mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
605 lines
15 KiB
C++
Executable file
605 lines
15 KiB
C++
Executable file
/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef __RENDERER_GL_H__
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#define __RENDERER_GL_H__
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#define BGFX_USE_EGL 0
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#define BGFX_USE_WGL 0
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#define BGFX_USE_NSGL 0
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#if BGFX_CONFIG_RENDERER_OPENGL
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# if BGFX_CONFIG_RENDERER_OPENGL >= 31
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# define GLCOREARB_PROTOTYPES
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# include <gl/glcorearb.h>
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# define GL_ARB_shader_objects // OSX collsion with GLhandleARB in gltypes.h
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# else
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# if BX_PLATFORM_LINUX
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# define GL_PROTOTYPES
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# define GL_GLEXT_LEGACY
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# include <GL/gl.h>
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# undef GL_PROTOTYPES
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# elif BX_PLATFORM_OSX
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# define GL_GLEXT_LEGACY
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# define long ptrdiff_t
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# include <OpenGL/gl.h>
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# undef long
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# undef GL_VERSION_1_2
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# undef GL_VERSION_1_3
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# undef GL_VERSION_1_4
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# undef GL_VERSION_1_5
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# undef GL_VERSION_2_0
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# else
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# include <GL/gl.h>
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# endif // BX_PLATFORM_
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// remove deprecated from glext.h
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# define GL_VERSION_1_2_DEPRECATED
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# define GL_ARB_imaging_DEPRECATED
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# define GL_VERSION_1_3_DEPRECATED
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# define GL_VERSION_1_4_DEPRECATED
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# define GL_VERSION_1_5_DEPRECATED
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# define GL_VERSION_2_0_DEPRECATED
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# define GL_VERSION_2_1_DEPRECATED
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// ignore everything above 2.1
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# define GL_VERSION_3_0
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# define GL_VERSION_3_0_DEPRECATED
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# define GL_VERSION_3_1
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# define GL_VERSION_3_2
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# define GL_VERSION_3_3
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# define GL_VERSION_4_0
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# define GL_VERSION_4_1
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# define GL_VERSION_4_2
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# include <gl/glext.h>
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# endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
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# define glVertexAttribDivisor glVertexAttribDivisorARB
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# define glDrawArraysInstanced glDrawArraysInstancedARB
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# define glDrawElementsInstanced glDrawElementsInstancedARB
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# if BX_PLATFORM_WINDOWS
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# undef BGFX_USE_WGL
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# define BGFX_USE_WGL 1
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# endif // BX_PLATFORM_
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#elif BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
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# if BGFX_CONFIG_RENDERER_OPENGLES2
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# include <GLES2/gl2platform.h>
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# include <GLES2/gl2.h>
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# include <GLES2/gl2ext.h>
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# define glProgramBinary glProgramBinaryOES
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# define glGetProgramBinary glGetProgramBinaryOES
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# define glBindVertexArray glBindVertexArrayOES
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# define glDeleteVertexArrays glDeleteVertexArraysOES
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# define glGenVertexArrays glGenVertexArraysOES
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# define GL_PROGRAM_BINARY_LENGTH GL_PROGRAM_BINARY_LENGTH_OES
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# define GL_HALF_FLOAT GL_HALF_FLOAT_OES
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# define GL_RGBA8 GL_RGBA //GL_RGBA8_OES
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# define GL_RGB10_A2 GL_RGB10_A2_EXT
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# define GL_R16F GL_R16F_EXT
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# define GL_R32F GL_R32F_EXT
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# define GL_UNSIGNED_INT_2_10_10_10_REV GL_UNSIGNED_INT_2_10_10_10_REV_EXT
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# define GL_SAMPLER_3D GL_SAMPLER_3D_OES
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# define GL_MIN GL_MIN_EXT
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# define GL_MAX GL_MAX_EXT
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# elif BGFX_CONFIG_RENDERER_OPENGLES3
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# include <GLES3/gl3platform.h>
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# include <GLES3/gl3.h>
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# include <GLES3/gl3ext.h>
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# endif // BGFX_CONFIG_RENDERER_
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# if BX_PLATFORM_ANDROID || BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_WINDOWS || BX_PLATFORM_QNX
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# undef BGFX_USE_EGL
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# define BGFX_USE_EGL 1
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# include "glcontext_egl.h"
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# endif // BX_PLATFORM_
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# if BX_PLATFORM_EMSCRIPTEN
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# include <emscripten/emscripten.h>
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# endif // BX_PLATFORM_EMSCRIPTEN
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typedef void (*PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
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#endif // BGFX_CONFIG_RENDERER_OPENGL
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# ifndef GL_LUMINANCE
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# define GL_LUMINANCE 0x1909
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# endif // GL_LUMINANCE
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# ifndef GL_BGRA_EXT
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# define GL_BGRA_EXT 0x80E1
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# endif // GL_BGRA_EXT
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# ifndef GL_R16F_EXT
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# define GL_R16F_EXT 0x822D
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# endif // GL_R16F_EXT
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# ifndef GL_R32F_EXT
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# define GL_R32F_EXT 0x822E
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# endif // GL_R32F_EXT
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# ifndef GL_RGB10_A2_EXT
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# define GL_RGB10_A2_EXT 0x8059
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# endif // GL_RGB10_A2_EXT
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# ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
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# endif // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
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# ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
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# endif // GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
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# ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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# define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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# endif // GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
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# ifndef GL_COMPRESSED_LUMINANCE_LATC1_EXT
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# define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
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# endif // GL_COMPRESSED_LUMINANCE_LATC1_EXT
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# ifndef GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT
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# define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
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# endif // GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT
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# ifndef GL_COMPRESSED_RED_RGTC1_EXT
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# define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
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# endif // GL_COMPRESSED_RED_RGTC1_EXT
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# ifndef GL_COMPRESSED_RED_GREEN_RGTC2_EXT
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# define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
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# endif // GL_COMPRESSED_RED_GREEN_RGTC2_EXT
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# ifndef GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
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# define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
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# endif // GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
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# ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
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# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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# endif // GL_TEXTURE_MAX_ANISOTROPY_EXT
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# ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
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# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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# endif // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
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# ifndef GL_VBO_FREE_MEMORY_ATI
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# define GL_VBO_FREE_MEMORY_ATI 0x87FB
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# endif // GL_VBO_FREE_MEMORY_ATI
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# ifndef GL_TEXTURE_FREE_MEMORY_ATI
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# define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC
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# endif // GL_TEXTURE_FREE_MEMORY_ATI
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# ifndef GL_RENDERBUFFER_FREE_MEMORY_ATI
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# define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD
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# endif // GL_RENDERBUFFER_FREE_MEMORY_ATI
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// http://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt
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# ifndef GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX
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# define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047
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# endif // GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX
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# ifndef GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX
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# define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
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# endif // GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX
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# ifndef GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX
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# define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049
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# endif // GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX
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# ifndef GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX
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# define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A
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# endif // GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX
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# ifndef GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX
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# define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B
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# endif // GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX
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#ifndef GL_RGBA16
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# define GL_RGBA16 0x805B
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#endif // GL_RGBA16
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#ifndef GL_RGBA16F
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# define GL_RGBA16F 0x881A
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#endif // GL_RGBA16F
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#if BX_PLATFORM_NACL
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# include "glcontext_ppapi.h"
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#elif BX_PLATFORM_WINDOWS
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# include <windows.h>
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#elif BX_PLATFORM_LINUX
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# include "glcontext_glx.h"
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#elif BX_PLATFORM_OSX
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# include "glcontext_nsgl.h"
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#elif BX_PLATFORM_IOS
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# include "glcontext_ios.h"
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#endif // BX_PLATFORM_
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#if BGFX_CONFIG_DEBUG_GREMEDY && (BX_PLATFORM_WINDOWS || BX_PLATFORM_LINUX)
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# include <gl/GRemedyGLExtensions.h>
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#endif // BGFX_CONFIG_DEBUG_GREMEDY && (BX_PLATFORM_WINDOWS || BX_PLATFORM_LINUX)
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#if BGFX_USE_WGL
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# include "glcontext_wgl.h"
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#endif // BGFX_USE_WGL
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#ifndef GL_APIENTRY
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# define GL_APIENTRY APIENTRY
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#endif // GL_APIENTRY
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#ifndef GL_APIENTRYP
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# define GL_APIENTRYP GL_APIENTRY*
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#endif // GL_APIENTRYP
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#if !BGFX_CONFIG_RENDERER_OPENGL
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# define glClearDepth glClearDepthf
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#endif // !BGFX_CONFIG_RENDERER_OPENGL
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namespace bgfx
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{
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// Both GL_ARB_instanced_arrays and GL_ANGLE_instanced_arrays use the same function signature.
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typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORBGFXPROC)(GLuint _index, GLuint _divisor);
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typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDBGFXPROC)(GLenum _mode, GLint _first, GLsizei _count, GLsizei _primcount);
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typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBGFXPROC)(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei _primcount);
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# define _GL_CHECK(_call) \
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do { \
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/*BX_TRACE(#_call);*/ \
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_call; \
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GLenum err = glGetError(); \
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BX_CHECK(0 == err, #_call "; glError 0x%x %d", err, err); \
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} while (0)
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#if BGFX_CONFIG_DEBUG
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# define GL_CHECK(_call) _GL_CHECK(_call)
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#else
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# define GL_CHECK(_call) _call
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#endif // BGFX_CONFIG_DEBUG
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#if BGFX_CONFIG_DEBUG_GREMEDY
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# define _GREMEDY_SETMARKER(_string) glStringMarkerGREMEDY(0, _string)
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# define _GREMEDY_FRAMETERMINATOR() glFrameTerminatorGREMEDY()
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#else
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# define _GREMEDY_SETMARKER(_string) do { BX_UNUSED(_string); } while(0)
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# define _GREMEDY_FRAMETERMINATOR() do {} while(0)
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#endif // BGFX_CONFIG_DEBUG_GREMEDY
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#define GREMEDY_SETMARKER(_string) _GREMEDY_SETMARKER(_string)
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#define GREMEDY_FRAMETERMINATOR() _GREMEDY_FRAMETERMINATOR()
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#define GL_IMPORT(_optional, _proto, _func) extern _proto _func
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#include "glimports.h"
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#undef GL_IMPORT
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void dumpExtensions(const char* _extensions);
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class ConstantBuffer;
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class VaoCache
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{
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public:
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GLuint add(uint32_t _hash)
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{
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invalidate(_hash);
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GLuint arrayId;
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GL_CHECK(glGenVertexArrays(1, &arrayId) );
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m_hashMap.insert(stl::make_pair(_hash, arrayId) );
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return arrayId;
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}
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GLuint find(uint32_t _hash)
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{
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HashMap::iterator it = m_hashMap.find(_hash);
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if (it != m_hashMap.end() )
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{
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return it->second;
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}
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return UINT32_MAX;
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}
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void invalidate(uint32_t _hash)
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{
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GL_CHECK(glBindVertexArray(0) );
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HashMap::iterator it = m_hashMap.find(_hash);
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if (it != m_hashMap.end() )
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{
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GL_CHECK(glDeleteVertexArrays(1, &it->second) );
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m_hashMap.erase(it);
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}
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}
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void invalidate()
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{
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GL_CHECK(glBindVertexArray(0) );
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for (HashMap::iterator it = m_hashMap.begin(), itEnd = m_hashMap.end(); it != itEnd; ++it)
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{
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GL_CHECK(glDeleteVertexArrays(1, &it->second) );
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}
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m_hashMap.clear();
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}
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private:
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typedef stl::unordered_map<uint32_t, GLuint> HashMap;
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HashMap m_hashMap;
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};
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class VaoCacheRef
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{
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public:
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void add(uint32_t _hash)
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{
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m_vaoSet.insert(_hash);
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}
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void invalidate(VaoCache& _vaoCache)
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{
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for (VaoSet::iterator it = m_vaoSet.begin(), itEnd = m_vaoSet.end(); it != itEnd; ++it)
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{
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_vaoCache.invalidate(*it);
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}
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m_vaoSet.clear();
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}
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typedef stl::unordered_set<uint32_t> VaoSet;
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VaoSet m_vaoSet;
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};
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struct IndexBuffer
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{
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void create(uint32_t _size, void* _data)
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{
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m_size = _size;
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GL_CHECK(glGenBuffers(1, &m_id) );
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BX_CHECK(0 != m_id, "Failed to generate buffer id.");
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER
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, _size
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, _data
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, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
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) );
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
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}
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void update(uint32_t _offset, uint32_t _size, void* _data)
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{
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER
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, _offset
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, _size
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, _data
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) );
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GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
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}
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void destroy();
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void add(uint32_t _hash)
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{
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m_vcref.add(_hash);
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}
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GLuint m_id;
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uint32_t m_size;
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VaoCacheRef m_vcref;
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};
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struct VertexBuffer
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{
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void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
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{
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m_size = _size;
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m_decl = _declHandle;
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GL_CHECK(glGenBuffers(1, &m_id) );
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BX_CHECK(0 != m_id, "Failed to generate buffer id.");
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferData(GL_ARRAY_BUFFER
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, _size
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, _data
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, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
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) );
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
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}
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void update(uint32_t _offset, uint32_t _size, void* _data)
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{
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
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GL_CHECK(glBufferSubData(GL_ARRAY_BUFFER
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, _offset
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, _size
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, _data
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) );
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GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
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}
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void destroy();
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void add(uint32_t _hash)
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{
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m_vcref.add(_hash);
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}
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GLuint m_id;
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uint32_t m_size;
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VertexDeclHandle m_decl;
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VaoCacheRef m_vcref;
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};
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struct Texture
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{
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Texture()
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: m_id(0)
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, m_target(GL_TEXTURE_2D)
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, m_fmt(GL_ZERO)
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, m_type(GL_ZERO)
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, m_compressed(false)
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{
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}
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void init(GLenum _target, uint8_t _numMips, uint32_t _flags);
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void create(const Memory* _mem, uint32_t _flags);
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void createColor(uint32_t _colorFormat, uint32_t _width, uint32_t _height, GLenum _min, GLenum _mag);
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void createDepth(uint32_t _width, uint32_t _height);
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void destroy();
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void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, const Memory* _mem);
|
|
|
|
GLuint m_id;
|
|
GLenum m_target;
|
|
GLenum m_fmt;
|
|
GLenum m_type;
|
|
bool m_compressed;
|
|
};
|
|
|
|
struct Shader
|
|
{
|
|
void create(GLenum _type, Memory* _mem)
|
|
{
|
|
m_id = glCreateShader(_type);
|
|
m_type = _type;
|
|
|
|
bx::MemoryReader reader(_mem->data, _mem->size);
|
|
m_hash = hashMurmur2A(_mem->data, _mem->size);
|
|
|
|
uint32_t magic;
|
|
bx::read(&reader, magic);
|
|
|
|
uint32_t iohash;
|
|
bx::read(&reader, iohash);
|
|
|
|
const uint8_t* code = reader.getDataPtr();
|
|
|
|
if (0 != m_id)
|
|
{
|
|
GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&code, NULL) );
|
|
GL_CHECK(glCompileShader(m_id) );
|
|
|
|
GLint compiled = 0;
|
|
GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
|
|
|
|
if (0 == compiled)
|
|
{
|
|
char log[1024];
|
|
GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), NULL, log) );
|
|
BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
|
|
BX_TRACE("\n####\n%s\n####", code);
|
|
|
|
GL_CHECK(glDeleteShader(m_id) );
|
|
BGFX_FATAL(false, bgfx::Fatal::InvalidShader, "Failed to compile shader.");
|
|
}
|
|
}
|
|
}
|
|
|
|
void destroy()
|
|
{
|
|
GL_CHECK(glDeleteShader(m_id) );
|
|
}
|
|
|
|
GLuint m_id;
|
|
GLenum m_type;
|
|
uint32_t m_hash;
|
|
};
|
|
|
|
struct RenderTarget
|
|
{
|
|
RenderTarget()
|
|
: m_width(0)
|
|
, m_height(0)
|
|
, m_msaa(0)
|
|
{
|
|
memset(m_fbo, 0, sizeof(m_fbo) );
|
|
}
|
|
|
|
void create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags);
|
|
void destroy();
|
|
void resolve();
|
|
|
|
GLsizei m_width;
|
|
GLsizei m_height;
|
|
uint32_t m_msaa;
|
|
Texture m_color;
|
|
Texture m_depth;
|
|
GLuint m_fbo[2];
|
|
GLuint m_colorRbo;
|
|
GLuint m_depthRbo;
|
|
};
|
|
|
|
struct Program
|
|
{
|
|
void create(const Shader& _vsh, const Shader& _fsh);
|
|
void destroy();
|
|
void init();
|
|
void bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex = 0) const;
|
|
void bindInstanceData(uint32_t _stride, uint32_t _baseVertex = 0) const;
|
|
|
|
void commit()
|
|
{
|
|
m_constantBuffer->commit();
|
|
}
|
|
|
|
void add(uint32_t _hash)
|
|
{
|
|
m_vcref.add(_hash);
|
|
}
|
|
|
|
GLuint m_id;
|
|
|
|
uint8_t m_used[Attrib::Count+1]; // dense
|
|
GLint m_attributes[Attrib::Count]; // sparse
|
|
GLint m_instanceData[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
|
|
|
|
GLint m_sampler[BGFX_CONFIG_MAX_TEXTURES];
|
|
uint8_t m_numSamplers;
|
|
|
|
ConstantBuffer* m_constantBuffer;
|
|
PredefinedUniform m_predefined[PredefinedUniform::Count];
|
|
uint8_t m_numPredefined;
|
|
VaoCacheRef m_vcref;
|
|
};
|
|
|
|
#if BGFX_CONFIG_RENDERER_OPENGL
|
|
struct Queries
|
|
{
|
|
void create()
|
|
{
|
|
glGenQueries(countof(m_queries), m_queries);
|
|
}
|
|
|
|
void destroy()
|
|
{
|
|
glDeleteQueries(countof(m_queries), m_queries);
|
|
}
|
|
|
|
void begin(uint16_t _id, GLenum _target) const
|
|
{
|
|
glBeginQuery(_target, m_queries[_id]);
|
|
}
|
|
|
|
void end(GLenum _target) const
|
|
{
|
|
glEndQuery(_target);
|
|
}
|
|
|
|
uint64_t getResult(uint16_t _id) const
|
|
{
|
|
uint64_t result;
|
|
glGetQueryObjectui64v(m_queries[_id], GL_QUERY_RESULT, &result);
|
|
return result;
|
|
}
|
|
|
|
GLuint m_queries[64];
|
|
};
|
|
#endif // BGFX_CONFIG_RENDERER_OPENGL
|
|
|
|
} // namespace bgfx
|
|
|
|
#endif // __RENDERER_GL_H__
|