bgfx/src/renderer_gl.h

602 lines
15 KiB
C++
Executable file

/*
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef __RENDERER_GL_H__
#define __RENDERER_GL_H__
#define BGFX_USE_EGL 0
#define BGFX_USE_WGL 0
#define BGFX_USE_NSGL 0
#if BGFX_CONFIG_RENDERER_OPENGL
# if BGFX_CONFIG_RENDERER_OPENGL >= 31
# include <gl/glcorearb.h>
# else
# if BX_PLATFORM_LINUX
# define GL_PROTOTYPES
# define GL_GLEXT_LEGACY
# include <GL/gl.h>
# undef GL_PROTOTYPES
# elif BX_PLATFORM_OSX
# define GL_GLEXT_LEGACY
# define long ptrdiff_t
# include <OpenGL/gl.h>
# undef long
# undef GL_VERSION_1_2
# undef GL_VERSION_1_3
# undef GL_VERSION_1_4
# undef GL_VERSION_1_5
# undef GL_VERSION_2_0
# else
# include <GL/gl.h>
# endif // BX_PLATFORM_
// remove deprecated from glext.h
# define GL_VERSION_1_2_DEPRECATED
# define GL_ARB_imaging_DEPRECATED
# define GL_VERSION_1_3_DEPRECATED
# define GL_VERSION_1_4_DEPRECATED
# define GL_VERSION_1_5_DEPRECATED
# define GL_VERSION_2_0_DEPRECATED
# define GL_VERSION_2_1_DEPRECATED
// ignore everything above 2.1
# define GL_VERSION_3_0
# define GL_VERSION_3_0_DEPRECATED
# define GL_VERSION_3_1
# define GL_VERSION_3_2
# define GL_VERSION_3_3
# define GL_VERSION_4_0
# define GL_VERSION_4_1
# define GL_VERSION_4_2
# include <gl/glext.h>
# endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
# define glVertexAttribDivisor glVertexAttribDivisorARB
# define glDrawArraysInstanced glDrawArraysInstancedARB
# define glDrawElementsInstanced glDrawElementsInstancedARB
# if BX_PLATFORM_WINDOWS
# undef BGFX_USE_WGL
# define BGFX_USE_WGL 1
# endif // BX_PLATFORM_
#elif BGFX_CONFIG_RENDERER_OPENGLES2 || BGFX_CONFIG_RENDERER_OPENGLES3
# if BGFX_CONFIG_RENDERER_OPENGLES2
# include <GLES2/gl2platform.h>
# include <GLES2/gl2.h>
# include <GLES2/gl2ext.h>
# define glProgramBinary glProgramBinaryOES
# define glGetProgramBinary glGetProgramBinaryOES
# define glBindVertexArray glBindVertexArrayOES
# define glDeleteVertexArrays glDeleteVertexArraysOES
# define glGenVertexArrays glGenVertexArraysOES
# define GL_PROGRAM_BINARY_LENGTH GL_PROGRAM_BINARY_LENGTH_OES
# define GL_HALF_FLOAT GL_HALF_FLOAT_OES
# define GL_RGBA8 GL_RGBA //GL_RGBA8_OES
# define GL_RGB10_A2 GL_RGB10_A2_EXT
# define GL_R16F GL_R16F_EXT
# define GL_R32F GL_R32F_EXT
# define GL_UNSIGNED_INT_2_10_10_10_REV GL_UNSIGNED_INT_2_10_10_10_REV_EXT
# define GL_SAMPLER_3D GL_SAMPLER_3D_OES
# elif BGFX_CONFIG_RENDERER_OPENGLES3
# include <GLES3/gl3platform.h>
# include <GLES3/gl3.h>
# include <GLES3/gl3ext.h>
# endif // BGFX_CONFIG_RENDERER_
# if BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_WINDOWS
# undef BGFX_USE_EGL
# define BGFX_USE_EGL 1
# include "glcontext_egl.h"
# endif // BX_PLATFORM_
# if BX_PLATFORM_EMSCRIPTEN
# include <emscripten/emscripten.h>
# endif // BX_PLATFORM_EMSCRIPTEN
typedef void (*PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
#endif // BGFX_CONFIG_RENDERER_OPENGL
# ifndef GL_LUMINANCE
# define GL_LUMINANCE 0x1909
# endif // GL_LUMINANCE
# ifndef GL_BGRA_EXT
# define GL_BGRA_EXT 0x80E1
# endif // GL_BGRA_EXT
# ifndef GL_R32F_EXT
# define GL_R32F_EXT 0x822E
# endif // GL_R32F_EXT
# ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
# endif // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
# ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
# endif // GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
# ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
# endif // GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
# ifndef GL_COMPRESSED_LUMINANCE_LATC1_EXT
# define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70
# endif // GL_COMPRESSED_LUMINANCE_LATC1_EXT
# ifndef GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT
# define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72
# endif // GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT
# ifndef GL_COMPRESSED_RED_RGTC1_EXT
# define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
# endif // GL_COMPRESSED_RED_RGTC1_EXT
# ifndef GL_COMPRESSED_RED_GREEN_RGTC2_EXT
# define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
# endif // GL_COMPRESSED_RED_GREEN_RGTC2_EXT
# ifndef GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
# define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0
# endif // GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE
# ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
# define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
# endif // GL_TEXTURE_MAX_ANISOTROPY_EXT
# ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
# define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
# endif // GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
# ifndef GL_VBO_FREE_MEMORY_ATI
# define GL_VBO_FREE_MEMORY_ATI 0x87FB
# endif // GL_VBO_FREE_MEMORY_ATI
# ifndef GL_TEXTURE_FREE_MEMORY_ATI
# define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC
# endif // GL_TEXTURE_FREE_MEMORY_ATI
# ifndef GL_RENDERBUFFER_FREE_MEMORY_ATI
# define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD
# endif // GL_RENDERBUFFER_FREE_MEMORY_ATI
// http://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt
# ifndef GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX
# define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047
# endif // GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX
# ifndef GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX
# define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048
# endif // GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX
# ifndef GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX
# define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049
# endif // GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX
# ifndef GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX
# define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A
# endif // GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX
# ifndef GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX
# define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B
# endif // GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX
#ifndef GL_RGBA16
# define GL_RGBA16 0x805B
#endif // GL_RGBA16
#ifndef GL_RGBA16F
# define GL_RGBA16F 0x881A
#endif // GL_RGBA16F
#if BX_PLATFORM_NACL
# include "glcontext_ppapi.h"
#elif BX_PLATFORM_WINDOWS
# include <windows.h>
#elif BX_PLATFORM_LINUX
# include "glcontext_glx.h"
#elif BX_PLATFORM_OSX
# include "glcontext_nsgl.h"
#endif // BX_PLATFORM_
#if BGFX_CONFIG_DEBUG_GREMEDY && (BX_PLATFORM_WINDOWS || BX_PLATFORM_LINUX)
# include <gl/GRemedyGLExtensions.h>
#endif // BGFX_CONFIG_DEBUG_GREMEDY && (BX_PLATFORM_WINDOWS || BX_PLATFORM_LINUX)
#if BGFX_USE_WGL
# include "glcontext_wgl.h"
#endif // BGFX_USE_WGL
#ifndef GL_APIENTRY
# define GL_APIENTRY APIENTRY
#endif // GL_APIENTRY
#ifndef GL_APIENTRYP
# define GL_APIENTRYP GL_APIENTRY*
#endif // GL_APIENTRYP
#if !BGFX_CONFIG_RENDERER_OPENGL
# define glClearDepth glClearDepthf
#endif // !BGFX_CONFIG_RENDERER_OPENGL
namespace bgfx
{
// Both GL_ARB_instanced_arrays and GL_ANGLE_instanced_arrays use the same function signature.
typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORBGFXPROC)(GLuint _index, GLuint _divisor);
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDBGFXPROC)(GLenum _mode, GLint _first, GLsizei _count, GLsizei _primcount);
typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBGFXPROC)(GLenum _mode, GLsizei _count, GLenum _type, const GLvoid* _indices, GLsizei _primcount);
# define _GL_CHECK(_call) \
do { \
/*BX_TRACE(#_call);*/ \
_call; \
GLenum err = glGetError(); \
BX_CHECK(0 == err, #_call "; glError 0x%x %d", err, err); \
} while (0)
#if BGFX_CONFIG_DEBUG
# define GL_CHECK(_call) _GL_CHECK(_call)
#else
# define GL_CHECK(_call) _call
#endif // BGFX_CONFIG_DEBUG
#if BGFX_CONFIG_DEBUG_GREMEDY
# define _GREMEDY_SETMARKER(_string) \
do \
{ \
if (NULL != glStringMarkerGREMEDY) \
{ \
glStringMarkerGREMEDY( (GLsizei)strlen(_string), _string); \
} \
} while(0)
# define _GREMEDY_FRAMETERMINATOR() \
do \
{ \
if (NULL != glStringMarkerGREMEDY) \
{ \
glFrameTerminatorGREMEDY(); \
} \
} while(0)
#else
# define _GREMEDY_SETMARKER(_string) do {} while(0)
# define _GREMEDY_FRAMETERMINATOR() do {} while(0)
#endif // BGFX_CONFIG_DEBUG_GREMEDY
#define GREMEDY_SETMARKER(_string) _GREMEDY_SETMARKER(_string)
#define GREMEDY_FRAMETERMINATOR() _GREMEDY_FRAMETERMINATOR()
#define GL_IMPORT(_optional, _proto, _func) extern _proto _func
#include "glimports.h"
#undef GL_IMPORT
class ConstantBuffer;
class VaoCache
{
public:
GLuint add(uint32_t _hash)
{
invalidate(_hash);
GLuint arrayId;
GL_CHECK(glGenVertexArrays(1, &arrayId) );
m_hashMap.insert(stl::make_pair(_hash, arrayId) );
return arrayId;
}
GLuint find(uint32_t _hash)
{
HashMap::iterator it = m_hashMap.find(_hash);
if (it != m_hashMap.end() )
{
return it->second;
}
return UINT32_MAX;
}
void invalidate(uint32_t _hash)
{
GL_CHECK(glBindVertexArray(0) );
HashMap::iterator it = m_hashMap.find(_hash);
if (it != m_hashMap.end() )
{
GL_CHECK(glDeleteVertexArrays(1, &it->second) );
m_hashMap.erase(it);
}
}
void invalidate()
{
GL_CHECK(glBindVertexArray(0) );
for (HashMap::iterator it = m_hashMap.begin(), itEnd = m_hashMap.end(); it != itEnd; ++it)
{
GL_CHECK(glDeleteVertexArrays(1, &it->second) );
}
m_hashMap.clear();
}
private:
typedef stl::unordered_map<uint32_t, GLuint> HashMap;
HashMap m_hashMap;
};
class VaoCacheRef
{
public:
void add(uint32_t _hash)
{
m_vaoSet.insert(_hash);
}
void invalidate(VaoCache& _vaoCache)
{
for (VaoSet::iterator it = m_vaoSet.begin(), itEnd = m_vaoSet.end(); it != itEnd; ++it)
{
_vaoCache.invalidate(*it);
}
m_vaoSet.clear();
}
typedef stl::unordered_set<uint32_t> VaoSet;
VaoSet m_vaoSet;
};
struct IndexBuffer
{
void create(uint32_t _size, void* _data)
{
m_size = _size;
GL_CHECK(glGenBuffers(1, &m_id) );
BX_CHECK(0 != m_id, "Failed to generate buffer id.");
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER
, _size
, _data
, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
) );
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
}
void update(uint32_t _offset, uint32_t _size, void* _data)
{
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER
, _offset
, _size
, _data
) );
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
}
void destroy();
void add(uint32_t _hash)
{
m_vcref.add(_hash);
}
GLuint m_id;
uint32_t m_size;
VaoCacheRef m_vcref;
};
struct VertexBuffer
{
void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
{
m_size = _size;
m_decl = _declHandle;
GL_CHECK(glGenBuffers(1, &m_id) );
BX_CHECK(0 != m_id, "Failed to generate buffer id.");
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferData(GL_ARRAY_BUFFER
, _size
, _data
, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
) );
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
}
void update(uint32_t _offset, uint32_t _size, void* _data)
{
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferSubData(GL_ARRAY_BUFFER
, _offset
, _size
, _data
) );
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
}
void destroy();
void add(uint32_t _hash)
{
m_vcref.add(_hash);
}
GLuint m_id;
uint32_t m_size;
VertexDeclHandle m_decl;
VaoCacheRef m_vcref;
};
struct Texture
{
Texture()
: m_id(0)
, m_target(GL_TEXTURE_2D)
, m_fmt(GL_ZERO)
, m_type(GL_ZERO)
, m_compressed(false)
{
}
void create(const Memory* _mem, uint32_t _flags);
void createColor(uint32_t _colorFormat, uint32_t _width, uint32_t _height, GLenum _min, GLenum _mag);
void createDepth(uint32_t _width, uint32_t _height);
void destroy();
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__