ppsspp/Common/GPU/OpenGL/GLRenderManager.h
Henrik Rydgård d891aaf9cd Remove code that pretended that we supported multiple vertex streams
Don't really see that we'll have much use for this feature, so simplify
it away. Only single vertex stream data is now supported by the thin3d
API.
2023-11-13 01:15:28 +01:00

924 lines
31 KiB
C++

#pragma once
#include <thread>
#include <unordered_map>
#include <vector>
#include <functional>
#include <set>
#include <string>
#include <mutex>
#include <queue>
#include <condition_variable>
#include "Common/GPU/MiscTypes.h"
#include "Common/Data/Convert/SmallDataConvert.h"
#include "Common/Log.h"
#include "Common/GPU/OpenGL/GLQueueRunner.h"
#include "Common/GPU/OpenGL/GLFrameData.h"
#include "Common/GPU/OpenGL/GLCommon.h"
#include "Common/GPU/OpenGL/GLMemory.h"
class GLRInputLayout;
class GLPushBuffer;
namespace Draw {
class DrawContext;
}
constexpr int MAX_GL_TEXTURE_SLOTS = 8;
class GLRTexture {
public:
GLRTexture(const Draw::DeviceCaps &caps, int width, int height, int depth, int numMips);
~GLRTexture();
GLuint texture = 0;
uint16_t w;
uint16_t h;
uint16_t d;
// We don't trust OpenGL defaults - setting wildly off values ensures that we'll end up overwriting these parameters.
GLenum target = 0xFFFF;
GLenum wrapS = 0xFFFF;
GLenum wrapT = 0xFFFF;
GLenum magFilter = 0xFFFF;
GLenum minFilter = 0xFFFF;
uint8_t numMips = 0;
bool canWrap = true;
float anisotropy = -100000.0f;
float minLod = -1000.0f;
float maxLod = 1000.0f;
float lodBias = 0.0f;
};
class GLRFramebuffer {
public:
GLRFramebuffer(const Draw::DeviceCaps &caps, int _width, int _height, bool z_stencil, const char *tag)
: color_texture(caps, _width, _height, 1, 1), z_stencil_texture(caps, _width, _height, 1, 1),
width(_width), height(_height), z_stencil_(z_stencil) {
}
~GLRFramebuffer();
const char *Tag() const { return tag_.c_str(); }
GLuint handle = 0;
GLRTexture color_texture;
// Either z_stencil_texture, z_stencil_buffer, or (z_buffer and stencil_buffer) are set.
GLuint z_stencil_buffer = 0;
GLRTexture z_stencil_texture;
GLuint z_buffer = 0;
GLuint stencil_buffer = 0;
int width;
int height;
GLuint colorDepth = 0;
bool z_stencil_;
private:
std::string tag_;
};
// We need to create some custom heap-allocated types so we can forward things that need to be created on the GL thread, before
// they've actually been created.
class GLRShader {
public:
~GLRShader() {
if (shader) {
glDeleteShader(shader);
}
}
GLuint shader = 0;
bool valid = false;
// Warning: Won't know until a future frame.
bool failed = false;
std::string desc;
std::string code;
std::string error;
};
struct GLRProgramFlags {
bool supportDualSource : 1;
bool useClipDistance0 : 1;
bool useClipDistance1 : 1;
bool useClipDistance2 : 1;
};
// Unless you manage lifetimes in some smart way,
// your loc data for uniforms and samplers need to be in a struct
// derived from this, and passed into CreateProgram.
class GLRProgramLocData {
public:
virtual ~GLRProgramLocData() {}
};
class GLRProgram {
public:
~GLRProgram() {
if (deleteCallback_) {
deleteCallback_(deleteParam_);
}
if (program) {
glDeleteProgram(program);
}
if (locData_) {
delete locData_;
}
}
struct Semantic {
int location;
const char *attrib;
};
struct UniformLocQuery {
GLint *dest;
const char *name;
bool required;
};
struct Initializer {
GLint *uniform;
int type;
int value;
};
GLuint program = 0;
std::vector<Semantic> semantics_;
std::vector<UniformLocQuery> queries_;
std::vector<Initializer> initialize_;
GLRProgramLocData *locData_;
bool use_clip_distance[8]{};
struct UniformInfo {
int loc_;
};
// Must ONLY be called from GLQueueRunner!
// Also it's pretty slow...
int GetUniformLoc(const char *name) {
auto iter = uniformCache_.find(std::string(name));
int loc = -1;
if (iter != uniformCache_.end()) {
loc = iter->second.loc_;
} else {
loc = glGetUniformLocation(program, name);
UniformInfo info;
info.loc_ = loc;
uniformCache_[name] = info;
}
return loc;
}
void SetDeleteCallback(void(*cb)(void *), void *p) {
deleteCallback_ = cb;
deleteParam_ = p;
}
private:
void(*deleteCallback_)(void *) = nullptr;
void *deleteParam_ = nullptr;
std::unordered_map<std::string, UniformInfo> uniformCache_;
};
class GLRInputLayout {
public:
struct Entry {
int location;
int count;
GLenum type;
GLboolean normalized;
intptr_t offset;
};
std::vector<Entry> entries;
int stride;
int semanticsMask_ = 0;
};
enum class GLRRunType {
SUBMIT,
PRESENT,
SYNC,
EXIT,
};
class GLRenderManager;
class GLPushBuffer;
// These are enqueued from the main thread, and the render thread pops them off
struct GLRRenderThreadTask {
GLRRenderThreadTask(GLRRunType _runType) : runType(_runType) {}
std::vector<GLRStep *> steps;
FastVec<GLRInitStep> initSteps;
int frame = -1;
GLRRunType runType;
// Avoid copying these by accident.
GLRRenderThreadTask(GLRRenderThreadTask &) = delete;
GLRRenderThreadTask& operator =(GLRRenderThreadTask &) = delete;
};
// Note: The GLRenderManager is created and destroyed on the render thread, and the latter
// happens after the emu thread has been destroyed. Therefore, it's safe to run wild deleting stuff
// directly in the destructor.
class GLRenderManager {
public:
GLRenderManager(HistoryBuffer<FrameTimeData, FRAME_TIME_HISTORY_LENGTH> &frameTimeHistory);
~GLRenderManager();
GLRenderManager(GLRenderManager &) = delete;
GLRenderManager &operator=(GLRenderManager &) = delete;
void SetInvalidationCallback(InvalidationCallback callback) {
invalidationCallback_ = callback;
}
void ThreadStart(Draw::DrawContext *draw);
void ThreadEnd();
bool ThreadFrame(); // Returns true if it did anything. False means the queue was empty.
void SetErrorCallback(ErrorCallbackFn callback, void *userdata) {
queueRunner_.SetErrorCallback(callback, userdata);
}
void SetDeviceCaps(const Draw::DeviceCaps &caps) {
queueRunner_.SetDeviceCaps(caps);
caps_ = caps;
}
std::string GetGpuProfileString() const;
// Makes sure that the GPU has caught up enough that we can start writing buffers of this frame again.
void BeginFrame(bool enableProfiling);
// Can run on a different thread!
void Finish();
void Present();
// Creation commands. These were not needed in Vulkan since there we can do that on the main thread.
// We pass in width/height here even though it's not strictly needed until we support glTextureStorage
// and then we'll also need formats and stuff.
GLRTexture *CreateTexture(GLenum target, int width, int height, int depth, int numMips) {
_dbg_assert_(target != 0);
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::CREATE_TEXTURE;
step.create_texture.texture = new GLRTexture(caps_, width, height, depth, numMips);
step.create_texture.texture->target = target;
return step.create_texture.texture;
}
GLRBuffer *CreateBuffer(GLuint target, size_t size, GLuint usage) {
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::CREATE_BUFFER;
step.create_buffer.buffer = new GLRBuffer(target, size);
step.create_buffer.size = (int)size;
step.create_buffer.usage = usage;
return step.create_buffer.buffer;
}
GLRShader *CreateShader(GLuint stage, const std::string &code, const std::string &desc) {
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::CREATE_SHADER;
step.create_shader.shader = new GLRShader();
step.create_shader.shader->desc = desc;
step.create_shader.stage = stage;
step.create_shader.code = new char[code.size() + 1];
memcpy(step.create_shader.code, code.data(), code.size() + 1);
return step.create_shader.shader;
}
GLRFramebuffer *CreateFramebuffer(int width, int height, bool z_stencil, const char *tag) {
_dbg_assert_(width > 0 && height > 0 && tag != nullptr);
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::CREATE_FRAMEBUFFER;
step.create_framebuffer.framebuffer = new GLRFramebuffer(caps_, width, height, z_stencil, tag);
return step.create_framebuffer.framebuffer;
}
// Can't replace uniform initializers with direct calls to SetUniform() etc because there might
// not be an active render pass.
GLRProgram *CreateProgram(
std::vector<GLRShader *> shaders, std::vector<GLRProgram::Semantic> semantics, std::vector<GLRProgram::UniformLocQuery> queries,
std::vector<GLRProgram::Initializer> initializers, GLRProgramLocData *locData, const GLRProgramFlags &flags) {
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::CREATE_PROGRAM;
_assert_(shaders.size() <= ARRAY_SIZE(step.create_program.shaders));
step.create_program.program = new GLRProgram();
step.create_program.program->semantics_ = semantics;
step.create_program.program->queries_ = queries;
step.create_program.program->initialize_ = initializers;
step.create_program.program->locData_ = locData;
step.create_program.program->use_clip_distance[0] = flags.useClipDistance0;
step.create_program.program->use_clip_distance[1] = flags.useClipDistance1;
step.create_program.program->use_clip_distance[2] = flags.useClipDistance2;
step.create_program.support_dual_source = flags.supportDualSource;
_assert_msg_(shaders.size() > 0, "Can't create a program with zero shaders");
for (size_t i = 0; i < shaders.size(); i++) {
step.create_program.shaders[i] = shaders[i];
}
#ifdef _DEBUG
for (auto &iter : queries) {
_dbg_assert_(iter.name);
}
for (auto &sem : semantics) {
_dbg_assert_(sem.attrib);
}
#endif
step.create_program.num_shaders = (int)shaders.size();
return step.create_program.program;
}
GLRInputLayout *CreateInputLayout(const std::vector<GLRInputLayout::Entry> &entries, int stride) {
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::CREATE_INPUT_LAYOUT;
step.create_input_layout.inputLayout = new GLRInputLayout();
step.create_input_layout.inputLayout->entries = entries;
step.create_input_layout.inputLayout->stride = stride;
for (auto &iter : step.create_input_layout.inputLayout->entries) {
step.create_input_layout.inputLayout->semanticsMask_ |= 1 << iter.location;
}
return step.create_input_layout.inputLayout;
}
GLPushBuffer *CreatePushBuffer(int frame, GLuint target, size_t size, const char *tag) {
GLPushBuffer *push = new GLPushBuffer(this, target, size, tag);
RegisterPushBuffer(frame, push);
return push;
}
void DeleteShader(GLRShader *shader) {
_dbg_assert_(shader != nullptr);
deleter_.shaders.push_back(shader);
}
void DeleteProgram(GLRProgram *program) {
_dbg_assert_(program != nullptr);
deleter_.programs.push_back(program);
}
void DeleteBuffer(GLRBuffer *buffer) {
_dbg_assert_(buffer != nullptr);
deleter_.buffers.push_back(buffer);
}
void DeleteTexture(GLRTexture *texture) {
_dbg_assert_(texture != nullptr);
deleter_.textures.push_back(texture);
}
void DeleteInputLayout(GLRInputLayout *inputLayout) {
_dbg_assert_(inputLayout != nullptr);
deleter_.inputLayouts.push_back(inputLayout);
}
void DeleteFramebuffer(GLRFramebuffer *framebuffer) {
_dbg_assert_(framebuffer != nullptr);
deleter_.framebuffers.push_back(framebuffer);
}
void DeletePushBuffer(GLPushBuffer *pushbuffer) {
_dbg_assert_(pushbuffer != nullptr);
deleter_.pushBuffers.push_back(pushbuffer);
}
void BeginPushBuffer(GLPushBuffer *pushbuffer) {
pushbuffer->Begin();
}
void EndPushBuffer(GLPushBuffer *pushbuffer) {
pushbuffer->End();
}
bool IsInRenderPass() const {
return curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER;
}
// This starts a new step (like a "render pass" in Vulkan).
//
// After a "CopyFramebuffer" or the other functions that start "steps", you need to call this before
// making any new render state changes or draw calls.
//
// The following state needs to be reset by the caller after calling this (and will thus not safely carry over from
// the previous one):
// * Viewport/Scissor
// * Depth/stencil
// * Blend
// * Raster state like primitive, culling, etc.
//
// It can be useful to use GetCurrentStepId() to figure out when you need to send all this state again, if you're
// not keeping track of your calls to this function on your own.
void BindFramebufferAsRenderTarget(GLRFramebuffer *fb, GLRRenderPassAction color, GLRRenderPassAction depth, GLRRenderPassAction stencil, uint32_t clearColor, float clearDepth, uint8_t clearStencil, const char *tag);
// Binds a framebuffer as a texture, for the following draws.
void BindFramebufferAsTexture(GLRFramebuffer *fb, int binding, int aspectBit);
bool CopyFramebufferToMemory(GLRFramebuffer *src, int aspectBits, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride, Draw::ReadbackMode mode, const char *tag);
void CopyImageToMemorySync(GLRTexture *texture, int mipLevel, int x, int y, int w, int h, Draw::DataFormat destFormat, uint8_t *pixels, int pixelStride, const char *tag);
void CopyFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLOffset2D dstPos, int aspectMask, const char *tag);
void BlitFramebuffer(GLRFramebuffer *src, GLRect2D srcRect, GLRFramebuffer *dst, GLRect2D dstRect, int aspectMask, bool filter, const char *tag);
// Takes ownership of data if deleteData = true.
void BufferSubdata(GLRBuffer *buffer, size_t offset, size_t size, uint8_t *data, bool deleteData = true) {
// TODO: Maybe should be a render command instead of an init command? When possible it's better as
// an init command, that's for sure.
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::BUFFER_SUBDATA;
_dbg_assert_(offset >= 0);
_dbg_assert_(offset <= buffer->size_ - size);
step.buffer_subdata.buffer = buffer;
step.buffer_subdata.offset = (int)offset;
step.buffer_subdata.size = (int)size;
step.buffer_subdata.data = data;
step.buffer_subdata.deleteData = deleteData;
}
// Takes ownership over the data pointer and delete[]-s it.
void TextureImage(GLRTexture *texture, int level, int width, int height, int depth, Draw::DataFormat format, uint8_t *data, GLRAllocType allocType = GLRAllocType::NEW, bool linearFilter = false) {
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::TEXTURE_IMAGE;
step.texture_image.texture = texture;
step.texture_image.data = data;
step.texture_image.format = format;
step.texture_image.level = level;
step.texture_image.width = width;
step.texture_image.height = height;
step.texture_image.depth = depth;
step.texture_image.allocType = allocType;
step.texture_image.linearFilter = linearFilter;
}
void TextureSubImage(int slot, GLRTexture *texture, int level, int x, int y, int width, int height, Draw::DataFormat format, uint8_t *data, GLRAllocType allocType = GLRAllocType::NEW) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData _data(GLRRenderCommand::TEXTURE_SUBIMAGE);
_data.texture_subimage.texture = texture;
_data.texture_subimage.data = data;
_data.texture_subimage.format = format;
_data.texture_subimage.level = level;
_data.texture_subimage.x = x;
_data.texture_subimage.y = y;
_data.texture_subimage.width = width;
_data.texture_subimage.height = height;
_data.texture_subimage.allocType = allocType;
_data.texture_subimage.slot = slot;
curRenderStep_->commands.push_back(_data);
}
void FinalizeTexture(GLRTexture *texture, int loadedLevels, bool genMips) {
GLRInitStep &step = initSteps_.push_uninitialized();
step.stepType = GLRInitStepType::TEXTURE_FINALIZE;
step.texture_finalize.texture = texture;
step.texture_finalize.loadedLevels = loadedLevels;
step.texture_finalize.genMips = genMips;
}
void BindTexture(int slot, GLRTexture *tex) {
if (!curRenderStep_ && !tex) {
// Likely a pre-emptive bindtexture for D3D11 to avoid hazards. Not necessary.
// This can happen in BlitUsingRaster.
return;
}
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
_dbg_assert_(slot < MAX_GL_TEXTURE_SLOTS);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::BINDTEXTURE;
data.texture.slot = slot;
data.texture.texture = tex;
}
void BindProgram(GLRProgram *program) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::BINDPROGRAM;
_dbg_assert_(program != nullptr);
data.program.program = program;
#ifdef _DEBUG
curProgram_ = program;
#endif
}
void SetDepth(bool enabled, bool write, GLenum func) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::DEPTH;
data.depth.enabled = enabled;
data.depth.write = write;
data.depth.func = func;
}
void SetViewport(const GLRViewport &vp) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::VIEWPORT;
data.viewport.vp = vp;
}
void SetScissor(const GLRect2D &rc) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::SCISSOR;
data.scissor.rc = rc;
}
void SetUniformI(const GLint *loc, int count, const int *udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORM4I;
data.uniform4.name = nullptr;
data.uniform4.loc = loc;
data.uniform4.count = count;
memcpy(data.uniform4.v, udata, sizeof(int) * count);
}
void SetUniformI1(const GLint *loc, int udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORM4I;
data.uniform4.name = nullptr;
data.uniform4.loc = loc;
data.uniform4.count = 1;
memcpy(data.uniform4.v, &udata, sizeof(udata));
}
void SetUniformUI(const GLint *loc, int count, const uint32_t *udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORM4UI;
data.uniform4.name = nullptr;
data.uniform4.loc = loc;
data.uniform4.count = count;
memcpy(data.uniform4.v, udata, sizeof(uint32_t) * count);
}
void SetUniformUI1(const GLint *loc, uint32_t udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORM4UI;
data.uniform4.name = nullptr;
data.uniform4.loc = loc;
data.uniform4.count = 1;
memcpy(data.uniform4.v, &udata, sizeof(udata));
}
void SetUniformF(const GLint *loc, int count, const float *udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORM4F;
data.uniform4.name = nullptr;
data.uniform4.loc = loc;
data.uniform4.count = count;
memcpy(data.uniform4.v, udata, sizeof(float) * count);
}
void SetUniformF1(const GLint *loc, const float udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORM4F;
data.uniform4.name = nullptr;
data.uniform4.loc = loc;
data.uniform4.count = 1;
memcpy(data.uniform4.v, &udata, sizeof(float));
}
void SetUniformF(const char *name, int count, const float *udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORM4F;
data.uniform4.name = name;
data.uniform4.loc = nullptr;
data.uniform4.count = count;
memcpy(data.uniform4.v, udata, sizeof(float) * count);
}
void SetUniformM4x4(const GLint *loc, const float *udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORMMATRIX;
data.uniformMatrix4.name = nullptr;
data.uniformMatrix4.loc = loc;
memcpy(data.uniformMatrix4.m, udata, sizeof(float) * 16);
}
void SetUniformM4x4Stereo(const char *name, const GLint *loc, const float *left, const float *right) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORMSTEREOMATRIX;
data.uniformStereoMatrix4.name = name;
data.uniformStereoMatrix4.loc = loc;
data.uniformStereoMatrix4.mData = new float[32];
memcpy(&data.uniformStereoMatrix4.mData[0], left, sizeof(float) * 16);
memcpy(&data.uniformStereoMatrix4.mData[16], right, sizeof(float) * 16);
}
void SetUniformM4x4(const char *name, const float *udata) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
#ifdef _DEBUG
_dbg_assert_(curProgram_);
#endif
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::UNIFORMMATRIX;
data.uniformMatrix4.name = name;
data.uniformMatrix4.loc = nullptr;
memcpy(data.uniformMatrix4.m, udata, sizeof(float) * 16);
}
void SetBlendAndMask(int colorMask, bool blendEnabled, GLenum srcColor, GLenum dstColor, GLenum srcAlpha, GLenum dstAlpha, GLenum funcColor, GLenum funcAlpha) {
// Make this one only a non-debug _assert_, since it often comes first.
// Lets us collect info about this potential crash through assert extra data.
_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::BLEND;
data.blend.mask = colorMask;
data.blend.enabled = blendEnabled;
data.blend.srcColor = srcColor;
data.blend.dstColor = dstColor;
data.blend.srcAlpha = srcAlpha;
data.blend.dstAlpha = dstAlpha;
data.blend.funcColor = funcColor;
data.blend.funcAlpha = funcAlpha;
}
void SetNoBlendAndMask(int colorMask) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::BLEND;
data.blend.mask = colorMask;
data.blend.enabled = false;
}
#ifndef USING_GLES2
void SetLogicOp(bool enabled, GLenum logicOp) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::LOGICOP;
data.logic.enabled = enabled;
data.logic.logicOp = logicOp;
}
#endif
void SetStencil(bool enabled, GLenum func, uint8_t refValue, uint8_t compareMask, uint8_t writeMask, GLenum sFail, GLenum zFail, GLenum pass) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::STENCIL;
data.stencil.enabled = enabled;
data.stencil.func = func;
data.stencil.ref = refValue;
data.stencil.compareMask = compareMask;
data.stencil.writeMask = writeMask;
data.stencil.sFail = sFail;
data.stencil.zFail = zFail;
data.stencil.pass = pass;
}
void SetStencilDisabled() {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::STENCIL;
data.stencil.enabled = false;
}
void SetBlendFactor(const float color[4]) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::BLENDCOLOR;
CopyFloat4(data.blendColor.color, color);
}
void SetRaster(GLboolean cullEnable, GLenum frontFace, GLenum cullFace, GLboolean ditherEnable, GLboolean depthClamp) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::RASTER;
data.raster.cullEnable = cullEnable;
data.raster.frontFace = frontFace;
data.raster.cullFace = cullFace;
data.raster.ditherEnable = ditherEnable;
data.raster.depthClampEnable = depthClamp;
}
// Modifies the current texture as per GL specs, not global state.
void SetTextureSampler(int slot, GLenum wrapS, GLenum wrapT, GLenum magFilter, GLenum minFilter, float anisotropy) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
_dbg_assert_(slot < MAX_GL_TEXTURE_SLOTS);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::TEXTURESAMPLER;
data.textureSampler.slot = slot;
data.textureSampler.wrapS = wrapS;
data.textureSampler.wrapT = wrapT;
data.textureSampler.magFilter = magFilter;
data.textureSampler.minFilter = minFilter;
data.textureSampler.anisotropy = anisotropy;
}
void SetTextureLod(int slot, float minLod, float maxLod, float lodBias) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
_dbg_assert_(slot < MAX_GL_TEXTURE_SLOTS);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::TEXTURELOD;
data.textureLod.slot = slot;
data.textureLod.minLod = minLod;
data.textureLod.maxLod = maxLod;
data.textureLod.lodBias = lodBias;
}
// If scissorW == 0, no scissor is applied (the whole render target is cleared).
void Clear(uint32_t clearColor, float clearZ, int clearStencil, int clearMask, int colorMask, int scissorX, int scissorY, int scissorW, int scissorH) {
_dbg_assert_(curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
if (!clearMask)
return;
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::CLEAR;
data.clear.clearMask = clearMask;
data.clear.clearColor = clearColor;
data.clear.clearZ = clearZ;
data.clear.clearStencil = clearStencil;
data.clear.colorMask = colorMask;
data.clear.scissorX = scissorX;
data.clear.scissorY = scissorY;
data.clear.scissorW = scissorW;
data.clear.scissorH = scissorH;
}
void Draw(GLRInputLayout *inputLayout, GLRBuffer *vertexBuffer, uint32_t vertexOffset, GLenum mode, int first, int count) {
_dbg_assert_(vertexBuffer && curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::DRAW;
data.draw.inputLayout = inputLayout;
data.draw.vertexOffset = vertexOffset;
data.draw.vertexBuffer = vertexBuffer;
data.draw.indexBuffer = nullptr;
data.draw.mode = mode;
data.draw.first = first;
data.draw.count = count;
data.draw.indexType = 0;
}
// Would really love to have a basevertex parameter, but impossible in unextended GLES, without glDrawElementsBaseVertex, unfortunately.
void DrawIndexed(GLRInputLayout *inputLayout, GLRBuffer *vertexBuffer, uint32_t vertexOffset, GLRBuffer *indexBuffer, uint32_t indexOffset, GLenum mode, int count, GLenum indexType, int instances = 1) {
_dbg_assert_(vertexBuffer && indexBuffer && curRenderStep_ && curRenderStep_->stepType == GLRStepType::RENDER);
GLRRenderData &data = curRenderStep_->commands.push_uninitialized();
data.cmd = GLRRenderCommand::DRAW;
data.draw.inputLayout = inputLayout;
data.draw.vertexOffset = vertexOffset;
data.draw.vertexBuffer = vertexBuffer;
data.draw.indexBuffer = indexBuffer;
data.draw.indexOffset = indexOffset;
data.draw.mode = mode;
data.draw.count = count;
data.draw.indexType = indexType;
data.draw.instances = instances;
}
enum { MAX_INFLIGHT_FRAMES = 3 };
void SetInflightFrames(int f) {
newInflightFrames_ = f < 1 || f > MAX_INFLIGHT_FRAMES ? MAX_INFLIGHT_FRAMES : f;
}
int GetCurFrame() const {
return curFrame_;
}
void Resize(int width, int height) {
targetWidth_ = width;
targetHeight_ = height;
queueRunner_.Resize(width, height);
}
void UnregisterPushBuffer(GLPushBuffer *buffer) {
int foundCount = 0;
for (int i = 0; i < MAX_INFLIGHT_FRAMES; i++) {
auto iter = frameData_[i].activePushBuffers.find(buffer);
if (iter != frameData_[i].activePushBuffers.end()) {
frameData_[i].activePushBuffers.erase(iter);
foundCount++;
}
}
_dbg_assert_(foundCount == 1);
}
void SetSwapFunction(std::function<void()> swapFunction) {
swapFunction_ = swapFunction;
}
void SetSwapIntervalFunction(std::function<void(int)> swapIntervalFunction) {
swapIntervalFunction_ = swapIntervalFunction;
}
void SwapInterval(int interval) {
if (interval != swapInterval_) {
swapInterval_ = interval;
swapIntervalChanged_ = true;
}
}
void StopThread();
bool SawOutOfMemory() {
return queueRunner_.SawOutOfMemory();
}
// Only supports a common subset.
std::string GetGLString(int name) const {
return queueRunner_.GetGLString(name);
}
// Used during Android-style ugly shutdown. No need to have a way to set it back because we'll be
// destroyed.
void SetSkipGLCalls() {
skipGLCalls_ = true;
}
private:
bool Run(GLRRenderThreadTask &task);
// Bad for performance but sometimes necessary for synchronous CPU readbacks (screenshots and whatnot).
void FlushSync();
// When using legacy functionality for push buffers (glBufferData), we need to flush them
// before actually making the glDraw* calls. It's best if the render manager handles that.
void RegisterPushBuffer(int frame, GLPushBuffer *buffer) {
frameData_[frame].activePushBuffers.insert(buffer);
}
GLFrameData frameData_[MAX_INFLIGHT_FRAMES];
// Submission time state
bool insideFrame_ = false;
GLRStep *curRenderStep_ = nullptr;
std::vector<GLRStep *> steps_;
FastVec<GLRInitStep> initSteps_;
// Execution time state
bool run_ = true;
// Thread is managed elsewhere, and should call ThreadFrame.
GLQueueRunner queueRunner_;
// For pushing data on the queue.
std::mutex pushMutex_;
std::condition_variable pushCondVar_;
std::queue<GLRRenderThreadTask *> renderThreadQueue_;
// For readbacks and other reasons we need to sync with the render thread.
std::mutex syncMutex_;
std::condition_variable syncCondVar_;
bool firstFrame_ = true;
bool vrRenderStarted_ = false;
bool syncDone_ = false;
GLDeleter deleter_;
bool skipGLCalls_ = false;
int curFrame_ = 0;
std::function<void()> swapFunction_;
std::function<void(int)> swapIntervalFunction_;
GLBufferStrategy bufferStrategy_ = GLBufferStrategy::SUBDATA;
int inflightFrames_ = MAX_INFLIGHT_FRAMES;
int newInflightFrames_ = -1;
int swapInterval_ = 0;
bool swapIntervalChanged_ = true;
int targetWidth_ = 0;
int targetHeight_ = 0;
#ifdef _DEBUG
GLRProgram *curProgram_ = nullptr;
#endif
Draw::DeviceCaps caps_{};
std::string profilePassesString_;
InvalidationCallback invalidationCallback_;
uint64_t frameIdGen_ = FRAME_TIME_HISTORY_LENGTH;
HistoryBuffer<FrameTimeData, FRAME_TIME_HISTORY_LENGTH> &frameTimeHistory_;
};