mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
1014 lines
24 KiB
C++
1014 lines
24 KiB
C++
/*
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* Copyright 2011-2015 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 BGFX_RENDERER_GL_H_HEADER_GUARD
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#define BGFX_RENDERER_GL_H_HEADER_GUARD
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#define BGFX_USE_EGL (BGFX_CONFIG_RENDERER_OPENGLES && (0 \
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|| BX_PLATFORM_ANDROID \
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|| BX_PLATFORM_EMSCRIPTEN \
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|| BX_PLATFORM_LINUX \
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|| BX_PLATFORM_FREEBSD \
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|| BX_PLATFORM_QNX \
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|| BX_PLATFORM_RPI \
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|| BX_PLATFORM_WINDOWS \
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) )
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#define BGFX_USE_WGL (BGFX_CONFIG_RENDERER_OPENGL && BX_PLATFORM_WINDOWS)
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#define BGFX_USE_GLX (BGFX_CONFIG_RENDERER_OPENGL && (0 \
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|| BX_PLATFORM_LINUX \
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|| BX_PLATFORM_FREEBSD \
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) )
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#define BGFX_USE_GL_DYNAMIC_LIB (0 \
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|| BX_PLATFORM_LINUX \
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|| BX_PLATFORM_FREEBSD \
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|| BX_PLATFORM_OSX \
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|| BX_PLATFORM_WINDOWS \
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)
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#if BGFX_CONFIG_RENDERER_OPENGL
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# if BGFX_CONFIG_RENDERER_OPENGL >= 31
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# include <gl/glcorearb.h>
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# if BX_PLATFORM_OSX
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# define GL_ARB_shader_objects // OSX collsion with GLhandleARB in gltypes.h
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# endif // BX_PLATFORM_OSX
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# else
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# if BX_PLATFORM_LINUX || BX_PLATFORM_FREEBSD
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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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# include <gl/glext.h>
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# endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
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#elif BGFX_CONFIG_RENDERER_OPENGLES
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typedef double GLdouble;
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# if BGFX_CONFIG_RENDERER_OPENGLES < 30
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# if BX_PLATFORM_IOS
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# include <OpenGLES/ES2/gl.h>
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# include <OpenGLES/ES2/glext.h>
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//#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6
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#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368
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#define GL_TEXTURE_3D_OES 0x806F
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#define GL_SAMPLER_3D_OES 0x8B5F
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#define GL_TEXTURE_WRAP_R_OES 0x8072
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#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
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# else
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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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# endif // BX_PLATFORM_
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typedef int64_t GLint64;
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typedef uint64_t GLuint64;
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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_RGBA8_OES
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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_TEXTURE_3D GL_TEXTURE_3D_OES
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# define GL_SAMPLER_3D GL_SAMPLER_3D_OES
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# define GL_TEXTURE_WRAP_R GL_TEXTURE_WRAP_R_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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# define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
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# define GL_DEPTH24_STENCIL8 GL_DEPTH24_STENCIL8_OES
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# define GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT32_OES
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# define GL_UNSIGNED_INT_24_8 GL_UNSIGNED_INT_24_8_OES
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# elif BGFX_CONFIG_RENDERER_OPENGLES >= 30
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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 BGFX_USE_EGL
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# include "glcontext_egl.h"
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# endif // BGFX_USE_EGL
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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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#endif // BGFX_CONFIG_RENDERER_OPENGL
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#include "renderer.h"
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#include "ovr.h"
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#include "renderdoc.h"
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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
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# define GL_BGRA 0x80E1
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#endif // GL_BGRA
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#ifndef GL_R8
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# define GL_R8 0x8229
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#endif // GL_R8
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#ifndef GL_R16
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# define GL_R16 0x822A
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#endif // GL_R16
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#ifndef GL_R16F
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# define GL_R16F 0x822D
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#endif // GL_R16F
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#ifndef GL_R32UI
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# define GL_R32UI 0x8236
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#endif // GL_R32UI
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#ifndef GL_R32F
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# define GL_R32F 0x822E
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#endif // GL_R32F
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#ifndef GL_RG8
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# define GL_RG8 0x822B
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#endif // GL_RG8
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#ifndef GL_RG16
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# define GL_RG16 0x822C
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#endif // GL_RG16
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#ifndef GL_RG16UI
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# define GL_RG16UI 0x823A
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#endif // GL_RG16UI
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#ifndef GL_RG16F
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# define GL_RG16F 0x822F
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#endif // GL_RG16F
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#ifndef GL_R32UI
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# define GL_R32UI 0x8236
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#endif // GL_R32UI
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#ifndef GL_RG32UI
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# define GL_RG32UI 0x823C
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#endif // GL_RG32UI
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#ifndef GL_RG32F
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# define GL_RG32F 0x8230
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#endif // GL_RG32F
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#ifndef GL_RGBA32UI
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# define GL_RGBA32UI 0x8D70
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#endif // GL_RGBA32UI
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#ifndef GL_RGBA32F
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# define GL_RGBA32F 0x8814
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#endif // GL_RGBA32F
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#ifndef GL_STENCIL_INDEX
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# define GL_STENCIL_INDEX 0x1901
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#endif // GL_STENCIL_INDEX
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#ifndef GL_RED
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# define GL_RED 0x1903
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#endif // GL_RED
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#ifndef GL_RED_INTEGER
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# define GL_RED_INTEGER 0x8D94
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#endif // GL_RED_INTEGER
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#ifndef GL_RG
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# define GL_RG 0x8227
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#endif // GL_RG
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#ifndef GL_RG_INTEGER
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# define GL_RG_INTEGER 0x8228
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#endif // GL_RG_INTEGER
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#ifndef GL_GREEN
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# define GL_GREEN 0x1904
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#endif // GL_GREEN
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#ifndef GL_BLUE
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# define GL_BLUE 0x1905
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#endif // GL_BLUE
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#ifndef GL_RGBA_INTEGER
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# define GL_RGBA_INTEGER 0x8D99
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#endif // GL_RGBA_INTEGER
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#ifndef GL_RGB10_A2
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# define GL_RGB10_A2 0x8059
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#endif // GL_RGB10_A2
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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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#ifndef GL_R16UI
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# define GL_R16UI 0x8234
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#endif // GL_R16UI
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#ifndef GL_RGBA16UI
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# define GL_RGBA16UI 0x8D76
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#endif // GL_RGBA16UI
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#ifndef GL_R11F_G11F_B10F
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# define GL_R11F_G11F_B10F 0x8C3A
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#endif // GL_R11F_G11F_B10F
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#ifndef GL_UNSIGNED_INT_10F_11F_11F_REV
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# define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
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#endif // GL_UNSIGNED_INT_10F_11F_11F_REV
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#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
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# define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
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#endif // GL_COMPRESSED_RGB_S3TC_DXT1_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
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# define GL_COMPRESSED_RED_RGTC1 0x8DBB
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#endif // GL_COMPRESSED_RED_RGTC1
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#ifndef GL_COMPRESSED_RG_RGTC2
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# define GL_COMPRESSED_RG_RGTC2 0x8DBD
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#endif // GL_COMPRESSED_RG_RGTC2
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#ifndef GL_ETC1_RGB8_OES
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# define GL_ETC1_RGB8_OES 0x8D64
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#endif // GL_ETC1_RGB8_OES
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#ifndef GL_COMPRESSED_RGB8_ETC2
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# define GL_COMPRESSED_RGB8_ETC2 0x9274
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#endif // GL_COMPRESSED_RGB8_ETC2
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#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
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# define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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#endif // GL_COMPRESSED_RGBA8_ETC2_EAC
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#ifndef GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
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# define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
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#endif // GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
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#ifndef GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG
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# define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
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#endif // GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG
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#ifndef GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG
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# define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
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#endif // GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG
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#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
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# define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
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#endif // GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG
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#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
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# define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
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#endif // GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
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#ifndef GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG
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# define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG 0x9137
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#endif // GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG
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#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG
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# define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138
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#endif // GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG
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#ifndef GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
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# define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
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#endif // GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
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#ifndef GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
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# define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
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#endif // GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
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#ifndef GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
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# define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
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#endif // GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
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#ifndef GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
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# define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
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#endif // GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
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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_TEXTURE_SWIZZLE_RGBA
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# define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
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#endif // GL_TEXTURE_SWIZZLE_RGBA
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#ifndef GL_MAX_SAMPLES
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# define GL_MAX_SAMPLES 0x8D57
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#endif // GL_MAX_SAMPLES
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#ifndef GL_MAX_COLOR_ATTACHMENTS
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# define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
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#endif // GL_MAX_COLOR_ATTACHMENTS
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#ifndef GL_QUERY_RESULT
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# define GL_QUERY_RESULT 0x8866
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#endif // GL_QUERY_RESULT
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#ifndef GL_READ_FRAMEBUFFER
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# define GL_READ_FRAMEBUFFER 0x8CA8
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#endif /// GL_READ_FRAMEBUFFER
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#ifndef GL_DRAW_FRAMEBUFFER
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# define GL_DRAW_FRAMEBUFFER 0x8CA9
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#endif // GL_DRAW_FRAMEBUFFER
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#ifndef GL_TIME_ELAPSED
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# define GL_TIME_ELAPSED 0x88BF
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#endif // GL_TIME_ELAPSED
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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_UNPACK_ROW_LENGTH
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# define GL_UNPACK_ROW_LENGTH 0x0CF2
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#endif // GL_UNPACK_ROW_LENGTH
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#ifndef GL_DEPTH_STENCIL
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# define GL_DEPTH_STENCIL 0x84F9
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#endif // GL_DEPTH_STENCIL
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#ifndef GL_DEPTH_COMPONENT32
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# define GL_DEPTH_COMPONENT32 0x81A7
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#endif // GL_DEPTH_COMPONENT32
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#ifndef GL_DEPTH_COMPONENT32F
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# define GL_DEPTH_COMPONENT32F 0x8CAC
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#endif // GL_DEPTH_COMPONENT32F
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#ifndef GL_DEPTH_STENCIL_ATTACHMENT
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# define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
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#endif // GL_DEPTH_STENCIL_ATTACHMENT
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#ifndef GL_TEXTURE_COMPARE_MODE
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# define GL_TEXTURE_COMPARE_MODE 0x884C
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#endif // GL_TEXTURE_COMPARE_MODE
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#ifndef GL_TEXTURE_COMPARE_FUNC
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# define GL_TEXTURE_COMPARE_FUNC 0x884D
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#endif // GL_TEXTURE_COMPARE_FUNC
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#ifndef GL_COMPARE_REF_TO_TEXTURE
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# define GL_COMPARE_REF_TO_TEXTURE 0x884E
|
|
#endif // GL_COMPARE_REF_TO_TEXTURE
|
|
|
|
#ifndef GL_INT_SAMPLER_2D
|
|
# define GL_INT_SAMPLER_2D 0x8DCA
|
|
#endif // GL_INT_SAMPLER_2D
|
|
|
|
#ifndef GL_UNSIGNED_INT_SAMPLER_2D
|
|
# define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
|
|
#endif // GL_UNSIGNED_INT_SAMPLER_2D
|
|
|
|
#ifndef GL_INT_SAMPLER_3D
|
|
# define GL_INT_SAMPLER_3D 0x8DCB
|
|
#endif // GL_INT_SAMPLER_3D
|
|
|
|
#ifndef GL_UNSIGNED_INT_SAMPLER_3D
|
|
# define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
|
|
#endif // GL_UNSIGNED_INT_SAMPLER_3D
|
|
|
|
#ifndef GL_INT_SAMPLER_CUBE
|
|
# define GL_INT_SAMPLER_CUBE 0x8DCC
|
|
#endif // GL_INT_SAMPLER_CUBEER_3D
|
|
|
|
#ifndef GL_UNSIGNED_INT_SAMPLER_CUBE
|
|
# define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
|
|
#endif // GL_UNSIGNED_INT_SAMPLER_CUBE
|
|
|
|
#ifndef GL_SAMPLER_2D_SHADOW
|
|
# define GL_SAMPLER_2D_SHADOW 0x8B62
|
|
#endif // GL_SAMPLER_2D_SHADOW
|
|
|
|
#ifndef GL_TEXTURE_MAX_LEVEL
|
|
# define GL_TEXTURE_MAX_LEVEL 0x813D
|
|
#endif // GL_TEXTURE_MAX_LEVEL
|
|
|
|
#ifndef GL_COMPUTE_SHADER
|
|
# define GL_COMPUTE_SHADER 0x91B9
|
|
#endif // GL_COMPUTE_SHADER
|
|
|
|
#ifndef GL_READ_ONLY
|
|
# define GL_READ_ONLY 0x88B8
|
|
#endif // GL_READ_ONLY
|
|
|
|
#ifndef GL_WRITE_ONLY
|
|
# define GL_WRITE_ONLY 0x88B9
|
|
#endif // GL_WRITE_ONLY
|
|
|
|
#ifndef GL_READ_WRITE
|
|
# define GL_READ_WRITE 0x88BA
|
|
#endif // GL_READ_WRITE
|
|
|
|
#ifndef GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
|
|
# define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
|
|
#endif // GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
|
|
|
|
#ifndef GL_ELEMENT_ARRAY_BARRIER_BIT
|
|
# define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
|
|
#endif // GL_ELEMENT_ARRAY_BARRIER_BIT
|
|
|
|
#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
|
|
# define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
|
|
#endif // GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
|
|
|
|
#ifndef GL_SHADER_STORAGE_BARRIER_BIT
|
|
# define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
|
|
#endif // GL_SHADER_STORAGE_BARRIER_BIT
|
|
|
|
#ifndef GL_SHADER_STORAGE_BUFFER
|
|
# define GL_SHADER_STORAGE_BUFFER 0x90D2
|
|
#endif // GL_SHADER_STORAGE_BUFFER
|
|
|
|
#ifndef GL_IMAGE_1D
|
|
# define GL_IMAGE_1D 0x904C
|
|
#endif // GL_IMAGE_1D
|
|
|
|
#ifndef GL_IMAGE_2D
|
|
# define GL_IMAGE_2D 0x904D
|
|
#endif // GL_IMAGE_2D
|
|
|
|
#ifndef GL_IMAGE_3D
|
|
# define GL_IMAGE_3D 0x904E
|
|
#endif // GL_IMAGE_3D
|
|
|
|
#ifndef GL_IMAGE_CUBE
|
|
# define GL_IMAGE_CUBE 0x9050
|
|
#endif // GL_IMAGE_CUBE
|
|
|
|
#ifndef GL_INT_IMAGE_1D
|
|
# define GL_INT_IMAGE_1D 0x9057
|
|
#endif // GL_INT_IMAGE_1D
|
|
|
|
#ifndef GL_INT_IMAGE_2D
|
|
# define GL_INT_IMAGE_2D 0x9058
|
|
#endif // GL_INT_IMAGE_2D
|
|
|
|
#ifndef GL_INT_IMAGE_3D
|
|
# define GL_INT_IMAGE_3D 0x9059
|
|
#endif // GL_INT_IMAGE_3D
|
|
|
|
#ifndef GL_INT_IMAGE_CUBE
|
|
# define GL_INT_IMAGE_CUBE 0x905B
|
|
#endif // GL_INT_IMAGE_CUBE
|
|
|
|
#ifndef GL_UNSIGNED_INT_IMAGE_1D
|
|
# define GL_UNSIGNED_INT_IMAGE_1D 0x9062
|
|
#endif // GL_UNSIGNED_INT_IMAGE_1D
|
|
|
|
#ifndef GL_UNSIGNED_INT_IMAGE_2D
|
|
# define GL_UNSIGNED_INT_IMAGE_2D 0x9063
|
|
#endif // GL_UNSIGNED_INT_IMAGE_2D
|
|
|
|
#ifndef GL_UNSIGNED_INT_IMAGE_3D
|
|
# define GL_UNSIGNED_INT_IMAGE_3D 0x9064
|
|
#endif // GL_UNSIGNED_INT_IMAGE_3D
|
|
|
|
#ifndef GL_UNSIGNED_INT_IMAGE_CUBE
|
|
# define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
|
|
#endif // GL_UNSIGNED_INT_IMAGE_CUBE
|
|
|
|
#ifndef GL_PROGRAM_INPUT
|
|
# define GL_PROGRAM_INPUT 0x92E3
|
|
#endif // GL_PROGRAM_INPUT
|
|
|
|
#ifndef GL_ACTIVE_RESOURCES
|
|
# define GL_ACTIVE_RESOURCES 0x92F5
|
|
#endif // GL_ACTIVE_RESOURCES
|
|
|
|
#ifndef GL_UNIFORM
|
|
# define GL_UNIFORM 0x92E1
|
|
#endif // GL_UNIFORM
|
|
|
|
#ifndef GL_BUFFER_VARIABLE
|
|
# define GL_BUFFER_VARIABLE 0x92E5
|
|
#endif // GL_BUFFER_VARIABLE
|
|
|
|
#ifndef GL_UNSIGNED_INT_VEC2
|
|
# define GL_UNSIGNED_INT_VEC2 0x8DC6
|
|
#endif // GL_UNSIGNED_INT_VEC2
|
|
|
|
#ifndef GL_UNSIGNED_INT_VEC3
|
|
# define GL_UNSIGNED_INT_VEC3 0x8DC7
|
|
#endif // GL_UNSIGNED_INT_VEC3
|
|
|
|
#ifndef GL_UNSIGNED_INT_VEC4
|
|
# define GL_UNSIGNED_INT_VEC4 0x8DC8
|
|
#endif // GL_UNSIGNED_INT_VEC4
|
|
|
|
#ifndef GL_TYPE
|
|
# define GL_TYPE 0x92FA
|
|
#endif // GL_TYPE
|
|
|
|
#ifndef GL_ARRAY_SIZE
|
|
# define GL_ARRAY_SIZE 0x92FB
|
|
#endif // GL_ARRAY_SIZE
|
|
|
|
#ifndef GL_LOCATION
|
|
# define GL_LOCATION 0x930E
|
|
#endif // GL_LOCATION
|
|
|
|
#if BX_PLATFORM_NACL
|
|
# include "glcontext_ppapi.h"
|
|
#elif BX_PLATFORM_WINDOWS
|
|
# include <windows.h>
|
|
#elif BX_PLATFORM_LINUX || BX_PLATFORM_FREEBSD
|
|
# include "glcontext_glx.h"
|
|
#elif BX_PLATFORM_OSX
|
|
# include "glcontext_nsgl.h"
|
|
#elif BX_PLATFORM_IOS
|
|
# include "glcontext_eagl.h"
|
|
#endif // BX_PLATFORM_
|
|
|
|
#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
|
|
{
|
|
class ConstantBuffer;
|
|
} // namespace bgfx
|
|
|
|
namespace bgfx { namespace gl
|
|
{
|
|
void dumpExtensions(const char* _extensions);
|
|
|
|
const char* glEnumName(GLenum _enum);
|
|
|
|
#define _GL_CHECK(_check, _call) \
|
|
BX_MACRO_BLOCK_BEGIN \
|
|
/*BX_TRACE(#_call);*/ \
|
|
_call; \
|
|
GLenum gl_err = glGetError(); \
|
|
_check(0 == gl_err, #_call "; GL error 0x%x: %s", gl_err, glEnumName(gl_err) ); \
|
|
BX_UNUSED(gl_err); \
|
|
BX_MACRO_BLOCK_END
|
|
|
|
#define IGNORE_GL_ERROR_CHECK(...) BX_NOOP()
|
|
|
|
#if BGFX_CONFIG_DEBUG
|
|
# define GL_CHECK(_call) _GL_CHECK(BX_CHECK, _call)
|
|
# define GL_CHECK_I(_call) _GL_CHECK(IGNORE_GL_ERROR_CHECK, _call)
|
|
#else
|
|
# define GL_CHECK(_call) _call
|
|
# define GL_CHECK_I(_call) _call
|
|
#endif // BGFX_CONFIG_DEBUG
|
|
|
|
#define GL_IMPORT_TYPEDEFS 1
|
|
#define GL_IMPORT(_optional, _proto, _func, _import) extern _proto _func
|
|
#include "glimports.h"
|
|
|
|
class VaoStateCache
|
|
{
|
|
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();
|
|
}
|
|
|
|
uint32_t getCount() const
|
|
{
|
|
return uint32_t(m_hashMap.size() );
|
|
}
|
|
|
|
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(VaoStateCache& _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;
|
|
};
|
|
|
|
class SamplerStateCache
|
|
{
|
|
public:
|
|
GLuint add(uint32_t _hash)
|
|
{
|
|
invalidate(_hash);
|
|
|
|
GLuint samplerId;
|
|
GL_CHECK(glGenSamplers(1, &samplerId) );
|
|
|
|
m_hashMap.insert(stl::make_pair(_hash, samplerId) );
|
|
|
|
return samplerId;
|
|
}
|
|
|
|
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)
|
|
{
|
|
HashMap::iterator it = m_hashMap.find(_hash);
|
|
if (it != m_hashMap.end() )
|
|
{
|
|
GL_CHECK(glDeleteSamplers(1, &it->second) );
|
|
m_hashMap.erase(it);
|
|
}
|
|
}
|
|
|
|
void invalidate()
|
|
{
|
|
for (HashMap::iterator it = m_hashMap.begin(), itEnd = m_hashMap.end(); it != itEnd; ++it)
|
|
{
|
|
GL_CHECK(glDeleteSamplers(1, &it->second) );
|
|
}
|
|
m_hashMap.clear();
|
|
}
|
|
|
|
uint32_t getCount() const
|
|
{
|
|
return uint32_t(m_hashMap.size() );
|
|
}
|
|
|
|
private:
|
|
typedef stl::unordered_map<uint32_t, GLuint> HashMap;
|
|
HashMap m_hashMap;
|
|
};
|
|
|
|
struct IndexBufferGL
|
|
{
|
|
void create(uint32_t _size, void* _data, uint8_t _flags)
|
|
{
|
|
m_size = _size;
|
|
m_flags = _flags;
|
|
|
|
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)
|
|
{
|
|
BX_CHECK(0 != m_id, "Updating invalid index buffer.");
|
|
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;
|
|
uint8_t m_flags;
|
|
};
|
|
|
|
struct VertexBufferGL
|
|
{
|
|
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)
|
|
{
|
|
BX_CHECK(0 != m_id, "Updating invalid vertex buffer.");
|
|
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 TextureGL
|
|
{
|
|
TextureGL()
|
|
: m_id(0)
|
|
, m_rbo(0)
|
|
, m_target(GL_TEXTURE_2D)
|
|
, m_fmt(GL_ZERO)
|
|
, m_type(GL_ZERO)
|
|
, m_flags(0)
|
|
, m_currentFlags(UINT32_MAX)
|
|
, m_numMips(0)
|
|
{
|
|
}
|
|
|
|
bool init(GLenum _target, uint32_t _width, uint32_t _height, uint8_t _format, uint8_t _numMips, uint32_t _flags);
|
|
void create(const Memory* _mem, uint32_t _flags, uint8_t _skip);
|
|
void destroy();
|
|
void update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem);
|
|
void setSamplerState(uint32_t _flags);
|
|
void commit(uint32_t _stage, uint32_t _flags);
|
|
|
|
GLuint m_id;
|
|
GLuint m_rbo;
|
|
GLenum m_target;
|
|
GLenum m_fmt;
|
|
GLenum m_type;
|
|
uint32_t m_flags;
|
|
uint32_t m_currentFlags;
|
|
uint32_t m_width;
|
|
uint32_t m_height;
|
|
uint8_t m_numMips;
|
|
uint8_t m_requestedFormat;
|
|
uint8_t m_textureFormat;
|
|
};
|
|
|
|
struct ShaderGL
|
|
{
|
|
ShaderGL()
|
|
: m_id(0)
|
|
, m_type(0)
|
|
, m_hash(0)
|
|
{
|
|
}
|
|
|
|
void create(Memory* _mem);
|
|
void destroy();
|
|
|
|
GLuint m_id;
|
|
GLenum m_type;
|
|
uint32_t m_hash;
|
|
};
|
|
|
|
struct FrameBufferGL
|
|
{
|
|
FrameBufferGL()
|
|
: m_swapChain(NULL)
|
|
, m_denseIdx(UINT16_MAX)
|
|
, m_num(0)
|
|
{
|
|
memset(m_fbo, 0, sizeof(m_fbo) );
|
|
}
|
|
|
|
void create(uint8_t _num, const TextureHandle* _handles);
|
|
void create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat);
|
|
uint16_t destroy();
|
|
void resolve();
|
|
void discard(uint16_t _flags);
|
|
|
|
SwapChainGL* m_swapChain;
|
|
GLuint m_fbo[2];
|
|
uint32_t m_width;
|
|
uint32_t m_height;
|
|
uint16_t m_denseIdx;
|
|
uint8_t m_num;
|
|
};
|
|
|
|
struct ProgramGL
|
|
{
|
|
ProgramGL()
|
|
: m_id(0)
|
|
, m_constantBuffer(NULL)
|
|
, m_numPredefined(0)
|
|
{
|
|
}
|
|
|
|
void create(const ShaderGL& _vsh, const ShaderGL& _fsh);
|
|
void destroy();
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void init();
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void bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex = 0) const;
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void bindInstanceData(uint32_t _stride, uint32_t _baseVertex = 0) const;
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|
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void add(uint32_t _hash)
|
|
{
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|
m_vcref.add(_hash);
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|
}
|
|
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GLuint m_id;
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|
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uint8_t m_used[Attrib::Count+1]; // dense
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GLint m_attributes[Attrib::Count]; // sparse
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GLint m_instanceData[BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
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GLint m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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|
uint8_t m_numSamplers;
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|
|
|
ConstantBuffer* m_constantBuffer;
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|
PredefinedUniform m_predefined[PredefinedUniform::Count];
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|
uint8_t m_numPredefined;
|
|
VaoCacheRef m_vcref;
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|
};
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|
|
|
struct QueriesGL
|
|
{
|
|
void create()
|
|
{
|
|
glGenQueries(BX_COUNTOF(m_queries), m_queries);
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|
}
|
|
|
|
void destroy()
|
|
{
|
|
glDeleteQueries(BX_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];
|
|
};
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|
|
|
} /* namespace gl */ } // namespace bgfx
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|
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|
#endif // BGFX_RENDERER_GL_H_HEADER_GUARD
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