, 1, _pitch, _mem); } } RenderTargetHandle createRenderTarget(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags) { BGFX_CHECK_MAIN_THREAD(); BX_WARN(0 != _width && 0 != _height, "Render target resolution width or height cannot be 0 (width %d, height %d).", _width, _height); return s_ctx->createRenderTarget(bx::uint16_max(1, _width), bx::uint16_max(1, _height), _flags, _textureFlags); } void destroyRenderTarget(RenderTargetHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyRenderTarget(_handle); } UniformHandle createUniform(const char* _name, UniformType::Enum _type, uint16_t _num) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->createUniform(_name, _type, _num); } void destroyUniform(UniformHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->destroyUniform(_handle); } void setViewName(uint8_t _id, const char* _name) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewName(_id, _name); } void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height) { BGFX_CHECK_MAIN_THREAD(); 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) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewRectMask(_viewMask, _x, _y, _width, _height); } void setViewScissor(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewScissor(_id, _x, _y, _width, _height); } void setViewScissorMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewScissorMask(_viewMask, _x, _y, _width, _height); } void setViewClear(uint8_t _id, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewClear(_id, _flags, _rgba, _depth, _stencil); } void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewClearMask(_viewMask, _flags, _rgba, _depth, _stencil); } void setViewSeq(uint8_t _id, bool _enabled) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewSeq(_id, _enabled); } void setViewSeqMask(uint32_t _viewMask, bool _enabled) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewSeqMask(_viewMask, _enabled); } void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewRenderTarget(_id, _handle); } void setViewRenderTargetMask(uint32_t _mask, RenderTargetHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewRenderTargetMask(_mask, _handle); } void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewTransform(_id, _view, _proj, _other); } void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setViewTransformMask(_viewMask, _view, _proj, _other); } void setMarker(const char* _marker) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setMarker(_marker); } void setState(uint64_t _state, uint32_t _rgba) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setState(_state, _rgba); } void setStencil(uint32_t _fstencil, uint32_t _bstencil) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setStencil(_fstencil, _bstencil); } uint16_t setScissor(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->setScissor(_x, _y, _width, _height); } void setScissor(uint16_t _cache) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setScissor(_cache); } uint32_t setTransform(const void* _mtx, uint16_t _num) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->setTransform(_mtx, _num); } void setTransform(uint32_t _cache, uint16_t _num) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setTransform(_cache, _num); } void setUniform(UniformHandle _handle, const void* _value, uint16_t _num) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setUniform(_handle, _value, _num); } void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setIndexBuffer(_handle, _firstIndex, _numIndices); } void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setIndexBuffer(_handle, _firstIndex, _numIndices); } void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _numIndices) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _tib, "_tib can't be NULL"); uint32_t numIndices = bx::uint32_min(_numIndices, _tib->size/2); s_ctx->setIndexBuffer(_tib, numIndices); } void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setVertexBuffer(_handle, _numVertices); } void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setVertexBuffer(_handle, _numVertices); } void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _numVertices) { BGFX_CHECK_MAIN_THREAD(); BX_CHECK(NULL != _tvb, "_tvb can't be NULL"); s_ctx->setVertexBuffer(_tvb, _numVertices); } void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint16_t _num) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setInstanceDataBuffer(_idb, _num); } void setProgram(ProgramHandle _handle) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setProgram(_handle); } void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint32_t _flags) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setTexture(_stage, _sampler, _handle, _flags); } void setTexture(uint8_t _stage, UniformHandle _sampler, RenderTargetHandle _handle, bool _depth, uint32_t _flags) { BGFX_CHECK_MAIN_THREAD(); s_ctx->setTexture(_stage, _sampler, _handle, _depth, _flags); } uint32_t submit(uint8_t _id, int32_t _depth) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->submit(_id, _depth); } uint32_t submitMask(uint32_t _viewMask, int32_t _depth) { BGFX_CHECK_MAIN_THREAD(); return s_ctx->submitMask(_viewMask, _depth); } void discard() { BGFX_CHECK_MAIN_THREAD(); s_ctx->discard(); } void saveScreenShot(const char* _filePath) { BGFX_CHECK_MAIN_THREAD(); s_ctx->saveScreenShot(_filePath); } }