/* * Copyright 2011-2012 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "bgfx_p.h" #if BGFX_CONFIG_RENDERER_OPENGLES # include "renderer_gl.h" # include # include #if BX_PLATFORM_WINDOWS # define glClearDepthf(_depth) glClearDepth(_depth) #endif // BX_PLATFROM_WINDOWS namespace bgfx { typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height); #if BX_PLATFORM_NACL void naclSwapCompleteCb(void* _data, int32_t _result); PP_CompletionCallback naclSwapComplete = { naclSwapCompleteCb, NULL, PP_COMPLETIONCALLBACK_FLAG_NONE }; #endif // BX_PLATFORM_NACL struct RendererContext { RendererContext() : m_dxtSupport(false) , m_postSwapBuffers(NULL) #if BX_PLATFORM_NACL , m_context(0) , m_instance(0) , m_instInterface(NULL) , m_graphicsInterface(NULL) #elif BX_PLATFORM_WINDOWS , m_hdc(NULL) , m_hglrc(NULL) #endif // BX_PLATFORM_ { memset(&m_resolution, 0, sizeof(m_resolution) ); } void updateResolution(const Resolution& _resolution) { if (m_resolution.m_width != _resolution.m_width || m_resolution.m_height != _resolution.m_height || m_resolution.m_flags != _resolution.m_flags) { m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height); m_textVideoMem.clear(); m_resolution = _resolution; #if BX_PLATFORM_NACL setRenderContextSize(_resolution.m_width, _resolution.m_height); #endif // BX_PLATFORM_NACL } } void setRenderContextSize(uint32_t _width, uint32_t _height) { BX_TRACE("1"); if (_width != 0 || _height != 0) { #if BX_PLATFORM_NACL if (0 == m_context) { BX_TRACE("create context"); int32_t attribs[] = { PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8, PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 24, PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 8, PP_GRAPHICS3DATTRIB_SAMPLES, 0, PP_GRAPHICS3DATTRIB_SAMPLE_BUFFERS, 0, PP_GRAPHICS3DATTRIB_WIDTH, _width, PP_GRAPHICS3DATTRIB_HEIGHT, _height, PP_GRAPHICS3DATTRIB_NONE }; m_context = m_graphicsInterface->Create(m_instance, 0, attribs); m_instInterface->BindGraphics(m_instance, m_context); glSetCurrentContextPPAPI(m_context); m_graphicsInterface->SwapBuffers(m_context, naclSwapComplete); } else { m_graphicsInterface->ResizeBuffers(m_context, _width, _height); } #elif BX_PLATFORM_WINDOWS if (NULL == m_hdc) { PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; m_hdc = GetDC(g_bgfxHwnd); int pixelFormat = ChoosePixelFormat(m_hdc, &pfd); BX_CHECK(0 != pixelFormat, "ChoosePixelFormat failed!"); int result; result = SetPixelFormat(m_hdc, pixelFormat, &pfd); BX_CHECK(0 != result, "SetPixelFormat failed!"); m_hglrc = wglCreateContext(m_hdc); BX_CHECK(NULL != g_hglrc, "wglCreateContext failed!"); result = wglMakeCurrent(m_hdc, m_hglrc); BX_CHECK(0 != result, "wglMakeCurrent failed!"); } #endif // BX_PLATFORM_ } } void flip() { #if BX_PLATFORM_NACL glSetCurrentContextPPAPI(m_context); m_graphicsInterface->SwapBuffers(m_context, naclSwapComplete); #elif BX_PLATFORM_WINDOWS wglMakeCurrent(m_hdc, m_hglrc); SwapBuffers(m_hdc); #endif // BX_PLATFORM_ if (NULL != m_postSwapBuffers) { m_postSwapBuffers(m_resolution.m_width, m_resolution.m_height); } } void init() { setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT); } IndexBuffer m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS]; VertexBuffer m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS]; Shader m_vertexShaders[BGFX_CONFIG_MAX_VERTEX_SHADERS]; Shader m_fragmentShaders[BGFX_CONFIG_MAX_FRAGMENT_SHADERS]; Material m_materials[BGFX_CONFIG_MAX_MATERIALS]; Texture m_textures[BGFX_CONFIG_MAX_TEXTURES]; VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS]; RenderTarget m_renderTargets[BGFX_CONFIG_MAX_RENDER_TARGETS]; UniformRegistry m_uniformReg; void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS]; TextVideoMem m_textVideoMem; Resolution m_resolution; bool m_dxtSupport; PostSwapBuffersFn m_postSwapBuffers; #if BX_PLATFORM_NACL PP_Resource m_context; PP_Instance m_instance; const PPB_Instance* m_instInterface; const PPB_Graphics3D* m_graphicsInterface; #elif BX_PLATFORM_WINDOWS HDC m_hdc; HGLRC m_hglrc; #endif // BX_PLATFORM_NACL }; RendererContext s_renderCtx; #if BX_PLATFORM_NACL void naclSetIntefraces(PP_Instance _instance, const PPB_Instance* _instInterface, const PPB_Graphics3D* _graphicsInterface, PostSwapBuffersFn _postSwapBuffers) { s_renderCtx.m_instance = _instance; s_renderCtx.m_instInterface = _instInterface; s_renderCtx.m_graphicsInterface = _graphicsInterface; s_renderCtx.m_postSwapBuffers = _postSwapBuffers; s_renderCtx.setRenderContextSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT); } void naclSwapCompleteCb(void* /*_data*/, int32_t /*_result*/) { renderFrame(); } #endif // BX_PLATFORM_NACL struct Extension { enum Enum { GL_EXT_texture_format_BGRA8888, GL_EXT_texture_compression_dxt1, GL_CHROMIUM_texture_compression_dxt3, GL_CHROMIUM_texture_compression_dxt5, GL_OES_standard_derivatives, Count }; const char* m_name; bool m_supported; }; static Extension s_extension[Extension::Count] = { { "GL_EXT_texture_format_BGRA8888", false }, { "GL_EXT_texture_compression_dxt1", false }, { "GL_CHROMIUM_texture_compression_dxt3", false }, { "GL_CHROMIUM_texture_compression_dxt5", false }, { "GL_OES_standard_derivatives", false }, }; static const GLenum s_primType[] = { GL_TRIANGLES, GL_LINES, }; static const uint32_t s_primNumVerts[] = { 3, 2, }; static const char* s_attribName[Attrib::Count] = { "a_position", "a_normal", "a_color", "a_color1", "a_indices", "a_weight", "a_texcoord0", "a_texcoord1", "a_texcoord2", "a_texcoord3", "a_texcoord4", "a_texcoord5", "a_texcoord6", "a_texcoord7", }; static const GLenum s_attribType[AttribType::Count] = { GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, GL_FLOAT, }; static const GLenum s_blendFactor[] = { 0, // ignored GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA_SATURATE, }; static const GLenum s_depthFunc[] = { 0, // ignored GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL, GL_NEVER, GL_ALWAYS, }; // Specifies the internal format of the texture. // Must be one of the following symbolic constants: // GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA. static const GLenum s_colorFormat[] = { 0, // ignored GL_RGBA, GL_RGBA, }; static const GLenum s_depthFormat[] = { 0, // ignored 0, }; static const GLenum s_textureAddress[] = { GL_REPEAT, GL_MIRRORED_REPEAT, GL_CLAMP_TO_EDGE, }; static const GLenum s_textureFilter[] = { GL_LINEAR, GL_NEAREST, }; const char* glslTypeName(GLuint _type) { #define GLSL_TYPE(_ty) case _ty: return #_ty switch (_type) { GLSL_TYPE(GL_FLOAT); GLSL_TYPE(GL_FLOAT_VEC2); GLSL_TYPE(GL_FLOAT_VEC3); GLSL_TYPE(GL_FLOAT_VEC4); GLSL_TYPE(GL_FLOAT_MAT2); GLSL_TYPE(GL_FLOAT_MAT3); GLSL_TYPE(GL_FLOAT_MAT4); // GLSL_TYPE(GL_FLOAT_MAT2x3); // GLSL_TYPE(GL_FLOAT_MAT2x4); // GLSL_TYPE(GL_FLOAT_MAT3x2); // GLSL_TYPE(GL_FLOAT_MAT3x4); // GLSL_TYPE(GL_FLOAT_MAT4x2); // GLSL_TYPE(GL_FLOAT_MAT4x3); // GLSL_TYPE(GL_SAMPLER_1D); GLSL_TYPE(GL_SAMPLER_2D); // GLSL_TYPE(GL_SAMPLER_3D); GLSL_TYPE(GL_SAMPLER_CUBE); // GLSL_TYPE(GL_SAMPLER_1D_SHADOW); // GLSL_TYPE(GL_SAMPLER_2D_SHADOW); } #undef GLSL_TYPE return "UNKNOWN GLSL TYPE!"; } const char* glEnumName(GLenum _enum) { #define GLENUM(_ty) case _ty: return #_ty switch (_enum) { GLENUM(GL_TEXTURE); GLENUM(GL_RENDERBUFFER); } #undef GLENUM return "UNKNOWN GLENUM!"; } ConstantType::Enum convertGlType(GLenum _type) { switch (_type) { case GL_FLOAT: return ConstantType::Uniform1fv; case GL_FLOAT_VEC2: return ConstantType::Uniform2fv; case GL_FLOAT_VEC3: return ConstantType::Uniform3fv; case GL_FLOAT_VEC4: return ConstantType::Uniform4fv; case GL_FLOAT_MAT2: break; case GL_FLOAT_MAT3: return ConstantType::Uniform3x3fv; case GL_FLOAT_MAT4: return ConstantType::Uniform4x4fv; // case GL_FLOAT_MAT2x3: // case GL_FLOAT_MAT2x4: // case GL_FLOAT_MAT3x2: // case GL_FLOAT_MAT3x4: // case GL_FLOAT_MAT4x2: // case GL_FLOAT_MAT4x3: // break; case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: // case GL_SAMPLER_1D: // case GL_SAMPLER_3D: // case GL_SAMPLER_1D_SHADOW: // case GL_SAMPLER_2D_SHADOW: return ConstantType::Uniform1iv; }; return ConstantType::End; } void Material::init() { GLint activeAttribs; GLint activeUniforms; GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) ); GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) ); GLint max0, max1; GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) ); GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) ); GLint maxLength = uint32_max(max0, max1); char* name = (char*)g_realloc(NULL, maxLength + 1); BX_TRACE("Program %d", m_id); BX_TRACE("Attributes:"); for (int32_t ii = 0; ii < activeAttribs; ++ii) { GLint size; GLenum type; GL_CHECK(glGetActiveAttrib(m_id, ii, maxLength + 1, NULL, &size, &type, name) ); BX_TRACE("\t%s %s is at location %d" , glslTypeName(type) , name , glGetAttribLocation(m_id, name) ); } m_numPredefined = 0; m_constantBuffer = ConstantBuffer::create(1024); m_numSamplers = 0; BX_TRACE("Uniforms:"); for (int32_t ii = 0; ii < activeUniforms; ++ii) { GLint num; GLenum gltype; GL_CHECK(glGetActiveUniform(m_id, ii, maxLength + 1, NULL, &num, &gltype, name) ); GLint loc = glGetUniformLocation(m_id, name); int offset = 0; char* array = strchr(name, '['); if (NULL != array) { BX_TRACE("--- %s", name); *array = '\0'; array++; char* end = strchr(array, ']'); *end = '\0'; offset = atoi(array); } if (GL_SAMPLER_2D == gltype) { BX_TRACE("Sampler %d at %d.", m_numSamplers, loc); m_sampler[m_numSamplers] = loc; m_numSamplers++; } const void* data = NULL; PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name); if (PredefinedUniform::Count != predefined) { m_predefined[m_numPredefined].m_loc = loc; m_predefined[m_numPredefined].m_type = predefined; m_numPredefined++; } else { const UniformInfo* info = s_renderCtx.m_uniformReg.find(name); if (NULL != info) { data = info->m_data; ConstantType::Enum type = convertGlType(gltype); m_constantBuffer->writeUniformRef(type, loc, data, num); BX_TRACE("store %s %p", name, data); } } BX_TRACE("\tuniform %s %s%s is at location %d, size %d (%p), offset %d" , glslTypeName(gltype) , name , PredefinedUniform::Count != predefined ? "*" : "" , loc , num , data , offset ); } m_constantBuffer->finish(); g_free(name); memset(m_attributes, 0xff, sizeof(m_attributes) ); uint32_t used = 0; for (uint32_t ii = 0; ii < Attrib::Count; ++ii) { GLuint loc = glGetAttribLocation(m_id, s_attribName[ii]); if ( GLuint(-1) != loc ) { BX_TRACE("attr %s: %d", s_attribName[ii], loc); m_attributes[ii] = loc; m_used[used++] = ii; } } m_used[used] = Attrib::Count; } void Material::bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex) { uint32_t enabled = 0; for (uint32_t ii = 0; Attrib::Count != m_used[ii]; ++ii) { Attrib::Enum attr = Attrib::Enum(m_used[ii]); GLuint loc = m_attributes[attr]; uint8_t num; AttribType::Enum type; bool normalized; _vertexDecl.decode(attr, num, type, normalized); if (0xffff != loc && 0xff != _vertexDecl.m_attributes[attr]) { GL_CHECK(glEnableVertexAttribArray(loc) ); enabled |= 1<>BGFX_TEXTURE_U_SHIFT]) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT]) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT]) ); Dds dds; if (parseDds(dds, _mem) ) { GLenum typefmt[4] = { GL_RGBA, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, }; GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, 1 < dds.m_numMips ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) ); GLenum fmt = typefmt[dds.m_type]; uint32_t width = dds.m_width; uint32_t height = dds.m_height; if (!s_renderCtx.m_dxtSupport || 0 == dds.m_type) { fmt = s_extension[Extension::GL_EXT_texture_format_BGRA8888].m_supported ? GL_BGRA_EXT : GL_RGBA; if (dds.m_bpp == 1) { fmt = GL_LUMINANCE; } for (uint32_t lod = 0, num = dds.m_numMips; lod < num; ++lod) { width = uint32_max(1, width); height = uint32_max(1, height); Mip mip; if (getRawImageData(dds, lod, _mem, mip) ) { uint32_t srcpitch = mip.m_width*mip.m_bpp; uint8_t* bits = (uint8_t*)g_realloc(NULL, srcpitch*mip.m_height); mip.decode(bits); if (GL_RGBA == fmt) { uint32_t dstpitch = width*4; for (uint32_t yy = 0; yy < height; ++yy) { uint8_t* dst = &bits[yy*dstpitch]; for (uint32_t xx = 0; xx < width; ++xx) { uint8_t tmp = dst[0]; dst[0] = dst[2]; dst[2] = tmp; dst += 4; } } } GL_CHECK(glTexImage2D(m_target , lod , fmt , width , height , 0 , fmt , GL_UNSIGNED_BYTE , bits ) ); g_free(bits); } width >>= 1; height >>= 1; } } else { for (uint32_t ii = 0, num = dds.m_numMips; ii < num; ++ii) { width = uint32_max(1, width); height = uint32_max(1, height); Mip mip; if (getRawImageData(dds, ii, _mem, mip) ) { GL_CHECK(glCompressedTexImage2D(m_target , ii , fmt , width , height , 0 , mip.m_size , mip.m_data ) ); } width >>= 1; height >>= 1; } } } else { StreamRead stream(_mem->data, _mem->size); uint32_t magic; stream.read(magic); if (BGFX_MAGIC == magic) { uint16_t width; stream.read(width); uint16_t height; stream.read(height); uint8_t bpp; stream.read(bpp); uint8_t numMips; stream.read(numMips); stream.align(16); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, 1 < dds.m_numMips ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) ); for (uint8_t mip = 0; mip < numMips; ++mip) { width = uint32_max(width, 1); height = uint32_max(height, 1); const uint8_t* data = stream.getDataPtr(); stream.skip(width*height*bpp); GL_CHECK(glTexImage2D(m_target , mip , 1 == bpp ? GL_LUMINANCE : GL_RGBA , width , height , 0 , 1 == bpp ? GL_LUMINANCE : GL_RGBA , GL_UNSIGNED_BYTE , data ) ); width >>= 1; height >>= 1; } } else { // } } GL_CHECK(glBindTexture(m_target, 0) ); } void Texture::createColor(uint32_t _width, uint32_t _height) { GLenum internalFormat = /*_fp ? GL_RGBA16F_ARB :*/ GL_RGBA; GLenum type = /*_fp ? GL_HALF_FLOAT_ARB :*/ GL_UNSIGNED_BYTE; m_target = /*0 != _depth ? GL_TEXTURE_3D :*/ GL_TEXTURE_2D; GL_CHECK(glGenTextures(1, &m_id) ); BX_CHECK(0 != m_id, "Failed to generate texture id."); GL_CHECK(glBindTexture(m_target, m_id) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) ); GL_CHECK(glTexImage2D(m_target , 0 , internalFormat , _width , _height , 0 , GL_RGBA , type , NULL ) ); GL_CHECK(glBindTexture(m_target, 0) ); } void Texture::createDepth(uint32_t _width, uint32_t _height) { m_target = GL_TEXTURE_2D; GL_CHECK(glGenTextures(1, &m_id) ); BX_CHECK(0 != m_id, "Failed to generate texture id."); GL_CHECK(glBindTexture(m_target, m_id) ); // glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE); // glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) ); GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) ); // OpenGL ES 2.0 doesn't support GL_DEPTH_COMPONENT... this will fail. GL_CHECK(glTexImage2D(m_target , 0 , GL_DEPTH_COMPONENT , _width , _height , 0 , GL_DEPTH_COMPONENT , GL_FLOAT , NULL ) ); GL_CHECK(glBindTexture(m_target, 0) ); } void Texture::destroy() { if (0 != m_id) { GL_CHECK(glBindTexture(m_target, 0) ); GL_CHECK(glDeleteTextures(1, &m_id) ); m_id = 0; } } void RenderTarget::create(uint16_t _width, uint16_t _height, uint32_t _flags) { BX_TRACE("Create render target %dx%d 0x%02x", _width, _height, _flags); m_width = _width; m_height = _height; uint32_t colorFormat = (_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT; uint32_t depthFormat = (_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT; if (0 < colorFormat) { m_color.createColor(_width, _height); } #if 0 // GLES can't create texture with depth texture format... if (0 < depthFormat) { m_depth.createDepth(_width, _height); } #endif // GL_CHECK(glGenFramebuffers(1, &m_fbo) ); BX_CHECK(0 != m_fbo, "Failed to generate framebuffer id."); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_fbo) ); if (0 < colorFormat) { GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , m_color.m_id , 0 ) ); } if (0 < depthFormat) { if (0 < colorFormat) { GL_CHECK(glGenRenderbuffers(1, &m_rbo) ); BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id."); GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, m_rbo) ); GL_CHECK(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, _width, _height) ); GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) ); GL_CHECK(glFramebufferRenderbuffer(GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , m_rbo ) ); } else { GL_CHECK(glFramebufferTexture2D(GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , m_depth.m_id , 0 ) ); } } BX_CHECK(GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_FRAMEBUFFER) , "glCheckFramebufferStatus failed 0x%08x" , glCheckFramebufferStatus(GL_FRAMEBUFFER) ); GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) ); } void RenderTarget::destroy() { GL_CHECK(glDeleteFramebuffers(1, &m_fbo) ); if (0 != m_rbo) { GL_CHECK(glDeleteRenderbuffers(1, &m_rbo) ); } m_color.destroy(); m_depth.destroy(); } static bool s_exit = false; void ConstantBuffer::commit(bool _force) { reset(); do { uint32_t opcode = read(); if (ConstantType::End == opcode) { break; } ConstantType::Enum type; uint16_t loc; uint16_t num; uint16_t copy; decodeOpcode(opcode, type, loc, num, copy); const char* data; if (copy) { data = read(g_constantTypeSize[type]*num); } else { memcpy(&data, read(sizeof(void*) ), sizeof(void*) ); } #define CASE_IMPLEMENT_UNIFORM(_uniform, _glsuffix, _dxsuffix, _type) \ case ConstantType::_uniform: \ { \ _type* value = (_type*)data; \ GL_CHECK(glUniform##_glsuffix(loc, num, value) ); \ } \ break; #define CASE_IMPLEMENT_UNIFORM_T(_uniform, _glsuffix, _dxsuffix, _type) \ case ConstantType::_uniform: \ { \ _type* value = (_type*)data; \ GL_CHECK(glUniform##_glsuffix(loc, num, GL_FALSE, value) ); \ } \ break; switch (type) { // case ConstantType::Uniform1iv: // { // int* value = (int*)data; // BX_TRACE("Uniform1iv sampler %d, loc %d (num %d, copy %d)", *value, loc, num, copy); // GL_CHECK(glUniform1iv(loc, num, value) ); // } // break; // CASE_IMPLEMENT_UNIFORM(Uniform1i, 1iv, I, int); CASE_IMPLEMENT_UNIFORM(Uniform1f, 1fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform1iv, 1iv, I, int); CASE_IMPLEMENT_UNIFORM(Uniform1fv, 1fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform2fv, 2fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform3fv, 3fv, F, float); CASE_IMPLEMENT_UNIFORM(Uniform4fv, 4fv, F, float); CASE_IMPLEMENT_UNIFORM_T(Uniform3x3fv, Matrix3fv, F, float); CASE_IMPLEMENT_UNIFORM_T(Uniform4x4fv, Matrix4fv, F, float); case ConstantType::End: break; default: BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", m_pos, opcode, type, loc, num, copy); break; } #undef CASE_IMPLEMENT_UNIFORM #undef CASE_IMPLEMENT_UNIFORM_T } while (true); } void TextVideoMemBlitter::setup() { uint32_t width = s_renderCtx.m_resolution.m_width; uint32_t height = s_renderCtx.m_resolution.m_height; GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) ); GL_CHECK(glViewport(0, 0, width, height) ); GL_CHECK(glDisable(GL_DEPTH_TEST) ); GL_CHECK(glDepthFunc(GL_ALWAYS) ); GL_CHECK(glDisable(GL_CULL_FACE) ); GL_CHECK(glDisable(GL_BLEND) ); GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) ); Material& material = s_renderCtx.m_materials[m_material.idx]; GL_CHECK(glUseProgram(material.m_id) ); float proj[16]; matrix_ortho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f); PredefinedUniform& predefined = material.m_predefined[0]; GL_CHECK(glUniformMatrix4fv(predefined.m_loc , 1 , GL_FALSE , proj ) ); GL_CHECK(glBindTexture(GL_TEXTURE_2D, s_renderCtx.m_textures[m_texture.idx].m_id) ); } void TextVideoMemBlitter::render(uint32_t _numIndices) { uint32_t numVertices = _numIndices*4/6; s_renderCtx.m_indexBuffers[m_ib->handle.idx].update(_numIndices*2, m_ib->data); s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(numVertices*m_decl.m_stride, m_vb->data); VertexBuffer& vb = s_renderCtx.m_vertexBuffers[m_vb->handle.idx]; GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) ); IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx]; GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) ); Material& material = s_renderCtx.m_materials[m_material.idx]; material.bindAttributes(m_decl, 0); GL_CHECK(glDrawElements(GL_TRIANGLES , _numIndices , GL_UNSIGNED_SHORT , (void*)0 ) ); } void Context::flip() { s_renderCtx.flip(); } GLint glGet(GLenum _pname) { GLint result; GL_CHECK(glGetIntegerv(_pname, &result) ); return result; } void Context::rendererInit() { s_renderCtx.init(); #if BGFX_DEBUG GLint numCmpFormats; GL_CHECK(glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCmpFormats) ); BX_TRACE("GL_NUM_COMPRESSED_TEXTURE_FORMATS %d", numCmpFormats); GLint* formats = (GLint*)alloca(sizeof(GLint)*numCmpFormats); glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats); for (GLint ii = 0; ii < numCmpFormats; ++ii) { BX_TRACE("\t%3d: %8x", ii, formats[ii]); } # define GL_GET(_pname, _min) BX_TRACE(#_pname " %d (min: %d)", glGet(_pname), _min) GL_GET(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 16); GL_GET(GL_MAX_VERTEX_UNIFORM_VECTORS, 128); GL_GET(GL_MAX_VARYING_VECTORS, 8); GL_GET(GL_MAX_VERTEX_ATTRIBS, 8); GL_GET(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 8); GL_GET(GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16); GL_GET(GL_MAX_TEXTURE_IMAGE_UNITS, 8); GL_GET(GL_MAX_TEXTURE_SIZE, 64); GL_GET(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 0); GL_GET(GL_MAX_RENDERBUFFER_SIZE, 1); #endif // BGFX_DEBUG const char* extensions = (const char*)glGetString(GL_EXTENSIONS); char name[1024]; const char* pos = extensions; const char* end = extensions + strlen(extensions); while (pos < end) { uint32_t len; const char* space = strchr(pos, ' '); if (NULL != space) { len = uint32_min(sizeof(name), (uint32_t)(space - pos) ); } else { len = uint32_min(sizeof(name), strlen(pos) ); } strncpy(name, pos, len); name[len] = '\0'; bool supported = false; for (uint32_t ii = 0; ii < Extension::Count; ++ii) { Extension& extension = s_extension[ii]; if (!extension.m_supported) { if (0 == strcmp(name, extension.m_name) ) { extension.m_supported = true; supported = true; break; } } } BX_TRACE("GL_EXTENSION%s: %s", supported ? " (supported)" : "", name); pos += len+1; } s_renderCtx.m_dxtSupport = false //true && s_extension[Extension::GL_EXT_texture_compression_dxt1].m_supported && s_extension[Extension::GL_CHROMIUM_texture_compression_dxt3].m_supported && s_extension[Extension::GL_CHROMIUM_texture_compression_dxt5].m_supported ; } void Context::rendererShutdown() { s_exit = true; } void Context::rendererCreateIndexBuffer(IndexBufferHandle _handle, Memory* _mem) { s_renderCtx.m_indexBuffers[_handle.idx].create(_mem->size, _mem->data); } void Context::rendererDestroyIndexBuffer(IndexBufferHandle _handle) { s_renderCtx.m_indexBuffers[_handle.idx].destroy(); } void Context::rendererCreateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size) { s_renderCtx.m_indexBuffers[_handle.idx].create(_size, NULL); } void Context::rendererDestroyDynamicIndexBuffer(IndexBufferHandle _handle) { s_renderCtx.m_indexBuffers[_handle.idx].destroy(); } void Context::rendererCreateVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) { VertexDecl& decl = s_renderCtx.m_vertexDecls[_handle.idx]; memcpy(&decl, &_decl, sizeof(VertexDecl) ); dump(decl); } void Context::rendererDestroyVertexDecl(VertexDeclHandle _handle) { } void Context::rendererCreateVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle) { s_renderCtx.m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle); } void Context::rendererDestroyVertexBuffer(VertexBufferHandle _handle) { s_renderCtx.m_vertexBuffers[_handle.idx].destroy(); } void Context::rendererCreateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size) { VertexDeclHandle decl = BGFX_INVALID_HANDLE; s_renderCtx.m_vertexBuffers[_handle.idx].create(_size, NULL, decl); } void Context::rendererDestroyDynamicVertexBuffer(VertexBufferHandle _handle) { s_renderCtx.m_vertexBuffers[_handle.idx].destroy(); } void Context::rendererCreateVertexShader(VertexShaderHandle _handle, Memory* _mem) { s_renderCtx.m_vertexShaders[_handle.idx].create(GL_VERTEX_SHADER, _mem->data); } void Context::rendererDestroyVertexShader(VertexShaderHandle _handle) { s_renderCtx.m_vertexShaders[_handle.idx].destroy(); } void Context::rendererCreateFragmentShader(FragmentShaderHandle _handle, Memory* _mem) { s_renderCtx.m_fragmentShaders[_handle.idx].create(GL_FRAGMENT_SHADER, _mem->data); } void Context::rendererDestroyFragmentShader(FragmentShaderHandle _handle) { s_renderCtx.m_fragmentShaders[_handle.idx].destroy(); } void Context::rendererCreateMaterial(MaterialHandle _handle, VertexShaderHandle _vsh, FragmentShaderHandle _fsh) { s_renderCtx.m_materials[_handle.idx].create(s_renderCtx.m_vertexShaders[_vsh.idx], s_renderCtx.m_fragmentShaders[_fsh.idx]); } void Context::rendererDestroyMaterial(FragmentShaderHandle _handle) { s_renderCtx.m_materials[_handle.idx].destroy(); } void Context::rendererCreateTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags) { s_renderCtx.m_textures[_handle.idx].create(_mem, _flags); } void Context::rendererDestroyTexture(TextureHandle _handle) { s_renderCtx.m_textures[_handle.idx].destroy(); } void Context::rendererCreateRenderTarget(RenderTargetHandle _handle, uint16_t _width, uint16_t _height, uint32_t _flags) { s_renderCtx.m_renderTargets[_handle.idx].create(_width, _height, _flags); } void Context::rendererDestroyRenderTarget(RenderTargetHandle _handle) { s_renderCtx.m_renderTargets[_handle.idx].destroy(); } void Context::rendererCreateUniform(UniformHandle _handle, ConstantType::Enum _type, uint16_t _num, const char* _name) { uint32_t size = g_constantTypeSize[_type]*_num; void* data = g_realloc(NULL, size); s_renderCtx.m_uniforms[_handle.idx] = data; s_renderCtx.m_uniformReg.reg(_name, s_renderCtx.m_uniforms[_handle.idx]); } void Context::rendererDestroyUniform(UniformHandle _handle) { g_free(s_renderCtx.m_uniforms[_handle.idx]); } void Context::rendererSaveScreenShot(Memory* _mem) { // glReadPixels(0, 0, m_render->m_width, m_render->m_height, GL_RGBA, GL_UNSIGNED_BYTE, temp); } void Context::rendererUpdateUniform(uint16_t _loc, const void* _data, uint32_t _size) { memcpy(s_renderCtx.m_uniforms[_loc], _data, _size); } void Context::rendererSubmit() { s_renderCtx.updateResolution(m_render->m_resolution); if (0 < m_render->m_iboffset) { DynamicIndexBuffer* ib = m_render->m_dynamicIb; s_renderCtx.m_indexBuffers[ib->handle.idx].update(m_render->m_iboffset, ib->data); } if (0 < m_render->m_vboffset) { DynamicVertexBuffer* vb = m_render->m_dynamicVb; s_renderCtx.m_vertexBuffers[vb->handle.idx].update(m_render->m_vboffset, vb->data); } m_render->sort(); RenderState currentState; currentState.reset(); currentState.m_flags = BGFX_STATE_NONE; Matrix4 viewProj[BGFX_CONFIG_MAX_VIEWS]; for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii) { matrix_mul(viewProj[ii].val, m_render->m_view[ii].val, m_render->m_proj[ii].val); } uint16_t materialIdx = bgfx::invalidHandle; SortKey key; uint8_t view = 0xff; RenderTargetHandle rt = BGFX_INVALID_HANDLE; int32_t height = m_render->m_resolution.m_height; float alphaRef = 0.0f; GLenum primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : GL_TRIANGLES; uint32_t primNumVerts = 3; uint32_t baseVertex = 0; GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) ); uint32_t statsNumPrims = 0; uint32_t statsNumIndices = 0; int64_t elapsed = -bx::getHPCounter(); if (0 == (m_render->m_debug&BGFX_DEBUG_IFH) ) { for (uint32_t item = 0, numItems = m_render->m_num; item < numItems; ++item) { key.decode(m_render->m_sortKeys[item]); const RenderState& state = m_render->m_renderState[m_render->m_sortValues[item] ]; const uint64_t newFlags = state.m_flags; uint64_t changedFlags = currentState.m_flags ^ state.m_flags; currentState.m_flags = newFlags; if (key.m_view != view) { GL_CHECK(glFlush() ); currentState.clear(); changedFlags = BGFX_STATE_MASK; currentState.m_flags = newFlags; view = key.m_view; materialIdx = bgfx::invalidHandle; if (m_render->m_rt[view].idx != rt.idx) { rt = m_render->m_rt[view]; if (rt.idx == bgfx::invalidHandle) { GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0) ); height = m_render->m_resolution.m_height; } else { RenderTarget& renderTarget = s_renderCtx.m_renderTargets[rt.idx]; GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, renderTarget.m_fbo) ); height = renderTarget.m_height; } } Rect& rect = m_render->m_rect[view]; GL_CHECK(glViewport(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) ); Clear& clear = m_render->m_clear[view]; if (BGFX_CLEAR_NONE != clear.m_flags) { GLuint flags = 0; if (BGFX_CLEAR_COLOR_BIT & clear.m_flags) { flags |= GL_COLOR_BUFFER_BIT; uint32_t rgba = clear.m_rgba; float rr = (rgba>>24)/255.0f; float gg = ( (rgba>>16)&0xff)/255.0f; float bb = ( (rgba>>8)&0xff)/255.0f; float aa = (rgba&0xff)/255.0f; GL_CHECK(glClearColor(rr, gg, bb, aa) ); GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) ); } if (BGFX_CLEAR_DEPTH_BIT & clear.m_flags) { flags |= GL_DEPTH_BUFFER_BIT; GL_CHECK(glClearDepthf(clear.m_depth) ); GL_CHECK(glDepthMask(GL_TRUE) ); } if (BGFX_CLEAR_STENCIL_BIT & clear.m_flags) { flags |= GL_STENCIL_BUFFER_BIT; GL_CHECK(glClearStencil(clear.m_stencil) ); } if (0 != flags) { GL_CHECK(glEnable(GL_SCISSOR_TEST) ); GL_CHECK(glScissor(rect.m_x, height-rect.m_height-rect.m_y, rect.m_width, rect.m_height) ); GL_CHECK(glClear(flags) ); GL_CHECK(glDisable(GL_SCISSOR_TEST) ); } } GL_CHECK(glEnable(GL_DEPTH_TEST) ); GL_CHECK(glDepthFunc(GL_LESS) ); GL_CHECK(glEnable(GL_CULL_FACE) ); GL_CHECK(glDisable(GL_BLEND) ); } if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK |BGFX_STATE_ALPHA_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE |BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK) & changedFlags) { if (BGFX_STATE_CULL_MASK & changedFlags) { if (BGFX_STATE_CULL_CW & newFlags) { GL_CHECK(glEnable(GL_CULL_FACE) ); GL_CHECK(glCullFace(GL_BACK) ); } else if (BGFX_STATE_CULL_CCW & newFlags) { GL_CHECK(glEnable(GL_CULL_FACE) ); GL_CHECK(glCullFace(GL_FRONT) ); } else { GL_CHECK(glDisable(GL_CULL_FACE) ); } } if (BGFX_STATE_DEPTH_WRITE & changedFlags) { GL_CHECK(glDepthMask(!!(BGFX_STATE_DEPTH_WRITE & newFlags) ) ); } if (BGFX_STATE_DEPTH_TEST_MASK & changedFlags) { uint32_t func = (newFlags&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT; if (0 != func) { GL_CHECK(glEnable(GL_DEPTH_TEST) ); GL_CHECK(glDepthFunc(s_depthFunc[func]) ); } else { GL_CHECK(glDisable(GL_DEPTH_TEST) ); } } if ( (BGFX_STATE_ALPHA_TEST|BGFX_STATE_ALPHA_REF_MASK) & changedFlags) { uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT; alphaRef = ref/255.0f; #if BGFX_CONFIG_RENDERER_OPENGLES #else if (BGFX_STATE_ALPHA_TEST & newFlags) { GL_CHECK(glEnable(GL_ALPHA_TEST) ); else { GL_CHECK(glDisable(GL_ALPHA_TEST) ); } #endif // BGFX_CONFIG_RENDERER_OPENGLES } if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags) { GLboolean alpha = !!(newFlags&BGFX_STATE_ALPHA_WRITE); GLboolean rgb = !!(newFlags&BGFX_STATE_RGB_WRITE); GL_CHECK(glColorMask(rgb, rgb, rgb, alpha) ); } if (BGFX_STATE_BLEND_MASK & changedFlags) { if (BGFX_STATE_BLEND_MASK & newFlags) { uint32_t blend = (newFlags&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT; uint32_t src = blend&0xf; uint32_t dst = (blend>>4)&0xf; GL_CHECK(glEnable(GL_BLEND) ); GL_CHECK(glBlendFunc(s_blendFactor[src], s_blendFactor[dst]) ); } else { GL_CHECK(glDisable(GL_BLEND) ); } } uint8_t primIndex = uint8_t( (newFlags&BGFX_STATE_PT_MASK)>>BGFX_STATE_PT_SHIFT); primType = m_render->m_debug&BGFX_DEBUG_WIREFRAME ? GL_LINES : s_primType[primIndex]; primNumVerts = s_primNumVerts[primIndex]; } bool materialChanged = false; bool constantsChanged = state.m_constBegin < state.m_constEnd; bool bindAttribs = false; rendererUpdateUniforms(m_render->m_constantBuffer, state.m_constBegin, state.m_constEnd); if (key.m_material != materialIdx) { materialIdx = key.m_material; GLuint id = bgfx::invalidHandle == materialIdx ? 0 : s_renderCtx.m_materials[materialIdx].m_id; GL_CHECK(glUseProgram(id) ); materialChanged = constantsChanged = bindAttribs = true; } if (bgfx::invalidHandle != materialIdx) { Material& material = s_renderCtx.m_materials[materialIdx]; if (constantsChanged) { material.m_constantBuffer->commit(materialChanged); } for (uint32_t ii = 0, num = material.m_numPredefined; ii < num; ++ii) { PredefinedUniform& predefined = material.m_predefined[ii]; switch (predefined.m_type) { case PredefinedUniform::ViewRect: { float rect[4]; rect[0] = m_render->m_rect[view].m_x; rect[1] = m_render->m_rect[view].m_y; rect[2] = m_render->m_rect[view].m_width; rect[3] = m_render->m_rect[view].m_height; GL_CHECK(glUniform4fv(predefined.m_loc , 1 , &rect[0] ) ); } break; case PredefinedUniform::ViewTexel: { float rect[4]; rect[0] = 1.0f/float(m_render->m_rect[view].m_width); rect[1] = 1.0f/float(m_render->m_rect[view].m_height); GL_CHECK(glUniform4fv(predefined.m_loc , 1 , &rect[0] ) ); } break; case PredefinedUniform::View: { GL_CHECK(glUniformMatrix4fv(predefined.m_loc , 1 , GL_FALSE , m_render->m_view[view].val ) ); } break; case PredefinedUniform::ViewProj: { GL_CHECK(glUniformMatrix4fv(predefined.m_loc , 1 , GL_FALSE , viewProj[view].val ) ); } break; case PredefinedUniform::Model: { const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; GL_CHECK(glUniformMatrix4fv(predefined.m_loc , state.m_num , GL_FALSE , model.val ) ); } break; case PredefinedUniform::ModelViewProj: { Matrix4 modelViewProj; const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; matrix_mul(modelViewProj.val, model.val, viewProj[view].val); GL_CHECK(glUniformMatrix4fv(predefined.m_loc , 1 , GL_FALSE , modelViewProj.val ) ); } break; case PredefinedUniform::ModelViewProjX: { const Matrix4& model = m_render->m_matrixCache.m_cache[state.m_matrix]; static const BX_ALIGN_STRUCT_16(float) s_bias[16] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, }; uint8_t other = m_render->m_other[view]; Matrix4 viewProjBias; matrix_mul(viewProjBias.val, viewProj[other].val, s_bias); Matrix4 modelViewProj; matrix_mul(modelViewProj.val, model.val, viewProjBias.val); GL_CHECK(glUniformMatrix4fv(predefined.m_loc , 1 , GL_FALSE , modelViewProj.val ) ); } break; case PredefinedUniform::ViewProjX: { static const BX_ALIGN_STRUCT_16(float) s_bias[16] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, }; uint8_t other = m_render->m_other[view]; Matrix4 viewProjBias; matrix_mul(viewProjBias.val, viewProj[other].val, s_bias); GL_CHECK(glUniformMatrix4fv(predefined.m_loc , 1 , GL_FALSE , viewProjBias.val ) ); } break; case PredefinedUniform::AlphaRef: { GL_CHECK(glUniform1f(predefined.m_loc, alphaRef) ); } break; case PredefinedUniform::Count: break; } } // if (BGFX_STATE_TEX_MASK & changedFlags) { uint64_t flag = BGFX_STATE_TEX0; for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage) { const Sampler& sampler = state.m_sampler[stage]; Sampler& current = currentState.m_sampler[stage]; if (current.m_idx != sampler.m_idx || current.m_flags != sampler.m_flags || materialChanged) { GL_CHECK(glActiveTexture(GL_TEXTURE0+stage) ); if (bgfx::invalidHandle != sampler.m_idx) { GLuint id = 0; switch (sampler.m_flags&BGFX_SAMPLER_TYPE_MASK) { case 0: id = s_renderCtx.m_textures[sampler.m_idx].m_id; break; case 1: id = s_renderCtx.m_renderTargets[sampler.m_idx].m_color.m_id; break; case 2: id = s_renderCtx.m_renderTargets[sampler.m_idx].m_depth.m_id; break; } GL_CHECK(glBindTexture(GL_TEXTURE_2D, id) ); // GL_CHECK(glUniform1i(material.m_sampler[stage], stage) ); } } current = sampler; flag <<= 1; } GL_CHECK(glActiveTexture(GL_TEXTURE0) ); } if (currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx || materialChanged) { currentState.m_vertexBuffer = state.m_vertexBuffer; uint16_t handle = state.m_vertexBuffer.idx; if (bgfx::invalidHandle != handle) { VertexBuffer& vb = s_renderCtx.m_vertexBuffers[handle]; GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) ); bindAttribs = true; } else { GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) ); } } if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx) { currentState.m_indexBuffer = state.m_indexBuffer; uint16_t handle = state.m_indexBuffer.idx; if (bgfx::invalidHandle != handle) { IndexBuffer& ib = s_renderCtx.m_indexBuffers[handle]; GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) ); } else { GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) ); } } if (bgfx::invalidHandle != state.m_indexBuffer.idx) { if (baseVertex != state.m_startVertex || bindAttribs) { baseVertex = state.m_startVertex; VertexBuffer& vb = s_renderCtx.m_vertexBuffers[state.m_vertexBuffer.idx]; uint16_t decl = vb.m_decl.idx == bgfx::invalidHandle ? state.m_vertexDecl.idx : vb.m_decl.idx; s_renderCtx.m_materials[materialIdx].bindAttributes(s_renderCtx.m_vertexDecls[decl], state.m_startVertex); } uint32_t numIndices = state.m_numIndices; uint32_t numPrims = 0; if (BGFX_DRAW_WHOLE_INDEX_BUFFER == state.m_startIndex) { numIndices = s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2; numPrims = numIndices/primNumVerts; GL_CHECK(glDrawElements(primType , s_renderCtx.m_indexBuffers[state.m_indexBuffer.idx].m_size/2 , GL_UNSIGNED_SHORT , (void*)0 ) ); } else if (primNumVerts <= state.m_numIndices) { GL_CHECK(glDrawElements(primType , numIndices , GL_UNSIGNED_SHORT , (void*)(uintptr_t)(state.m_startIndex*2) ) ); } statsNumPrims += numPrims; statsNumIndices += numIndices; } } } } int64_t now = bx::getHPCounter(); elapsed += now; static int64_t last = now; double frameTime = now - last; last = now; if (m_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) ) { TextVideoMem& tvm = s_renderCtx.m_textVideoMem; static int64_t next = now; if (now >= next) { next = now + bx::getHPFrequency(); double freq = double(bx::getHPFrequency() ); double toMs = 1000.0/freq; tvm.clear(); uint16_t pos = 10; tvm.printf(10, pos++, 0x8e, " Frame: %3.4f [ms] / %3.2f", double(frameTime)*toMs, freq/frameTime); tvm.printf(10, pos++, 0x8e, " Draw calls: %4d / %3.4f [ms]", m_render->m_num, double(elapsed)*toMs); tvm.printf(10, pos++, 0x8e, " Prims: %7d", statsNumPrims); tvm.printf(10, pos++, 0x8e, " Indices: %7d", statsNumIndices); tvm.printf(10, pos++, 0x8e, " DVB size: %7d", m_render->m_vboffset); tvm.printf(10, pos++, 0x8e, " DIB size: %7d", m_render->m_iboffset); uint8_t attr[2] = { 0x89, 0x8a }; uint8_t attrIndex = m_render->m_waitSubmit < m_render->m_waitRender; tvm.printf(10, pos++, attr[attrIndex&1], "Submit wait: %3.4f [ms]", double(m_render->m_waitSubmit)*toMs); tvm.printf(10, pos++, attr[(attrIndex+1)&1], "Render wait: %3.4f [ms]", double(m_render->m_waitRender)*toMs); } g_textVideoMemBlitter.blit(tvm); } else if (m_render->m_debug & BGFX_DEBUG_TEXT) { g_textVideoMemBlitter.blit(m_render->m_textVideoMem); } GL_CHECK(glFlush() ); } } #endif // BGFX_CONFIG_RENDERER_OPENGLES