Initial compute support.

This commit is contained in:
Branimir Karadžić 2014-07-20 20:27:13 -07:00
parent 2db00e3351
commit 62b620a1a0
17 changed files with 1618 additions and 441 deletions

View File

@ -49,6 +49,18 @@ namespace bgfx
};
};
struct Access
{
enum Enum
{
Read,
Write,
ReadWrite,
Count
};
};
struct Attrib
{
enum Enum // corresponds to vertex shader attribute:
@ -1082,7 +1094,16 @@ namespace bgfx
///
uint32_t submitMask(uint32_t _viewMask, int32_t _depth = 0);
/// Discard all previously set state for draw call.
///
void setImage(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint8_t _mip, TextureFormat::Enum _format, Access::Enum _access);
///
void setImage(uint8_t _stage, UniformHandle _sampler, FrameBufferHandle _handle, uint8_t _attachment, TextureFormat::Enum _format, Access::Enum _access);
/// Dispatch compute.
void dispatch(uint8_t _id, ProgramHandle _handle, uint16_t _numX = 1, uint16_t _numY = 1, uint16_t _numZ = 1);
/// Discard all previously set state for draw or compute call.
void discard();
/// Request screen shot.

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@ -236,6 +236,7 @@
#define BGFX_TEXTURE_COMPARE_ALWAYS UINT32_C(0x00080000)
#define BGFX_TEXTURE_COMPARE_SHIFT 16
#define BGFX_TEXTURE_COMPARE_MASK UINT32_C(0x000f0000)
#define BGFX_TEXTURE_COMPUTE_WRITE UINT32_C(0x00100000)
#define BGFX_TEXTURE_RESERVED_SHIFT 24
#define BGFX_TEXTURE_RESERVED_MASK UINT32_C(0xff000000)
@ -295,6 +296,7 @@
#define BGFX_CAPS_RENDERER_MULTITHREADED UINT64_C(0x0000000020000000)
#define BGFX_CAPS_FRAGMENT_DEPTH UINT64_C(0x0000000040000000)
#define BGFX_CAPS_BLEND_INDEPENDENT UINT64_C(0x0000000080000000)
#define BGFX_CAPS_COMPUTE UINT64_C(0x0000000100000000)
#define BGFX_CAPS_TEXTURE_DEPTH_MASK (0 \
| BGFX_CAPS_TEXTURE_FORMAT_D16 \

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@ -46,6 +46,7 @@ else
ifeq ($(TARGET), 1)
VS_FLAGS=--platform windows -p vs_4_0 -O 3
FS_FLAGS=--platform windows -p ps_4_0 -O 3
CS_FLAGS=--platform windows -p cs_5_0 -O 3
SHADER_PATH=shaders/dx11
else
ifeq ($(TARGET), 2)
@ -56,11 +57,13 @@ else
ifeq ($(TARGET), 3)
VS_FLAGS=--platform android
FS_FLAGS=--platform android
CS_FLAGS=--platform android
SHADER_PATH=shaders/gles
else
ifeq ($(TARGET), 4)
VS_FLAGS=--platform linux -p 120
FS_FLAGS=--platform linux -p 120
CS_FLAGS=--platform linux -p 430
SHADER_PATH=shaders/glsl
endif
endif
@ -71,6 +74,7 @@ endif
THISDIR := $(dir $(lastword $(MAKEFILE_LIST)))
VS_FLAGS+=-i $(THISDIR)../src/
FS_FLAGS+=-i $(THISDIR)../src/
CS_FLAGS+=-i $(THISDIR)../src/
BUILD_OUTPUT_DIR=$(addprefix ./, $(RUNTIME_DIR)/$(SHADER_PATH))
BUILD_INTERMEDIATE_DIR=$(addprefix $(BUILD_DIR)/, $(SHADER_PATH))
@ -81,12 +85,31 @@ VS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(
FS_SOURCES=$(wildcard fs_*.sc)
FS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(FS_SOURCES))))
CS_SOURCES=$(wildcard cs_*.sc)
CS_DEPS=$(addprefix $(BUILD_INTERMEDIATE_DIR)/,$(addsuffix .bin.d, $(basename $(CS_SOURCES))))
VS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(VS_SOURCES))))
FS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(FS_SOURCES))))
CS_BIN = $(addprefix $(BUILD_INTERMEDIATE_DIR)/, $(addsuffix .bin, $(basename $(CS_SOURCES))))
BIN = $(VS_BIN) $(FS_BIN)
ASM = $(VS_ASM) $(FS_ASM)
ifeq ($(TARGET), 1)
BIN += $(CS_BIN)
ASM += $(CS_ASM)
else
ifeq ($(TARGET), 3)
BIN += $(CS_BIN)
ASM += $(CS_ASM)
else
ifeq ($(TARGET), 4)
BIN += $(CS_BIN)
ASM += $(CS_ASM)
endif
endif
endif
$(BUILD_INTERMEDIATE_DIR)/vs_%.bin : vs_%.sc
@echo [$(<)]
$(SILENT) $(SHADERC) $(VS_FLAGS) --type vertex --depends -o $(@) -f $(<) --disasm
@ -97,6 +120,11 @@ $(BUILD_INTERMEDIATE_DIR)/fs_%.bin : fs_%.sc
$(SILENT) $(SHADERC) $(FS_FLAGS) --type fragment --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
$(BUILD_INTERMEDIATE_DIR)/cs_%.bin : cs_%.sc
@echo [$(<)]
$(SILENT) $(SHADERC) $(CS_FLAGS) --type compute --depends -o $(@) -f $(<) --disasm
$(SILENT) cp $(@) $(BUILD_OUTPUT_DIR)/$(@F)
.PHONY: all
all: dirs $(BIN)
@echo Target $(SHADER_PATH)
@ -119,3 +147,4 @@ endif # TARGET
-include $(VS_DEPS)
-include $(FS_DEPS)
-include $(CS_DEPS)

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@ -644,12 +644,14 @@ namespace bgfx
}
if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= m_num
|| (0 == m_state.m_numVertices && 0 == m_state.m_numIndices) )
|| (0 == m_draw.m_numVertices && 0 == m_draw.m_numIndices) )
{
++m_numDropped;
return m_num;
}
m_constEnd = m_constantBuffer->getPos();
BX_WARN(invalidHandle != m_key.m_program, "Program with invalid handle");
if (invalidHandle != m_key.m_program)
{
@ -657,18 +659,20 @@ namespace bgfx
m_key.m_view = _id;
m_key.m_seq = s_ctx->m_seq[_id] & s_ctx->m_seqMask[_id];
s_ctx->m_seq[_id]++;
uint64_t key = m_key.encode();
uint64_t key = m_key.encodeDraw();
m_sortKeys[m_num] = key;
m_sortValues[m_num] = m_numRenderStates;
m_sortValues[m_num] = m_numRenderItems;
++m_num;
m_state.m_constEnd = m_constantBuffer->getPos();
m_state.m_flags |= m_flags;
m_renderState[m_numRenderStates] = m_state;
++m_numRenderStates;
m_draw.m_constBegin = m_constBegin;
m_draw.m_constEnd = m_constEnd;
m_draw.m_flags |= m_flags;
m_renderItem[m_numRenderItems].draw = m_draw;
++m_numRenderItems;
}
m_state.clear();
m_draw.clear();
m_constBegin = m_constEnd;
m_flags = BGFX_STATE_NONE;
return m_num;
@ -683,12 +687,14 @@ namespace bgfx
}
if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= m_num
|| (0 == m_state.m_numVertices && 0 == m_state.m_numIndices) )
|| (0 == m_draw.m_numVertices && 0 == m_draw.m_numIndices) )
{
m_numDropped += bx::uint32_cntbits(_viewMask);
return m_num;
}
m_constEnd = m_constantBuffer->getPos();
BX_WARN(invalidHandle != m_key.m_program, "Program with invalid handle");
if (invalidHandle != m_key.m_program)
{
@ -702,24 +708,69 @@ namespace bgfx
m_key.m_view = id;
m_key.m_seq = s_ctx->m_seq[id] & s_ctx->m_seqMask[id];
s_ctx->m_seq[id]++;
uint64_t key = m_key.encode();
uint64_t key = m_key.encodeDraw();
m_sortKeys[m_num] = key;
m_sortValues[m_num] = m_numRenderStates;
m_sortValues[m_num] = m_numRenderItems;
++m_num;
}
m_state.m_constEnd = m_constantBuffer->getPos();
m_state.m_flags |= m_flags;
m_renderState[m_numRenderStates] = m_state;
++m_numRenderStates;
m_draw.m_constBegin = m_constBegin;
m_draw.m_constEnd = m_constEnd;
m_draw.m_flags |= m_flags;
m_renderItem[m_numRenderItems].draw = m_draw;
++m_numRenderItems;
}
m_state.clear();
m_draw.clear();
m_constBegin = m_constEnd;
m_flags = BGFX_STATE_NONE;
return m_num;
}
uint32_t Frame::dispatch(uint8_t _id, ProgramHandle _handle, uint16_t _numX, uint16_t _numY, uint16_t _numZ)
{
if (m_discard)
{
discard();
return m_num;
}
if (BGFX_CONFIG_MAX_DRAW_CALLS-1 <= m_num)
{
++m_numDropped;
return m_num;
}
m_constEnd = m_constantBuffer->getPos();
m_compute.m_numX = bx::uint16_max(_numX, 1);
m_compute.m_numY = bx::uint16_max(_numY, 1);
m_compute.m_numZ = bx::uint16_max(_numZ, 1);
m_key.m_program = _handle.idx;
if (invalidHandle != m_key.m_program)
{
m_key.m_depth = 0;
m_key.m_view = _id;
m_key.m_seq = s_ctx->m_seq[_id] & s_ctx->m_seqMask[_id];
s_ctx->m_seq[_id]++;
uint64_t key = m_key.encodeCompute();
m_sortKeys[m_num] = key;
m_sortValues[m_num] = m_numRenderItems;
++m_num;
m_compute.m_constBegin = m_constBegin;
m_compute.m_constEnd = m_constEnd;
m_renderItem[m_numRenderItems].compute = m_compute;
++m_numRenderItems;
}
m_compute.clear();
m_constBegin = m_constEnd;
return m_num;
}
void Frame::sort()
{
bx::radixSort64(m_sortKeys, s_ctx->m_tempKeys, m_sortValues, s_ctx->m_tempValues, m_num);
@ -821,6 +872,7 @@ namespace bgfx
CAPS_FLAGS(BGFX_CAPS_RENDERER_MULTITHREADED),
CAPS_FLAGS(BGFX_CAPS_FRAGMENT_DEPTH),
CAPS_FLAGS(BGFX_CAPS_BLEND_INDEPENDENT),
CAPS_FLAGS(BGFX_CAPS_COMPUTE),
#undef CAPS_FLAGS
};
@ -2113,6 +2165,19 @@ again:
return handle;
}
ProgramHandle createProgram(ShaderHandle _vsh, bool _destroyShaders)
{
BGFX_CHECK_MAIN_THREAD();
ProgramHandle handle = s_ctx->createProgram(_vsh);
if (_destroyShaders)
{
destroyShader(_vsh);
}
return handle;
}
void destroyProgram(ProgramHandle _handle)
{
BGFX_CHECK_MAIN_THREAD();
@ -2592,6 +2657,24 @@ again:
return s_ctx->submitMask(_viewMask, _depth);
}
void setImage(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint8_t _mip, TextureFormat::Enum _format, Access::Enum _access)
{
BGFX_CHECK_MAIN_THREAD();
s_ctx->setImage(_stage, _sampler, _handle, _mip, _format, _access);
}
void setImage(uint8_t _stage, UniformHandle _sampler, FrameBufferHandle _handle, uint8_t _attachment, TextureFormat::Enum _format, Access::Enum _access)
{
BGFX_CHECK_MAIN_THREAD();
s_ctx->setImage(_stage, _sampler, _handle, _attachment, _format, _access);
}
void dispatch(uint8_t _id, ProgramHandle _handle, uint16_t _numX, uint16_t _numY, uint16_t _numZ)
{
BGFX_CHECK_MAIN_THREAD();
s_ctx->dispatch(_id, _handle, _numX, _numY, _numZ);
}
void discard()
{
BGFX_CHECK_MAIN_THREAD();

121
src/bgfx_compute.sh Normal file
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@ -0,0 +1,121 @@
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef BGFX_COMPUTE_H_HEADER_GUARD
#define BGFX_COMPUTE_H_HEADER_GUARD
#ifndef __cplusplus
#if BGFX_SHADER_LANGUAGE_HLSL
#define IMAGE2D_RO(_name, _reg) Texture2D _name : register(t[_reg])
#define IMAGE2D_RW(_name, _reg) RWTexture2D<float4> _name : register(u[_reg])
#define IMAGE2D_WR(_name, _reg) IMAGE2D_RW(_name, _reg)
#define BUFFER_RO(_name, _struct, _reg) StructuredBuffer<_struct> _name : register(b[_reg])
#define BUFFER_RW(_name, _struct, _reg) RWStructuredBuffer<_struct> _name : register(b[_reg])
#define BUFFER_WR(_name, _struct, _reg) BUFFER_RW(_name, _struct, _reg)
#define NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)]
vec4 imageLoad(Texture2D _image, ivec2 _uv)
{
return _image.Load(uint3(_uv.xy, 0) );
}
ivec2 imageSize(Texture2D _image)
{
ivec2 result;
_image.GetDimensions(result.x, result.y);
return result;
}
//vec4 imageLoad(RWTexture2D<float4> _image, ivec2 _uv)
//{
// return _image[_uv];
//}
ivec2 imageSize(RWTexture2D<float4> _image)
{
ivec2 result;
_image.GetDimensions(result.x, result.y);
return result;
}
void imageStore(RWTexture2D<float4> _image, ivec2 _uv, vec4 _rgba)
{
_image[_uv] = _rgba;
}
#define __ATOMIC_IMPL_TYPE(_genType, _glFunc, _dxFunc) \
_genType _glFunc(_genType _mem, _genType _data) \
{ \
_genType result; \
_dxFunc(_mem, _data, result); \
return result; \
}
#define __ATOMIC_IMPL(_glFunc, _dxFunc) \
__ATOMIC_IMPL_TYPE(int, _glFunc, _dxFunc) \
__ATOMIC_IMPL_TYPE(uint, _glFunc, _dxFunc)
__ATOMIC_IMPL(atomicAdd, InterlockedAdd);
__ATOMIC_IMPL(atomicAnd, InterlockedAnd);
__ATOMIC_IMPL(atomicExchange, InterlockedExchange);
__ATOMIC_IMPL(atomicMax, InterlockedMax);
__ATOMIC_IMPL(atomicMin, InterlockedMin);
__ATOMIC_IMPL(atomicOr, InterlockedOr);
__ATOMIC_IMPL(atomicXor, InterlockedXor);
int atomicCompSwap(int _mem, int _compare, int _data)
{
int result;
InterlockedCompareExchange(_mem, _compare, _data, result);
return result;
}
uint atomicCompSwap(uint _mem, uint _compare, uint _data)
{
uint result;
InterlockedCompareExchange(_mem, _compare, _data, result);
return result;
}
// InterlockedCompareStore
#define barrier() GroupMemoryBarrierWithGroupSync()
#define memoryBarrier() GroupMemoryBarrierWithGroupSync()
#define memoryBarrierAtomicCounter() GroupMemoryBarrierWithGroupSync()
#define memoryBarrierBuffer() GroupMemoryBarrierWithGroupSync()
#define memoryBarrierImage() GroupMemoryBarrierWithGroupSync()
#define memoryBarrierShared() GroupMemoryBarrierWithGroupSync()
#define groupMemoryBarrier() GroupMemoryBarrierWithGroupSync()
#else
#define __IMAGE2D_XX(_name, _reg, _access) \
layout(rgba8, binding=_reg) _access uniform highp image2D _name
#define IMAGE2D_RO(_name, _reg) __IMAGE2D_XX(_name, _reg, readonly)
#define IMAGE2D_RW(_name, _reg) __IMAGE2D_XX(_name, _reg, readwrite)
#define IMAGE2D_WR(_name, _reg) __IMAGE2D_XX(_name, _reg, writeonly)
#define __BUFFER_XX(_name, _type, _reg, _access) \
layout(std430, binding=_reg) _access buffer _name ## Buffer \
{ \
_type _name[]; \
}
#define BUFFER_RO(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readonly)
#define BUFFER_RW(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, readwrite)
#define BUFFER_WR(_name, _type, _reg) __BUFFER_XX(_name, _type, _reg, writeonly)
#define NUM_THREADS(_x, _y, _z) layout (local_size_x = _x, local_size_y = _y, local_size_z = _z) in;
#endif // BGFX_SHADER_LANGUAGE_HLSL
#endif // __cplusplus
#endif // BGFX_COMPUTE_H_HEADER_GUARD

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@ -138,6 +138,8 @@ namespace stl
#define BGFX_STATE_TEX_MASK UINT64_C(0xff00000000000000)
#define BGFX_STATE_TEX_COUNT 8
#define BGFX_MAX_COMPUTE_BINDINGS 8
#define BGFX_SAMPLER_DEFAULT_FLAGS UINT32_C(0x10000000)
#define BGFX_RENDERER_DIRECT3D9_NAME "Direct3D 9"
@ -623,32 +625,60 @@ namespace bgfx
void operator=(const CommandBuffer&);
};
#define SORT_KEY_RENDER_DRAW UINT64_C(0x0000000800000000)
struct SortKey
{
uint64_t encode()
uint64_t encodeDraw()
{
// | 3 2 1 0|
// |fedcba9876543210fedcba9876543210fedcba9876543210fedcba9876543210|
// | vvvvvsssssssssssttmmmmmmmmmdddddddddddddddddddddddd|
// | ^ ^ ^ ^ ^|
// | | | | | ||
// | vvvvvsssssssssssdttpppppppppdddddddddddddddddddddddd|
// | ^ ^^ ^ ^ ^|
// | | || | | ||
// | view-+ seq-+| +-trans +-program depth-+|
// | +-draw |
const uint64_t tmp0 = m_depth;
const uint64_t tmp1 = uint64_t(m_program)<<0x18;
const uint64_t tmp2 = uint64_t(m_trans )<<0x21;
const uint64_t tmp3 = uint64_t(m_seq )<<0x23;
const uint64_t tmp4 = uint64_t(m_view )<<0x2e;
const uint64_t key = tmp0|tmp1|tmp2|tmp3|tmp4;
const uint64_t depth = m_depth;
const uint64_t program = uint64_t(m_program)<<0x18;
const uint64_t trans = uint64_t(m_trans )<<0x21;
const uint64_t seq = uint64_t(m_seq )<<0x24;
const uint64_t view = uint64_t(m_view )<<0x2f;
const uint64_t key = depth|program|trans|SORT_KEY_RENDER_DRAW|seq|view;
return key;
}
void decode(uint64_t _key)
uint64_t encodeCompute()
{
m_depth = _key & 0xffffffff;
m_program = (_key>>0x18)&(BGFX_CONFIG_MAX_PROGRAMS-1);
m_trans = (_key>>0x21)& 0x3;
m_seq = (_key>>0x23)& 0x7ff;
m_view = (_key>>0x2e)&(BGFX_CONFIG_MAX_VIEWS-1);
// | 3 2 1 0|
// |fedcba9876543210fedcba9876543210fedcba9876543210fedcba9876543210|
// | vvvvvsssssssssssdppppppppp |
// | ^ ^^ ^ |
// | | || | |
// | view-+ seq-+| +-program |
// | +-draw |
const uint64_t program = uint64_t(m_program)<<0x1a;
const uint64_t seq = uint64_t(m_seq )<<0x24;
const uint64_t view = uint64_t(m_view )<<0x2f;
const uint64_t key = program|seq|view;
return key;
}
/// Returns true if item is command.
bool decode(uint64_t _key)
{
m_seq = (_key>>0x24)& 0x7ff;
m_view = (_key>>0x2f)&(BGFX_CONFIG_MAX_VIEWS-1);
if (_key & SORT_KEY_RENDER_DRAW)
{
m_depth = _key & 0xffffffff;
m_program = (_key>>0x18)&(BGFX_CONFIG_MAX_PROGRAMS-1);
m_trans = (_key>>0x21)& 0x3;
return false; // draw
}
m_program = (_key>>0x1a)&(BGFX_CONFIG_MAX_PROGRAMS-1);
return true; // compute
}
void reset()
@ -660,12 +690,13 @@ namespace bgfx
m_trans = 0;
}
int32_t m_depth;
int32_t m_depth;
uint16_t m_program;
uint16_t m_seq;
uint8_t m_view;
uint8_t m_trans;
uint8_t m_view;
uint8_t m_trans;
};
#undef SORT_KEY_CMD
BX_ALIGN_STRUCT_16(struct) Matrix4
{
@ -749,12 +780,6 @@ namespace bgfx
uint32_t m_num;
};
struct Sampler
{
uint32_t m_flags;
uint16_t m_idx;
};
#define CONSTANT_OPCODE_TYPE_SHIFT 27
#define CONSTANT_OPCODE_TYPE_MASK UINT32_C(0xf8000000)
#define CONSTANT_OPCODE_LOC_SHIFT 11
@ -934,17 +959,18 @@ namespace bgfx
UniformHashMap m_uniforms;
};
struct RenderState
struct Sampler
{
void reset()
{
m_constEnd = 0;
clear();
}
uint32_t m_flags;
uint16_t m_idx;
};
struct RenderDraw
{
void clear()
{
m_constBegin = m_constEnd;
m_constBegin = 0;
m_constEnd = 0;
m_flags = BGFX_STATE_DEFAULT;
m_stencil = packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT);
m_rgba = 0;
@ -987,12 +1013,61 @@ namespace bgfx
uint16_t m_scissor;
VertexBufferHandle m_vertexBuffer;
VertexDeclHandle m_vertexDecl;
IndexBufferHandle m_indexBuffer;
VertexDeclHandle m_vertexDecl;
IndexBufferHandle m_indexBuffer;
VertexBufferHandle m_instanceDataBuffer;
Sampler m_sampler[BGFX_STATE_TEX_COUNT];
};
struct ComputeBinding
{
enum Enum
{
Image,
Buffer,
Count
};
uint16_t m_idx;
uint8_t m_format;
uint8_t m_access;
uint8_t m_mip;
uint8_t m_type;
};
struct RenderCompute
{
void clear()
{
m_constBegin = 0;
m_constEnd = 0;
m_numX = 0;
m_numY = 0;
m_numZ = 0;
for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
{
m_bind[ii].m_idx = invalidHandle;
}
}
uint32_t m_constBegin;
uint32_t m_constEnd;
uint16_t m_numX;
uint16_t m_numY;
uint16_t m_numZ;
ComputeBinding m_bind[BGFX_MAX_COMPUTE_BINDINGS];
};
union RenderItem
{
RenderDraw draw;
RenderCompute compute;
};
struct Resolution
{
Resolution()
@ -1063,12 +1138,15 @@ namespace bgfx
void start()
{
m_flags = BGFX_STATE_NONE;
m_state.reset();
m_constBegin = 0;
m_constEnd = 0;
m_draw.clear();
m_compute.clear();
m_matrixCache.reset();
m_rectCache.reset();
m_key.reset();
m_num = 0;
m_numRenderStates = 0;
m_numRenderItems = 0;
m_numDropped = 0;
m_iboffset = 0;
m_vboffset = 0;
@ -1105,86 +1183,86 @@ namespace bgfx
uint8_t blend = ( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT)&0xff;
// transparency sort order table
m_key.m_trans = "\x0\x1\x1\x2\x2\x1\x2\x1\x2\x1\x1\x1\x1\x1\x1\x1\x1\x1\x1"[( (blend)&0xf) + (!!blend)];
m_state.m_flags = _state;
m_state.m_rgba = _rgba;
m_draw.m_flags = _state;
m_draw.m_rgba = _rgba;
}
void setStencil(uint32_t _fstencil, uint32_t _bstencil)
{
m_state.m_stencil = packStencil(_fstencil, _bstencil);
m_draw.m_stencil = packStencil(_fstencil, _bstencil);
}
uint16_t setScissor(uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
{
uint16_t scissor = (uint16_t)m_rectCache.add(_x, _y, _width, _height);
m_state.m_scissor = scissor;
m_draw.m_scissor = scissor;
return scissor;
}
void setScissor(uint16_t _cache)
{
m_state.m_scissor = _cache;
m_draw.m_scissor = _cache;
}
uint32_t setTransform(const void* _mtx, uint16_t _num)
{
m_state.m_matrix = m_matrixCache.add(_mtx, _num);
m_state.m_num = _num;
m_draw.m_matrix = m_matrixCache.add(_mtx, _num);
m_draw.m_num = _num;
return m_state.m_matrix;
return m_draw.m_matrix;
}
void setTransform(uint32_t _cache, uint16_t _num)
{
m_state.m_matrix = _cache;
m_state.m_num = _num;
m_draw.m_matrix = _cache;
m_draw.m_num = _num;
}
void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices)
{
m_state.m_startIndex = _firstIndex;
m_state.m_numIndices = _numIndices;
m_state.m_indexBuffer = _handle;
m_draw.m_startIndex = _firstIndex;
m_draw.m_numIndices = _numIndices;
m_draw.m_indexBuffer = _handle;
}
void setIndexBuffer(const TransientIndexBuffer* _tib, uint32_t _firstIndex, uint32_t _numIndices)
{
m_state.m_indexBuffer = _tib->handle;
m_state.m_startIndex = _firstIndex;
m_state.m_numIndices = _numIndices;
m_draw.m_indexBuffer = _tib->handle;
m_draw.m_startIndex = _firstIndex;
m_draw.m_numIndices = _numIndices;
m_discard = 0 == _numIndices;
}
void setVertexBuffer(VertexBufferHandle _handle, uint32_t _startVertex, uint32_t _numVertices)
{
BX_CHECK(_handle.idx < BGFX_CONFIG_MAX_VERTEX_BUFFERS, "Invalid vertex buffer handle. %d (< %d)", _handle.idx, BGFX_CONFIG_MAX_VERTEX_BUFFERS);
m_state.m_startVertex = _startVertex;
m_state.m_numVertices = _numVertices;
m_state.m_vertexBuffer = _handle;
m_draw.m_startVertex = _startVertex;
m_draw.m_numVertices = _numVertices;
m_draw.m_vertexBuffer = _handle;
}
void setVertexBuffer(const DynamicVertexBuffer& _dvb, uint32_t _numVertices)
{
m_state.m_startVertex = _dvb.m_startVertex;
m_state.m_numVertices = bx::uint32_min(_dvb.m_numVertices, _numVertices);
m_state.m_vertexBuffer = _dvb.m_handle;
m_state.m_vertexDecl = _dvb.m_decl;
m_draw.m_startVertex = _dvb.m_startVertex;
m_draw.m_numVertices = bx::uint32_min(_dvb.m_numVertices, _numVertices);
m_draw.m_vertexBuffer = _dvb.m_handle;
m_draw.m_vertexDecl = _dvb.m_decl;
}
void setVertexBuffer(const TransientVertexBuffer* _tvb, uint32_t _startVertex, uint32_t _numVertices)
{
m_state.m_startVertex = _startVertex;
m_state.m_numVertices = bx::uint32_min(_tvb->size/_tvb->stride, _numVertices);
m_state.m_vertexBuffer = _tvb->handle;
m_state.m_vertexDecl = _tvb->decl;
m_draw.m_startVertex = _startVertex;
m_draw.m_numVertices = bx::uint32_min(_tvb->size/_tvb->stride, _numVertices);
m_draw.m_vertexBuffer = _tvb->handle;
m_draw.m_vertexDecl = _tvb->decl;
}
void setInstanceDataBuffer(const InstanceDataBuffer* _idb, uint16_t _num)
{
m_state.m_instanceDataOffset = _idb->offset;
m_state.m_instanceDataStride = _idb->stride;
m_state.m_numInstances = bx::uint16_min( (uint16_t)_idb->num, _num);
m_state.m_instanceDataBuffer = _idb->handle;
m_draw.m_instanceDataOffset = _idb->offset;
m_draw.m_instanceDataStride = _idb->stride;
m_draw.m_numInstances = bx::uint16_min( (uint16_t)_idb->num, _num);
m_draw.m_instanceDataBuffer = _idb->handle;
BX_FREE(g_allocator, const_cast<InstanceDataBuffer*>(_idb) );
}
@ -1197,7 +1275,7 @@ namespace bgfx
void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint32_t _flags)
{
m_flags |= BGFX_STATE_TEX0<<_stage;
Sampler& sampler = m_state.m_sampler[_stage];
Sampler& sampler = m_draw.m_sampler[_stage];
sampler.m_idx = _handle.idx;
sampler.m_flags = (_flags&BGFX_SAMPLER_DEFAULT_FLAGS) ? BGFX_SAMPLER_DEFAULT_FLAGS : _flags;
@ -1209,15 +1287,34 @@ namespace bgfx
}
}
void setImage(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint8_t _mip, TextureFormat::Enum _format, Access::Enum _access)
{
ComputeBinding& bind = m_compute.m_bind[_stage];
bind.m_idx = _handle.idx;
bind.m_format = uint8_t(_format);
bind.m_access = uint8_t(_access);
bind.m_mip = _mip;
bind.m_type = uint8_t(ComputeBinding::Image);
if (isValid(_sampler)
&& (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) || BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES) ) )
{
uint32_t stage = _stage;
setUniform(_sampler, &stage);
}
}
void discard()
{
m_discard = false;
m_state.clear();
m_draw.clear();
m_compute.clear();
m_flags = BGFX_STATE_NONE;
}
uint32_t submit(uint8_t _id, int32_t _depth);
uint32_t submitMask(uint32_t _viewMask, int32_t _depth);
uint32_t dispatch(uint8_t _id, ProgramHandle _handle, uint16_t _ngx, uint16_t _ngy, uint16_t _ngz);
void sort();
bool checkAvailTransientIndexBuffer(uint32_t _num)
@ -1332,14 +1429,17 @@ namespace bgfx
uint64_t m_sortKeys[BGFX_CONFIG_MAX_DRAW_CALLS];
uint16_t m_sortValues[BGFX_CONFIG_MAX_DRAW_CALLS];
RenderState m_renderState[BGFX_CONFIG_MAX_DRAW_CALLS];
RenderState m_state;
RenderItem m_renderItem[BGFX_CONFIG_MAX_DRAW_CALLS];
RenderDraw m_draw;
RenderCompute m_compute;
uint64_t m_flags;
uint32_t m_constBegin;
uint32_t m_constEnd;
ConstantBuffer* m_constantBuffer;
uint16_t m_num;
uint16_t m_numRenderStates;
uint16_t m_numRenderItems;
uint16_t m_numDropped;
MatrixCache m_matrixCache;
@ -2213,6 +2313,35 @@ namespace bgfx
return handle;
}
BGFX_API_FUNC(ProgramHandle createProgram(ShaderHandle _vsh) )
{
if (!isValid(_vsh) )
{
BX_WARN(false, "Vertex/fragment shader is invalid (vsh %d).", _vsh.idx);
ProgramHandle invalid = BGFX_INVALID_HANDLE;
return invalid;
}
ProgramHandle handle;
handle.idx = m_programHandle.alloc();
BX_WARN(isValid(handle), "Failed to allocate program handle.");
if (isValid(handle) )
{
shaderIncRef(_vsh);
m_programRef[handle.idx].m_vsh = _vsh;
CommandBuffer& cmdbuf = getCommandBuffer(CommandBuffer::CreateProgram);
cmdbuf.write(handle);
cmdbuf.write(_vsh);
ShaderHandle invalid = BGFX_INVALID_HANDLE;
cmdbuf.write(invalid);
}
return handle;
}
BGFX_API_FUNC(void destroyProgram(ProgramHandle _handle) )
{
CommandBuffer& cmdbuf = getCommandBuffer(CommandBuffer::DestroyProgram);
@ -2687,6 +2816,29 @@ namespace bgfx
return m_submit->submitMask(_viewMask, _depth);
}
BGFX_API_FUNC(void setImage(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle, uint8_t _mip, TextureFormat::Enum _format, Access::Enum _access) )
{
m_submit->setImage(_stage, _sampler, _handle, _mip, _format, _access);
}
BGFX_API_FUNC(void setImage(uint8_t _stage, UniformHandle _sampler, FrameBufferHandle _handle, uint8_t _attachment, TextureFormat::Enum _format, Access::Enum _access) )
{
BX_CHECK(_attachment < g_caps.maxFBAttachments, "Frame buffer attachment index %d is invalid.", _attachment);
TextureHandle textureHandle = BGFX_INVALID_HANDLE;
if (isValid(_handle) )
{
textureHandle = m_frameBufferRef[_handle.idx].m_th[_attachment];
BX_CHECK(isValid(textureHandle), "Frame buffer texture %d is invalid.", _attachment);
}
setImage(_stage, _sampler, textureHandle, 0, _format, _access);
}
BGFX_API_FUNC(uint32_t dispatch(uint8_t _id, ProgramHandle _handle, uint16_t _numX, uint16_t _numY, uint16_t _numZ) )
{
return m_submit->dispatch(_id, _handle, _numX, _numY, _numZ);
}
BGFX_API_FUNC(void discard() )
{
m_submit->discard();

View File

@ -135,6 +135,7 @@
#endif // BGFX_CONFIG_MAX_RECT_CACHE
#ifndef BGFX_CONFIG_MAX_VIEWS
// Do not change. Must be power of 2.
# define BGFX_CONFIG_MAX_VIEWS 32
#endif // BGFX_CONFIG_MAX_VIEWS
@ -171,6 +172,7 @@
#endif // BGFX_CONFIG_MAX_FRAGMENT_SHADERS
#ifndef BGFX_CONFIG_MAX_PROGRAMS
// Must be power of 2.
# define BGFX_CONFIG_MAX_PROGRAMS 512
#endif // BGFX_CONFIG_MAX_PROGRAMS

View File

@ -10,6 +10,14 @@
# if BGFX_USE_EGL
#ifndef EGL_CONTEXT_MAJOR_VERSION_KHR
# define EGL_CONTEXT_MAJOR_VERSION_KHR EGL_CONTEXT_CLIENT_VERSION
#endif // EGL_CONTEXT_MAJOR_VERSION_KHR
#ifndef EGL_CONTEXT_MINOR_VERSION_KHR
# define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB
#endif // EGL_CONTEXT_MINOR_VERSION_KHR
namespace bgfx
{
#if BGFX_USE_GL_DYNAMIC_LIB
@ -137,9 +145,15 @@ EGL_IMPORT
EGLint contextAttrs[] =
{
# if BGFX_CONFIG_RENDERER_OPENGLES >= 30
EGL_CONTEXT_CLIENT_VERSION, 3,
EGL_CONTEXT_MAJOR_VERSION_KHR, 3,
# if BGFX_CONFIG_RENDERER_OPENGLES >= 31
EGL_CONTEXT_MINOR_VERSION_KHR, 1,
# else
// EGL_CONTEXT_MINOR_VERSION_KHR, 0,
# endif // BGFX_CONFIG_RENDERER_OPENGLES >= 31
# elif BGFX_CONFIG_RENDERER_OPENGLES
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_CONTEXT_MAJOR_VERSION_KHR, 2,
// EGL_CONTEXT_MINOR_VERSION_KHR, 0,
# endif // BGFX_CONFIG_RENDERER_
EGL_NONE

View File

@ -32,13 +32,15 @@
#if GL_IMPORT_TYPEDEFS
typedef void (GL_APIENTRYP GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
typedef void (GL_APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
typedef void (GL_APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (GL_APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
typedef void (GL_APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (GL_APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
typedef void (GL_APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (GL_APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name);
typedef void (GL_APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer);
typedef void (GL_APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
typedef void (GL_APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer);
typedef void (GL_APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
typedef void (GL_APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
@ -88,6 +90,8 @@ typedef void (GL_APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLu
typedef void (GL_APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (GL_APIENTRYP PFNGLDISABLEIPROC) (GLenum cap, GLuint index);
typedef void (GL_APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (GL_APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
typedef void (GL_APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect);
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
typedef void (GL_APIENTRYP PFNGLDRAWBUFFERPROC) (GLenum mode);
@ -120,6 +124,12 @@ typedef void (GL_APIENTRYP PFNGLGETPOINTERVPROC) (GLenum pname, void *
typedef void (GL_APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
typedef void (GL_APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (GL_APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params);
typedef GLuint (GL_APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
typedef void (GL_APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
typedef GLint (GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name);
typedef GLint (GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name);
typedef void (GL_APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params);
typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params);
@ -130,6 +140,7 @@ typedef void (GL_APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenu
typedef const GLubyte* (GL_APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLint (GL_APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (GL_APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (GL_APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers);
typedef void (GL_APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
typedef void (GL_APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label);
typedef void (GL_APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
@ -194,8 +205,11 @@ GL_IMPORT______(false, PFNGLACTIVETEXTUREPROC, glActiveTextu
GL_IMPORT______(false, PFNGLATTACHSHADERPROC, glAttachShader);
GL_IMPORT______(true, PFNGLBEGINQUERYPROC, glBeginQuery);
GL_IMPORT______(false, PFNGLBINDBUFFERPROC, glBindBuffer);
GL_IMPORT______(true, PFNGLBINDBUFFERBASEPROC, glBindBufferBase);
GL_IMPORT______(true, PFNGLBINDBUFFERRANGEPROC, glBindBufferRange);
GL_IMPORT______(true, PFNGLBINDFRAGDATALOCATIONPROC, glBindFragDataLocation);
GL_IMPORT______(true, PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
GL_IMPORT______(true, PFNGLBINDIMAGETEXTUREPROC, glBindImageTexture);
GL_IMPORT______(true, PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
GL_IMPORT______(true, PFNGLBINDSAMPLERPROC, glBindSampler);
GL_IMPORT______(false, PFNGLBINDTEXTUREPROC, glBindTexture);
@ -243,6 +257,8 @@ GL_IMPORT______(false, PFNGLDETACHSHADERPROC, glDetachShade
GL_IMPORT______(false, PFNGLDISABLEPROC, glDisable);
GL_IMPORT______(true, PFNGLDISABLEIPROC, glDisablei);
GL_IMPORT______(false, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
GL_IMPORT______(true, PFNGLDISPATCHCOMPUTEPROC, glDispatchCompute);
GL_IMPORT______(true, PFNGLDISPATCHCOMPUTEINDIRECTPROC, glDispatchComputeIndirect);
GL_IMPORT______(false, PFNGLDRAWARRAYSPROC, glDrawArrays);
GL_IMPORT______(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
GL_IMPORT______(true, PFNGLDRAWBUFFERPROC, glDrawBuffer);
@ -275,6 +291,12 @@ GL_IMPORT______(true, PFNGLGETPOINTERVPROC, glGetPointerv
GL_IMPORT______(true, PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary);
GL_IMPORT______(false, PFNGLGETPROGRAMIVPROC, glGetProgramiv);
GL_IMPORT______(false, PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
GL_IMPORT______(true, PFNGLGETPROGRAMINTERFACEIVPROC, glGetProgramInterfaceiv);
GL_IMPORT______(true, PFNGLGETPROGRAMRESOURCEINDEXPROC, glGetProgramResourceIndex);
GL_IMPORT______(true, PFNGLGETPROGRAMRESOURCEIVPROC, glGetProgramResourceiv);
GL_IMPORT______(true, PFNGLGETPROGRAMRESOURCENAMEPROC, glGetProgramResourceName);
GL_IMPORT______(true, PFNGLGETPROGRAMRESOURCELOCATIONPROC, glGetProgramResourceLocation);
GL_IMPORT______(true, PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC, glGetProgramResourceLocationIndex);
GL_IMPORT______(true, PFNGLGETQUERYIVPROC, glGetQueryiv);
GL_IMPORT______(true, PFNGLGETQUERYOBJECTIVPROC, glGetQueryObjectiv);
GL_IMPORT______(true, PFNGLGETQUERYOBJECTI64VPROC, glGetQueryObjecti64v);
@ -285,6 +307,7 @@ GL_IMPORT______(false, PFNGLGETSHADERINFOLOGPROC, glGetShaderIn
GL_IMPORT______(false, PFNGLGETSTRINGPROC, glGetString);
GL_IMPORT______(false, PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
GL_IMPORT______(false, PFNGLLINKPROGRAMPROC, glLinkProgram);
GL_IMPORT______(true, PFNGLMEMORYBARRIERPROC, glMemoryBarrier);
GL_IMPORT______(true, PFNGLOBJECTLABELPROC, glObjectLabel);
GL_IMPORT______(true, PFNGLOBJECTPTRLABELPROC, glObjectPtrLabel);
GL_IMPORT______(false, PFNGLPIXELSTOREIPROC, glPixelStorei);
@ -430,6 +453,19 @@ GL_IMPORT_____x(true, PFNGLBINDSAMPLERPROC, glBindSampler
GL_IMPORT_____x(true, PFNGLSAMPLERPARAMETERFPROC, glSamplerParameterf);
GL_IMPORT_____x(true, PFNGLSAMPLERPARAMETERIPROC, glSamplerParameteri);
GL_IMPORT_____x(true, PFNGLBINDBUFFERBASEPROC, glBindBufferBase);
GL_IMPORT_____x(true, PFNGLBINDBUFFERRANGEPROC, glBindBufferRange);
GL_IMPORT_____x(true, PFNGLBINDIMAGETEXTUREPROC, glBindImageTexture);
GL_IMPORT_____x(true, PFNGLGETPROGRAMINTERFACEIVPROC, glGetProgramInterfaceiv);
GL_IMPORT_____x(true, PFNGLGETPROGRAMRESOURCEINDEXPROC, glGetProgramResourceIndex);
GL_IMPORT_____x(true, PFNGLGETPROGRAMRESOURCEIVPROC, glGetProgramResourceiv);
GL_IMPORT_____x(true, PFNGLGETPROGRAMRESOURCENAMEPROC, glGetProgramResourceName);
GL_IMPORT_____x(true, PFNGLGETPROGRAMRESOURCELOCATIONPROC, glGetProgramResourceLocation);
GL_IMPORT_____x(true, PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC, glGetProgramResourceLocationIndex);
GL_IMPORT_____x(true, PFNGLMEMORYBARRIERPROC, glMemoryBarrier);
GL_IMPORT_____x(true, PFNGLDISPATCHCOMPUTEPROC, glDispatchCompute);
GL_IMPORT_____x(true, PFNGLDISPATCHCOMPUTEINDIRECTPROC, glDispatchComputeIndirect);
GL_IMPORT_NV___(true, PFNGLDRAWBUFFERSPROC, glDrawBuffers);
GL_IMPORT_NV___(true, PFNGLGENQUERIESPROC, glGenQueries);
GL_IMPORT_NV___(true, PFNGLDELETEQUERIESPROC, glDeleteQueries);

View File

@ -10,7 +10,7 @@
namespace bgfx
{
static const ImageBlockInfo s_imageBlockInfo[TextureFormat::Count] =
static const ImageBlockInfo s_imageBlockInfo[] =
{
{ 4, 4, 4, 8 }, // BC1
{ 8, 4, 4, 16 }, // BC2
@ -48,8 +48,9 @@ namespace bgfx
{ 32, 1, 1, 4 }, // D32F
{ 8, 1, 1, 1 }, // D0S8
};
BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_imageBlockInfo) );
static const char* s_textureFormatName[TextureFormat::Count] =
static const char* s_textureFormatName[] =
{
"BC1", // BC1
"BC2", // BC2
@ -87,6 +88,7 @@ namespace bgfx
"D32F", // D32F
"D0S8", // D0S8
};
BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormatName) );
bool isCompressed(TextureFormat::Enum _format)
{

View File

@ -197,7 +197,7 @@ namespace bgfx
# define DXGI_FORMAT_B4G4R4A4_UNORM DXGI_FORMAT(115)
#endif // DXGI_FORMAT_B4G4R4A4_UNORM
static const TextureFormatInfo s_textureFormat[TextureFormat::Count] =
static const TextureFormatInfo s_textureFormat[] =
{
{ DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
{ DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
@ -235,6 +235,7 @@ namespace bgfx
{ DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT }, // D32F
{ DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT }, // D0S8
};
BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
static const D3D11_INPUT_ELEMENT_DESC s_attrib[Attrib::Count] =
{
@ -548,6 +549,7 @@ namespace bgfx
| BGFX_CAPS_VERTEX_ATTRIB_HALF
| BGFX_CAPS_FRAGMENT_DEPTH
| BGFX_CAPS_BLEND_INDEPENDENT
| BGFX_CAPS_COMPUTE
);
g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
@ -677,7 +679,7 @@ namespace bgfx
void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
{
m_program[_handle.idx].create(m_shaders[_vsh.idx], m_shaders[_fsh.idx]);
m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
}
void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
@ -847,9 +849,9 @@ namespace bgfx
ProgramD3D11& program = m_program[_blitter.m_program.idx];
m_currentProgram = &program;
deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
@ -1634,11 +1636,11 @@ namespace bgfx
ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt].idx];
m_currentProgram = &program;
deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 0, NULL);
if (NULL != m_currentColor)
{
deviceCtx->PSSetShader( (ID3D11PixelShader*)program.m_fsh->m_ptr, NULL, 0);
deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
deviceCtx->PSSetConstantBuffers(0, 0, NULL);
}
else
@ -1883,6 +1885,7 @@ namespace bgfx
switch (magic)
{
case BGFX_CHUNK_MAGIC_CSH:
case BGFX_CHUNK_MAGIC_FSH:
case BGFX_CHUNK_MAGIC_VSH:
break;
@ -1903,7 +1906,10 @@ namespace bgfx
m_numPredefined = 0;
m_numUniforms = count;
BX_TRACE("Shader consts %d", count);
BX_TRACE("%s Shader consts %d"
, BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
, count
);
uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
@ -1954,10 +1960,10 @@ namespace bgfx
}
}
BX_TRACE("\t%s: %s, type %2d, num %2d, r.index %3d, r.count %2d"
BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
, kind
, name
, type
, getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_FRAGMENTBIT) )
, num
, regIndex
, regCount
@ -1973,20 +1979,25 @@ namespace bgfx
const DWORD* code = (const DWORD*)reader.getDataPtr();
bx::skip(&reader, shaderSize+1);
if (fragment)
if (BGFX_CHUNK_MAGIC_FSH == magic)
{
DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, (ID3D11PixelShader**)&m_ptr) );
DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
}
else
else if (BGFX_CHUNK_MAGIC_VSH == magic)
{
m_hash = bx::hashMurmur2A(code, shaderSize);
m_code = alloc(shaderSize);
memcpy(m_code->data, code, shaderSize);
DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, (ID3D11VertexShader**)&m_ptr) );
DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
}
else
{
DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
}
bx::read(&reader, m_attrMask, sizeof(m_attrMask) );
@ -2056,8 +2067,9 @@ namespace bgfx
uint32_t kk = 0;
const bool compressed = isCompressed(TextureFormat::Enum(m_textureFormat) );
const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s."
BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s%s%s."
, this - s_renderD3D11->m_textures
, getName( (TextureFormat::Enum)m_textureFormat)
, getName( (TextureFormat::Enum)m_requestedFormat)
@ -2065,6 +2077,7 @@ namespace bgfx
, textureHeight
, imageContainer.m_cubeMap ? "x6" : ""
, 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
, swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
);
for (uint8_t side = 0, numSides = imageContainer.m_cubeMap ? 6 : 1; side < numSides; ++side)
@ -2095,7 +2108,7 @@ namespace bgfx
}
else if (compressed)
{
srd[kk].SysMemPitch = (mip.m_width/blockInfo.blockWidth)*mip.m_blockSize;
srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
}
else
@ -2103,6 +2116,11 @@ namespace bgfx
srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
}
if (swizzle)
{
// imageSwizzleBgra8(width, height, mip.m_width*4, data, temp);
}
srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
++kk;
}
@ -2113,17 +2131,23 @@ namespace bgfx
}
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
memset(&srvd, 0, sizeof(srvd) );
srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
const DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
memset(&srvd, 0, sizeof(srvd) );
srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
if (swizzle)
{
format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
switch (m_type)
{
case Texture2D:
@ -2150,6 +2174,12 @@ namespace bgfx
desc.Usage = D3D11_USAGE_DEFAULT;
}
if (computeWrite)
{
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
desc.Usage = D3D11_USAGE_DEFAULT;
}
if (imageContainer.m_cubeMap)
{
desc.ArraySize = 6;
@ -2182,6 +2212,12 @@ namespace bgfx
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
if (computeWrite)
{
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
desc.Usage = D3D11_USAGE_DEFAULT;
}
srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvd.Texture3D.MipLevels = numMips;
@ -2195,6 +2231,11 @@ namespace bgfx
DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
}
if (computeWrite)
{
DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
}
if (convert
&& 0 != kk)
{
@ -2214,6 +2255,7 @@ namespace bgfx
void TextureD3D11::destroy()
{
DX_RELEASE(m_srv, 0);
DX_RELEASE(m_uav, 0);
DX_RELEASE(m_ptr, 0);
}
@ -2376,8 +2418,8 @@ namespace bgfx
_render->sort();
RenderState currentState;
currentState.reset();
RenderDraw currentState;
currentState.clear();
currentState.m_flags = BGFX_STATE_NONE;
currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
@ -2409,6 +2451,7 @@ namespace bgfx
PrimInfo prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
bool wasCompute = false;
bool viewHasScissor = false;
Rect viewScissorRect;
viewScissorRect.clear();
@ -2422,26 +2465,13 @@ namespace bgfx
{
for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
{
key.decode(_render->m_sortKeys[item]);
const RenderState& state = _render->m_renderState[_render->m_sortValues[item] ];
const bool isCompute = key.decode(_render->m_sortKeys[item]);
const bool viewChanged = key.m_view != view;
const uint64_t newFlags = state.m_flags;
uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
currentState.m_flags = newFlags;
const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
const uint64_t newStencil = state.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
currentState.m_stencil = newStencil;
if (key.m_view != view)
if (viewChanged)
{
currentState.clear();
currentState.m_scissor = !state.m_scissor;
changedFlags = BGFX_STATE_MASK;
changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
currentState.m_flags = newFlags;
currentState.m_stencil = newStencil;
PIX_ENDEVENT();
PIX_BEGINEVENT(D3DCOLOR_RGBA(0xff, 0x00, 0x00, 0xff), s_viewNameW[key.m_view]);
@ -2473,7 +2503,147 @@ namespace bgfx
{
clearQuad(_clearQuad, rect, clear);
}
}
if (isCompute)
{
if (!wasCompute)
{
wasCompute = true;
ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
deviceCtx->VSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
deviceCtx->VSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
}
const RenderCompute& compute = renderItem.compute;
bool programChanged = false;
bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
if (key.m_program != programIdx)
{
programIdx = key.m_program;
ProgramD3D11& program = m_program[key.m_program];
m_currentProgram = &program;
deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
programChanged =
constantsChanged = true;
}
if (invalidHandle != programIdx)
{
ProgramD3D11& program = m_program[programIdx];
if (constantsChanged)
{
ConstantBuffer* vcb = program.m_vsh->m_constantBuffer;
if (NULL != vcb)
{
commit(*vcb);
}
}
if (constantsChanged
|| program.m_numPredefined > 0)
{
commitShaderConstants();
}
}
ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
{
const ComputeBinding& bind = compute.m_bind[ii];
if (invalidHandle != bind.m_idx)
{
switch (bind.m_type)
{
case ComputeBinding::Image:
{
const TextureD3D11& texture = m_textures[bind.m_idx];
if (Access::Read != bind.m_access)
{
uav[ii] = texture.m_uav;
}
else
{
srv[ii] = texture.m_srv;
sampler[ii] = texture.m_sampler;
}
}
break;
case ComputeBinding::Buffer:
{
const VertexBufferD3D11& vertexBuffer = m_vertexBuffers[bind.m_idx];
BX_UNUSED(vertexBuffer);
}
break;
}
}
}
deviceCtx->CSSetUnorderedAccessViews(0, BGFX_MAX_COMPUTE_BINDINGS, uav, NULL);
deviceCtx->CSSetShaderResources(0, BGFX_MAX_COMPUTE_BINDINGS, srv);
deviceCtx->CSSetSamplers(0, BGFX_MAX_COMPUTE_BINDINGS, sampler);
deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
continue;
}
if (wasCompute)
{
wasCompute = false;
programIdx = invalidHandle;
m_currentProgram = NULL;
deviceCtx->CSSetShader(NULL, NULL, 0);
ID3D11UnorderedAccessView* uav[BGFX_STATE_TEX_COUNT] = {};
deviceCtx->CSSetUnorderedAccessViews(0, BGFX_STATE_TEX_COUNT, uav, NULL);
ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
deviceCtx->CSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
ID3D11SamplerState* samplers[BGFX_STATE_TEX_COUNT] = {};
m_deviceCtx->CSSetSamplers(0, BGFX_STATE_TEX_COUNT, samplers);
}
const RenderDraw& draw = renderItem.draw;
const uint64_t newFlags = draw.m_flags;
uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
currentState.m_flags = newFlags;
const uint64_t newStencil = draw.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
currentState.m_stencil = newStencil;
if (viewChanged)
{
currentState.clear();
currentState.m_scissor = !draw.m_scissor;
changedFlags = BGFX_STATE_MASK;
changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
currentState.m_flags = newFlags;
currentState.m_stencil = newStencil;
uint64_t newFlags = renderItem.draw.m_flags;
setBlendState(newFlags);
setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
@ -2486,7 +2656,7 @@ namespace bgfx
}
}
uint16_t scissor = state.m_scissor;
uint16_t scissor = draw.m_scissor;
if (currentState.m_scissor != scissor)
{
currentState.m_scissor = scissor;
@ -2540,7 +2710,7 @@ namespace bgfx
{
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
{
setBlendState(newFlags, state.m_rgba);
setBlendState(newFlags, draw.m_rgba);
}
if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_MSAA) & changedFlags)
@ -2564,8 +2734,8 @@ namespace bgfx
}
bool programChanged = false;
bool constantsChanged = state.m_constBegin < state.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
if (key.m_program != programIdx)
{
@ -2583,13 +2753,14 @@ namespace bgfx
ProgramD3D11& program = m_program[programIdx];
m_currentProgram = &program;
deviceCtx->VSSetShader( (ID3D11VertexShader*)program.m_vsh->m_ptr, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
const ShaderD3D11* vsh = program.m_vsh;
deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
if (NULL != m_currentColor)
{
const ShaderD3D11* fsh = program.m_fsh;
deviceCtx->PSSetShader( (ID3D11PixelShader*)fsh->m_ptr, NULL, 0);
deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
}
else
@ -2705,15 +2876,15 @@ namespace bgfx
case PredefinedUniform::Model:
{
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(state.m_num*4, predefined.m_count) );
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
setShaderConstant(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
}
break;
case PredefinedUniform::ModelView:
{
Matrix4 modelView;
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
setShaderConstant(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
}
@ -2722,7 +2893,7 @@ namespace bgfx
case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
setShaderConstant(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
@ -2753,7 +2924,7 @@ namespace bgfx
uint64_t flag = BGFX_STATE_TEX0;
for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
{
const Sampler& sampler = state.m_sampler[stage];
const Sampler& sampler = draw.m_sampler[stage];
Sampler& current = currentState.m_sampler[stage];
if (current.m_idx != sampler.m_idx
|| current.m_flags != sampler.m_flags
@ -2784,33 +2955,33 @@ namespace bgfx
}
if (programChanged
|| currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != state.m_instanceDataOffset
|| currentState.m_instanceDataStride != state.m_instanceDataStride)
|| currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != draw.m_instanceDataOffset
|| currentState.m_instanceDataStride != draw.m_instanceDataStride)
{
currentState.m_vertexBuffer = state.m_vertexBuffer;
currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = state.m_instanceDataOffset;
currentState.m_instanceDataStride = state.m_instanceDataStride;
currentState.m_vertexBuffer = draw.m_vertexBuffer;
currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
currentState.m_instanceDataStride = draw.m_instanceDataStride;
uint16_t handle = state.m_vertexBuffer.idx;
uint16_t handle = draw.m_vertexBuffer.idx;
if (invalidHandle != handle)
{
const VertexBufferD3D11& vb = m_vertexBuffers[handle];
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = m_vertexDecls[decl];
uint32_t stride = vertexDecl.m_stride;
uint32_t offset = 0;
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
if (isValid(state.m_instanceDataBuffer) )
if (isValid(draw.m_instanceDataBuffer) )
{
const VertexBufferD3D11& inst = m_vertexBuffers[state.m_instanceDataBuffer.idx];
uint32_t instStride = state.m_instanceDataStride;
deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
setInputLayout(vertexDecl, m_program[programIdx], state.m_instanceDataStride/16);
const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
uint32_t instStride = draw.m_instanceDataStride;
deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
setInputLayout(vertexDecl, m_program[programIdx], draw.m_instanceDataStride/16);
}
else
{
@ -2824,11 +2995,11 @@ namespace bgfx
}
}
if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
{
currentState.m_indexBuffer = state.m_indexBuffer;
currentState.m_indexBuffer = draw.m_indexBuffer;
uint16_t handle = state.m_indexBuffer.idx;
uint16_t handle = draw.m_indexBuffer.idx;
if (invalidHandle != handle)
{
const IndexBufferD3D11& ib = m_indexBuffers[handle];
@ -2842,11 +3013,11 @@ namespace bgfx
if (isValid(currentState.m_vertexBuffer) )
{
uint32_t numVertices = state.m_numVertices;
uint32_t numVertices = draw.m_numVertices;
if (UINT32_MAX == numVertices)
{
const VertexBufferD3D11& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = m_vertexDecls[decl];
numVertices = vb.m_size/vertexDecl.m_stride;
}
@ -2856,33 +3027,33 @@ namespace bgfx
uint32_t numInstances = 0;
uint32_t numPrimsRendered = 0;
if (isValid(state.m_indexBuffer) )
if (isValid(draw.m_indexBuffer) )
{
if (UINT32_MAX == state.m_numIndices)
if (UINT32_MAX == draw.m_numIndices)
{
numIndices = m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
deviceCtx->DrawIndexedInstanced(numIndices
, state.m_numInstances
, draw.m_numInstances
, 0
, state.m_startVertex
, draw.m_startVertex
, 0
);
}
else if (prim.m_min <= state.m_numIndices)
else if (prim.m_min <= draw.m_numIndices)
{
numIndices = state.m_numIndices;
numIndices = draw.m_numIndices;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
deviceCtx->DrawIndexedInstanced(numIndices
, state.m_numInstances
, state.m_startIndex
, state.m_startVertex
, draw.m_numInstances
, draw.m_startIndex
, draw.m_startVertex
, 0
);
}
@ -2890,12 +3061,12 @@ namespace bgfx
else
{
numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
deviceCtx->DrawInstanced(numVertices
, state.m_numInstances
, state.m_startVertex
, draw.m_numInstances
, draw.m_startVertex
, 0
);
}

View File

@ -156,7 +156,13 @@ namespace bgfx
}
}
IUnknown* m_ptr;
union
{
ID3D11ComputeShader* m_computeShader;
ID3D11PixelShader* m_pixelShader;
ID3D11VertexShader* m_vertexShader;
IUnknown* m_ptr;
};
const Memory* m_code;
ID3D11Buffer* m_buffer;
ConstantBuffer* m_constantBuffer;
@ -178,17 +184,20 @@ namespace bgfx
{
}
void create(const ShaderD3D11& _vsh, const ShaderD3D11& _fsh)
void create(const ShaderD3D11* _vsh, const ShaderD3D11* _fsh)
{
BX_CHECK(NULL != _vsh.m_ptr, "Vertex shader doesn't exist.");
m_vsh = &_vsh;
memcpy(&m_predefined[0], _vsh.m_predefined, _vsh.m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined = _vsh.m_numPredefined;
BX_CHECK(NULL != _vsh->m_ptr, "Vertex shader doesn't exist.");
m_vsh = _vsh;
memcpy(&m_predefined[0], _vsh->m_predefined, _vsh->m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined = _vsh->m_numPredefined;
BX_CHECK(NULL != _fsh.m_ptr, "Fragment shader doesn't exist.");
m_fsh = &_fsh;
memcpy(&m_predefined[m_numPredefined], _fsh.m_predefined, _fsh.m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined += _fsh.m_numPredefined;
if (NULL != _fsh)
{
BX_CHECK(NULL != _fsh->m_ptr, "Fragment shader doesn't exist.");
m_fsh = _fsh;
memcpy(&m_predefined[m_numPredefined], _fsh->m_predefined, _fsh->m_numPredefined*sizeof(PredefinedUniform) );
m_numPredefined += _fsh->m_numPredefined;
}
}
void destroy()
@ -217,6 +226,7 @@ namespace bgfx
TextureD3D11()
: m_ptr(NULL)
, m_srv(NULL)
, m_uav(NULL)
, m_sampler(NULL)
, m_numMips(0)
{
@ -236,6 +246,7 @@ namespace bgfx
};
ID3D11ShaderResourceView* m_srv;
ID3D11UnorderedAccessView* m_uav;
ID3D11SamplerState* m_sampler;
uint32_t m_flags;
uint8_t m_type;

View File

@ -183,7 +183,7 @@ namespace bgfx
D3DFORMAT m_fmt;
};
static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
static TextureFormatInfo s_textureFormat[] =
{
{ D3DFMT_DXT1 }, // BC1
{ D3DFMT_DXT3 }, // BC2
@ -225,6 +225,7 @@ namespace bgfx
{ D3DFMT_INTZ /*D3DFMT_S8_LOCKABLE*/ }, // D0S8
#endif // defined(D3D_DISABLE_9EX)
};
BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
static ExtendedFormat s_extendedFormats[ExtendedFormat::Count] =
{
@ -822,8 +823,8 @@ namespace bgfx
DX_CHECK(device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) );
ProgramD3D9& program = m_program[_blitter.m_program.idx];
DX_CHECK(device->SetVertexShader( (IDirect3DVertexShader9*)program.m_vsh->m_ptr) );
DX_CHECK(device->SetPixelShader( (IDirect3DPixelShader9*)program.m_fsh->m_ptr) );
DX_CHECK(device->SetVertexShader(program.m_vsh->m_vertexShader) );
DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
VertexDeclaration& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
@ -1735,13 +1736,15 @@ namespace bgfx
if (fragment)
{
DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, (IDirect3DPixelShader9**)&m_ptr) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
m_type = 1;
DX_CHECK(s_renderD3D9->m_device->CreatePixelShader(code, &m_pixelShader) );
BGFX_FATAL(NULL != m_pixelShader, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
}
else
{
DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, (IDirect3DVertexShader9**)&m_ptr) );
BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
m_type = 0;
DX_CHECK(s_renderD3D9->m_device->CreateVertexShader(code, &m_vertexShader) );
BGFX_FATAL(NULL != m_vertexShader, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
}
}
@ -2451,8 +2454,8 @@ namespace bgfx
_render->sort();
RenderState currentState;
currentState.reset();
RenderDraw currentState;
currentState.clear();
currentState.m_flags = BGFX_STATE_NONE;
currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
@ -2496,21 +2499,28 @@ namespace bgfx
{
for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
{
key.decode(_render->m_sortKeys[item]);
const RenderState& state = _render->m_renderState[_render->m_sortValues[item] ];
const bool isCompute = key.decode(_render->m_sortKeys[item]);
const uint64_t newFlags = state.m_flags;
uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
if (isCompute)
{
BX_CHECK(false, "Compute is not supported on DirectX 9.");
continue;
}
const RenderDraw& draw = _render->m_renderItem[_render->m_sortValues[item] ].draw;
const uint64_t newFlags = draw.m_flags;
uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
currentState.m_flags = newFlags;
const uint64_t newStencil = state.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
const uint64_t newStencil = draw.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
currentState.m_stencil = newStencil;
if (key.m_view != view)
{
currentState.clear();
currentState.m_scissor = !state.m_scissor;
currentState.m_scissor = !draw.m_scissor;
changedFlags = BGFX_STATE_MASK;
changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
currentState.m_flags = newFlags;
@ -2590,7 +2600,7 @@ namespace bgfx
DX_CHECK(device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER) );
}
uint16_t scissor = state.m_scissor;
uint16_t scissor = draw.m_scissor;
if (currentState.m_scissor != scissor)
{
currentState.m_scissor = scissor;
@ -2737,7 +2747,7 @@ namespace bgfx
}
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK) & changedFlags
|| blendFactor != state.m_rgba)
|| blendFactor != draw.m_rgba)
{
bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, enabled) );
@ -2770,9 +2780,9 @@ namespace bgfx
}
if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
&& blendFactor != state.m_rgba)
&& blendFactor != draw.m_rgba)
{
const uint32_t rgba = state.m_rgba;
const uint32_t rgba = draw.m_rgba;
D3DCOLOR color = D3DCOLOR_RGBA(rgba>>24
, (rgba>>16)&0xff
, (rgba>> 8)&0xff
@ -2782,7 +2792,7 @@ namespace bgfx
}
}
blendFactor = state.m_rgba;
blendFactor = draw.m_rgba;
}
const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
@ -2791,8 +2801,8 @@ namespace bgfx
}
bool programChanged = false;
bool constantsChanged = state.m_constBegin < state.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
if (key.m_program != programIdx)
{
@ -2806,8 +2816,8 @@ namespace bgfx
else
{
ProgramD3D9& program = m_program[programIdx];
device->SetVertexShader( (IDirect3DVertexShader9*)program.m_vsh->m_ptr);
device->SetPixelShader( (IDirect3DPixelShader9*)program.m_fsh->m_ptr);
device->SetVertexShader(program.m_vsh->m_vertexShader);
device->SetPixelShader(program.m_fsh->m_pixelShader);
}
programChanged =
@ -2917,15 +2927,15 @@ namespace bgfx
case PredefinedUniform::Model:
{
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
setShaderConstantF(flags, predefined.m_loc, model.un.val, bx::uint32_min(state.m_num*4, predefined.m_count) );
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
setShaderConstantF(flags, predefined.m_loc, model.un.val, bx::uint32_min(draw.m_num*4, predefined.m_count) );
}
break;
case PredefinedUniform::ModelView:
{
Matrix4 modelView;
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
setShaderConstantF(flags, predefined.m_loc, modelView.un.val, bx::uint32_min(4, predefined.m_count) );
}
@ -2934,7 +2944,7 @@ namespace bgfx
case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
setShaderConstantF(flags, predefined.m_loc, modelViewProj.un.val, bx::uint32_min(4, predefined.m_count) );
}
@ -2958,7 +2968,7 @@ namespace bgfx
uint64_t flag = BGFX_STATE_TEX0;
for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
{
const Sampler& sampler = state.m_sampler[stage];
const Sampler& sampler = draw.m_sampler[stage];
Sampler& current = currentState.m_sampler[stage];
if (current.m_idx != sampler.m_idx
|| current.m_flags != sampler.m_flags
@ -2980,34 +2990,34 @@ namespace bgfx
}
if (programChanged
|| currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != state.m_instanceDataOffset
|| currentState.m_instanceDataStride != state.m_instanceDataStride)
|| currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != draw.m_instanceDataOffset
|| currentState.m_instanceDataStride != draw.m_instanceDataStride)
{
currentState.m_vertexBuffer = state.m_vertexBuffer;
currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = state.m_instanceDataOffset;
currentState.m_instanceDataStride = state.m_instanceDataStride;
currentState.m_vertexBuffer = draw.m_vertexBuffer;
currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
currentState.m_instanceDataStride = draw.m_instanceDataStride;
uint16_t handle = state.m_vertexBuffer.idx;
uint16_t handle = draw.m_vertexBuffer.idx;
if (invalidHandle != handle)
{
const VertexBufferD3D9& vb = m_vertexBuffers[handle];
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDeclaration& vertexDecl = m_vertexDecls[decl];
DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, vertexDecl.m_decl.m_stride) );
if (isValid(state.m_instanceDataBuffer)
if (isValid(draw.m_instanceDataBuffer)
&& m_instancing)
{
const VertexBufferD3D9& inst = m_vertexBuffers[state.m_instanceDataBuffer.idx];
DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|state.m_numInstances) );
const VertexBufferD3D9& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|draw.m_numInstances) );
DX_CHECK(device->SetStreamSourceFreq(1, UINT(D3DSTREAMSOURCE_INSTANCEDATA|1) ) );
DX_CHECK(device->SetStreamSource(1, inst.m_ptr, state.m_instanceDataOffset, state.m_instanceDataStride) );
DX_CHECK(device->SetStreamSource(1, inst.m_ptr, draw.m_instanceDataOffset, draw.m_instanceDataStride) );
IDirect3DVertexDeclaration9* ptr = createVertexDeclaration(vertexDecl.m_decl, state.m_instanceDataStride/16);
IDirect3DVertexDeclaration9* ptr = createVertexDeclaration(vertexDecl.m_decl, draw.m_instanceDataStride/16);
DX_CHECK(device->SetVertexDeclaration(ptr) );
DX_RELEASE(ptr, 0);
}
@ -3025,11 +3035,11 @@ namespace bgfx
}
}
if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
{
currentState.m_indexBuffer = state.m_indexBuffer;
currentState.m_indexBuffer = draw.m_indexBuffer;
uint16_t handle = state.m_indexBuffer.idx;
uint16_t handle = draw.m_indexBuffer.idx;
if (invalidHandle != handle)
{
const IndexBufferD3D9& ib = m_indexBuffers[handle];
@ -3043,11 +3053,11 @@ namespace bgfx
if (isValid(currentState.m_vertexBuffer) )
{
uint32_t numVertices = state.m_numVertices;
uint32_t numVertices = draw.m_numVertices;
if (UINT32_MAX == numVertices)
{
const VertexBufferD3D9& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDeclaration& vertexDecl = m_vertexDecls[decl];
numVertices = vb.m_size/vertexDecl.m_decl.m_stride;
}
@ -3057,35 +3067,35 @@ namespace bgfx
uint32_t numInstances = 0;
uint32_t numPrimsRendered = 0;
if (isValid(state.m_indexBuffer) )
if (isValid(draw.m_indexBuffer) )
{
if (UINT32_MAX == state.m_numIndices)
if (UINT32_MAX == draw.m_numIndices)
{
numIndices = m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
, state.m_startVertex
, draw.m_startVertex
, 0
, numVertices
, 0
, numPrimsSubmitted
) );
}
else if (prim.m_min <= state.m_numIndices)
else if (prim.m_min <= draw.m_numIndices)
{
numIndices = state.m_numIndices;
numIndices = draw.m_numIndices;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
DX_CHECK(device->DrawIndexedPrimitive(prim.m_type
, state.m_startVertex
, draw.m_startVertex
, 0
, numVertices
, state.m_startIndex
, draw.m_startIndex
, numPrimsSubmitted
) );
}
@ -3093,11 +3103,11 @@ namespace bgfx
else
{
numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
DX_CHECK(device->DrawPrimitive(prim.m_type
, state.m_startVertex
, draw.m_startVertex
, numPrimsSubmitted
) );
}

View File

@ -218,9 +218,10 @@ namespace bgfx
struct ShaderD3D9
{
ShaderD3D9()
: m_ptr(NULL)
: m_vertexShader(NULL)
, m_constantBuffer(NULL)
, m_numPredefined(0)
, m_type(0)
{
}
@ -236,23 +237,33 @@ namespace bgfx
}
m_numPredefined = 0;
DX_RELEASE(m_ptr, 0);
switch (m_type)
{
case 0: DX_RELEASE(m_vertexShader, 0);
default: DX_RELEASE(m_pixelShader, 0);
}
}
IUnknown* m_ptr;
union
{
// X360 doesn't have interface inheritance (can't use IUnknown*).
IDirect3DVertexShader9* m_vertexShader;
IDirect3DPixelShader9* m_pixelShader;
};
ConstantBuffer* m_constantBuffer;
PredefinedUniform m_predefined[PredefinedUniform::Count];
uint8_t m_numPredefined;
uint8_t m_type;
};
struct ProgramD3D9
{
void create(const ShaderD3D9& _vsh, const ShaderD3D9& _fsh)
{
BX_CHECK(NULL != _vsh.m_ptr, "Vertex shader doesn't exist.");
BX_CHECK(NULL != _vsh.m_vertexShader, "Vertex shader doesn't exist.");
m_vsh = &_vsh;
BX_CHECK(NULL != _fsh.m_ptr, "Fragment shader doesn't exist.");
BX_CHECK(NULL != _fsh.m_pixelShader, "Fragment shader doesn't exist.");
m_fsh = &_fsh;
memcpy(&m_predefined[0], _vsh.m_predefined, _vsh.m_numPredefined*sizeof(PredefinedUniform) );
@ -318,10 +329,10 @@ namespace bgfx
union
{
IDirect3DBaseTexture9* m_ptr;
IDirect3DTexture9* m_texture2d;
IDirect3DBaseTexture9* m_ptr;
IDirect3DTexture9* m_texture2d;
IDirect3DVolumeTexture9* m_texture3d;
IDirect3DCubeTexture9* m_textureCube;
IDirect3DCubeTexture9* m_textureCube;
};
IDirect3DSurface9* m_surface;

View File

@ -66,6 +66,13 @@ namespace bgfx
"i_data4",
};
static const GLenum s_access[Access::Count] =
{
GL_READ_ONLY,
GL_WRITE_ONLY,
GL_READ_WRITE,
};
static const GLenum s_attribType[AttribType::Count] =
{
GL_UNSIGNED_BYTE,
@ -169,7 +176,7 @@ namespace bgfx
bool m_supported;
};
static TextureFormatInfo s_textureFormat[TextureFormat::Count] =
static TextureFormatInfo s_textureFormat[] =
{
{ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_ZERO, false }, // BC1
{ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_ZERO, false }, // BC2
@ -207,6 +214,47 @@ namespace bgfx
{ GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, false }, // D32F
{ GL_STENCIL_INDEX8, GL_DEPTH_STENCIL, GL_UNSIGNED_BYTE, false }, // D0S8
};
BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
static GLenum s_imageFormat[] =
{
GL_ZERO, // BC1
GL_ZERO, // BC2
GL_ZERO, // BC3
GL_ZERO, // BC4
GL_ZERO, // BC5
GL_ZERO, // ETC1
GL_ZERO, // ETC2
GL_ZERO, // ETC2A
GL_ZERO, // ETC2A1
GL_ZERO, // PTC12
GL_ZERO, // PTC14
GL_ZERO, // PTC12A
GL_ZERO, // PTC14A
GL_ZERO, // PTC22
GL_ZERO, // PTC24
GL_ZERO, // Unknown
GL_R8, // R8
GL_R16, // R16
GL_R16F, // R16F
GL_RGBA8, // BGRA8
GL_RGBA16, // RGBA16
GL_RGBA16, // RGBA16F
GL_RGB565, // R5G6B5
GL_RGBA4, // RGBA4
GL_RGB5_A1, // RGB5A1
GL_RGB10_A2, // RGB10A2
GL_ZERO, // UnknownDepth
GL_ZERO, // D16
GL_ZERO, // D24
GL_ZERO, // D24S8
GL_ZERO, // D32
GL_ZERO, // D16F
GL_ZERO, // D24F
GL_ZERO, // D32F
GL_ZERO, // D0S8
};
BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_imageFormat) );
struct Extension
{
@ -224,6 +272,7 @@ namespace bgfx
APPLE_texture_format_BGRA8888,
APPLE_texture_max_level,
ARB_compute_shader,
ARB_debug_label,
ARB_debug_output,
ARB_depth_clamp,
@ -237,8 +286,11 @@ namespace bgfx
ARB_instanced_arrays,
ARB_map_buffer_range,
ARB_multisample,
ARB_program_interface_query,
ARB_sampler_objects,
ARB_seamless_cube_map,
ARB_shader_image_load_store,
ARB_shader_storage_buffer_object,
ARB_shader_texture_lod,
ARB_texture_compression_rgtc,
ARB_texture_float,
@ -269,6 +321,7 @@ namespace bgfx
EXT_framebuffer_sRGB,
EXT_occlusion_query_boolean,
EXT_read_format_bgra,
EXT_shader_image_load_store,
EXT_shader_texture_lod,
EXT_shadow_samplers,
EXT_texture_array,
@ -297,6 +350,8 @@ namespace bgfx
IMG_texture_compression_pvrtc2,
IMG_texture_format_BGRA8888,
INTEL_fragment_shader_ordering,
KHR_debug,
MOZ_WEBGL_compressed_texture_s3tc,
@ -357,6 +412,7 @@ namespace bgfx
{ "APPLE_texture_format_BGRA8888", false, true },
{ "APPLE_texture_max_level", false, true },
{ "ARB_compute_shader", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
{ "ARB_debug_label", false, true },
{ "ARB_debug_output", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
{ "ARB_depth_clamp", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
@ -370,8 +426,11 @@ namespace bgfx
{ "ARB_instanced_arrays", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
{ "ARB_map_buffer_range", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
{ "ARB_multisample", false, true },
{ "ARB_program_interface_query", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
{ "ARB_sampler_objects", BGFX_CONFIG_RENDERER_OPENGL >= 33, true },
{ "ARB_seamless_cube_map", BGFX_CONFIG_RENDERER_OPENGL >= 32, true },
{ "ARB_shader_image_load_store", BGFX_CONFIG_RENDERER_OPENGL >= 42, true },
{ "ARB_shader_storage_buffer_object", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
{ "ARB_shader_texture_lod", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
{ "ARB_texture_compression_rgtc", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
{ "ARB_texture_float", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
@ -402,6 +461,7 @@ namespace bgfx
{ "EXT_framebuffer_sRGB", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
{ "EXT_occlusion_query_boolean", false, true },
{ "EXT_read_format_bgra", false, true },
{ "EXT_shader_image_load_store", false, true },
{ "EXT_shader_texture_lod", false, true }, // GLES2 extension.
{ "EXT_shadow_samplers", false, true },
{ "EXT_texture_array", BGFX_CONFIG_RENDERER_OPENGL >= 30, true },
@ -430,6 +490,8 @@ namespace bgfx
{ "IMG_texture_compression_pvrtc2", false, true },
{ "IMG_texture_format_BGRA8888", false, true },
{ "INTEL_fragment_shader_ordering", false, true },
{ "KHR_debug", BGFX_CONFIG_RENDERER_OPENGL >= 43, true },
{ "MOZ_WEBGL_compressed_texture_s3tc", false, true },
@ -1127,6 +1189,12 @@ namespace bgfx
: 0
;
g_caps.supported |= !!(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
|| s_extension[Extension::ARB_compute_shader].m_supported
? BGFX_CAPS_COMPUTE
: 0
;
if (s_extension[Extension::EXT_texture_filter_anisotropic].m_supported)
{
GL_CHECK(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_maxAnisotropy) );
@ -2139,6 +2207,14 @@ namespace bgfx
switch (_type)
{
GLSL_TYPE(GL_INT);
GLSL_TYPE(GL_INT_VEC2);
GLSL_TYPE(GL_INT_VEC3);
GLSL_TYPE(GL_INT_VEC4);
GLSL_TYPE(GL_UNSIGNED_INT);
GLSL_TYPE(GL_UNSIGNED_INT_VEC2);
GLSL_TYPE(GL_UNSIGNED_INT_VEC3);
GLSL_TYPE(GL_UNSIGNED_INT_VEC4);
GLSL_TYPE(GL_FLOAT);
GLSL_TYPE(GL_FLOAT_VEC2);
GLSL_TYPE(GL_FLOAT_VEC3);
@ -2158,10 +2234,15 @@ namespace bgfx
GLSL_TYPE(GL_SAMPLER_CUBE);
// GLSL_TYPE(GL_SAMPLER_1D_SHADOW);
GLSL_TYPE(GL_SAMPLER_2D_SHADOW);
GLSL_TYPE(GL_IMAGE_1D);
GLSL_TYPE(GL_IMAGE_2D);
GLSL_TYPE(GL_IMAGE_3D);
GLSL_TYPE(GL_IMAGE_CUBE);
}
#undef GLSL_TYPE
BX_CHECK(false, "Unknown GLSL type? %x", _type);
return "UNKNOWN GLSL TYPE!";
}
@ -2188,6 +2269,7 @@ namespace bgfx
#undef GLENUM
BX_WARN(false, "Unknown enum? %x", _enum);
return "<GLenum?>";
}
@ -2196,6 +2278,7 @@ namespace bgfx
switch (_type)
{
case GL_INT:
case GL_UNSIGNED_INT:
return UniformType::Uniform1iv;
case GL_FLOAT:
@ -2233,6 +2316,10 @@ namespace bgfx
case GL_SAMPLER_CUBE:
// case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_CUBE:
return UniformType::Uniform1iv;
};
@ -2251,7 +2338,12 @@ namespace bgfx
if (!cached)
{
GL_CHECK(glAttachShader(m_id, _vsh.m_id) );
GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
if (0 != _fsh.m_id)
{
GL_CHECK(glAttachShader(m_id, _fsh.m_id) );
}
GL_CHECK(glLinkProgram(m_id) );
GLint linked = 0;
@ -2277,7 +2369,11 @@ namespace bgfx
// Must be after init, otherwise init might fail to lookup shader
// info (NVIDIA Tegra 3 OpenGL ES 2.0 14.01003).
GL_CHECK(glDetachShader(m_id, _vsh.m_id) );
GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
if (0 != _fsh.m_id)
{
GL_CHECK(glDetachShader(m_id, _fsh.m_id) );
}
}
}
@ -2302,19 +2398,30 @@ namespace bgfx
void ProgramGL::init()
{
GLint activeAttribs;
GLint activeUniforms;
GLint activeAttribs = 0;
GLint activeUniforms = 0;
GLint activeBuffers = 0;
#if BGFX_CONFIG_RENDERER_OPENGL >= 31
GL_CHECK(glBindFragDataLocation(m_id, 0, "bgfx_FragColor") );
#endif // BGFX_CONFIG_RENDERER_OPENGL >= 31
GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs) );
GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
if (s_extension[Extension::ARB_program_interface_query].m_supported
|| BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
{
GL_CHECK(glGetProgramInterfaceiv(m_id, GL_PROGRAM_INPUT, GL_ACTIVE_RESOURCES, &activeAttribs ) );
GL_CHECK(glGetProgramInterfaceiv(m_id, GL_UNIFORM, GL_ACTIVE_RESOURCES, &activeUniforms) );
GL_CHECK(glGetProgramInterfaceiv(m_id, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &activeBuffers ) );
}
else
{
GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTES, &activeAttribs ) );
GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORMS, &activeUniforms) );
}
GLint max0, max1;
GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max0) );
GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
GL_CHECK(glGetProgramiv(m_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max1) );
uint32_t maxLength = bx::uint32_max(max0, max1);
char* name = (char*)alloca(maxLength + 1);
@ -2365,7 +2472,11 @@ namespace bgfx
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_SHADOW:
BX_TRACE("Sampler %d at %d.", m_numSamplers, loc);
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_CUBE:
BX_TRACE("Sampler #%d at location %d.", m_numSamplers, loc);
m_sampler[m_numSamplers] = loc;
m_numSamplers++;
break;
@ -2405,6 +2516,76 @@ namespace bgfx
BX_UNUSED(offset);
}
if (s_extension[Extension::ARB_program_interface_query].m_supported
|| BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31) )
{
struct VariableInfo
{
GLenum type;
// GLint loc;
};
VariableInfo vi;
GLenum props[] = { GL_TYPE };
#if 0
BX_TRACE("Buffers (%d):", activeUniforms);
for (int32_t ii = 0; ii < activeUniforms; ++ii)
{
GL_CHECK(glGetProgramResourceiv(m_id
, GL_UNIFORM
, ii
, BX_COUNTOF(props)
, props
, BX_COUNTOF(props)
, NULL
, (GLint*)&vi
) );
GL_CHECK(glGetProgramResourceName(m_id
, GL_UNIFORM
, ii
, maxLength + 1
, NULL
, name
) );
BX_TRACE("\tuniform %s %s is at location %d"
, glslTypeName(vi.type)
, name
, 0 //vi.loc
);
}
#endif // 0
BX_TRACE("Buffers (%d):", activeBuffers);
for (int32_t ii = 0; ii < activeBuffers; ++ii)
{
GL_CHECK(glGetProgramResourceiv(m_id
, GL_BUFFER_VARIABLE
, ii
, BX_COUNTOF(props)
, props
, BX_COUNTOF(props)
, NULL
, (GLint*)&vi
) );
GL_CHECK(glGetProgramResourceName(m_id
, GL_BUFFER_VARIABLE
, ii
, maxLength + 1
, NULL
, name
) );
BX_TRACE("\t%s %s at %d"
, glslTypeName(vi.type)
, name
, 0 //vi.loc
);
}
}
m_constantBuffer->finish();
memset(m_attributes, 0xff, sizeof(m_attributes) );
@ -3076,6 +3257,11 @@ namespace bgfx
uint16_t count;
bx::read(&reader, count);
BX_TRACE("%s Shader consts %d"
, BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
, count
);
for (uint32_t ii = 0; ii < count; ++ii)
{
uint8_t nameSize;
@ -3585,8 +3771,8 @@ namespace bgfx
_render->sort();
RenderState currentState;
currentState.reset();
RenderDraw currentState;
currentState.clear();
currentState.m_flags = BGFX_STATE_NONE;
currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
@ -3622,6 +3808,9 @@ namespace bgfx
viewScissorRect.clear();
const bool blendIndependentSupported = s_extension[Extension::ARB_draw_buffers_blend].m_supported;
const bool computeSupported = (BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL) && s_extension[Extension::ARB_compute_shader].m_supported)
|| BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGLES >= 31)
;
uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
@ -3634,26 +3823,13 @@ namespace bgfx
for (uint32_t item = 0, numItems = _render->m_num; item < numItems; ++item)
{
key.decode(_render->m_sortKeys[item]);
const RenderState& state = _render->m_renderState[_render->m_sortValues[item] ];
const bool isCompute = key.decode(_render->m_sortKeys[item]);
const bool viewChanged = key.m_view != view;
const uint64_t newFlags = state.m_flags;
uint64_t changedFlags = currentState.m_flags ^ state.m_flags;
currentState.m_flags = newFlags;
const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ];
const uint64_t newStencil = state.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ state.m_stencil;
currentState.m_stencil = newStencil;
if (key.m_view != view)
if (viewChanged)
{
currentState.clear();
currentState.m_scissor = !state.m_scissor;
changedFlags = BGFX_STATE_MASK;
changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
currentState.m_flags = newFlags;
currentState.m_stencil = newStencil;
GL_CHECK(glInsertEventMarker(0, s_viewName[key.m_view]) );
view = key.m_view;
@ -3686,7 +3862,81 @@ namespace bgfx
GL_CHECK(glDisable(GL_BLEND) );
}
uint16_t scissor = state.m_scissor;
if (isCompute)
{
if (computeSupported)
{
const RenderCompute& compute = renderItem.compute;
ProgramGL& program = m_program[key.m_program];
GL_CHECK(glUseProgram(program.m_id) );
GLbitfield barrier = 0;
for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
{
const ComputeBinding& bind = compute.m_bind[ii];
if (invalidHandle != bind.m_idx)
{
switch (bind.m_type)
{
case ComputeBinding::Image:
{
const TextureGL& texture = m_textures[bind.m_idx];
GL_CHECK(glBindImageTexture(ii, texture.m_id, bind.m_mip, GL_FALSE, 0, s_access[bind.m_access], s_imageFormat[bind.m_format]) );
barrier |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
}
break;
case ComputeBinding::Buffer:
{
// const VertexBufferGL& vertexBuffer = m_vertexBuffers[bind.m_idx];
// GL_CHECK(glBindBufferBase(GL_SHADER_STORAGE_BUFFER, ii, vertexBuffer.m_id) );
// barrier |= GL_SHADER_STORAGE_BARRIER_BIT;
}
break;
}
}
}
if (0 != barrier)
{
bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
rendererUpdateUniforms(this, _render->m_constantBuffer, compute.m_constBegin, compute.m_constEnd);
if (constantsChanged)
{
commit(*program.m_constantBuffer);
}
GL_CHECK(glDispatchCompute(compute.m_numX, compute.m_numY, compute.m_numZ) );
GL_CHECK(glMemoryBarrier(barrier) );
}
}
continue;
}
const RenderDraw& draw = renderItem.draw;
const uint64_t newFlags = draw.m_flags;
uint64_t changedFlags = currentState.m_flags ^ draw.m_flags;
currentState.m_flags = newFlags;
const uint64_t newStencil = draw.m_stencil;
uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
currentState.m_stencil = newStencil;
if (viewChanged)
{
currentState.clear();
currentState.m_scissor = !draw.m_scissor;
changedFlags = BGFX_STATE_MASK;
changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
currentState.m_flags = newFlags;
currentState.m_stencil = newStencil;
}
uint16_t scissor = draw.m_scissor;
if (currentState.m_scissor != scissor)
{
currentState.m_scissor = scissor;
@ -3843,10 +4093,10 @@ namespace bgfx
}
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & changedFlags
|| blendFactor != state.m_rgba)
|| blendFactor != draw.m_rgba)
{
if ( (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_BLEND_INDEPENDENT) & newFlags
|| blendFactor != state.m_rgba)
|| blendFactor != draw.m_rgba)
{
const bool enabled = !!(BGFX_STATE_BLEND_MASK & newFlags);
const bool independent = !!(BGFX_STATE_BLEND_INDEPENDENT & newFlags)
@ -3864,7 +4114,7 @@ namespace bgfx
const uint32_t equRGB = (equation )&0x7;
const uint32_t equA = (equation>>3)&0x7;
const uint32_t numRt = s_renderGL->getNumRt();
const uint32_t numRt = getNumRt();
if (!BX_ENABLED(BGFX_CONFIG_RENDERER_OPENGL)
|| 1 >= numRt
@ -3881,9 +4131,9 @@ namespace bgfx
GL_CHECK(glBlendEquationSeparate(s_blendEquation[equRGB], s_blendEquation[equA]) );
if ( (s_blendFactor[srcRGB].m_factor || s_blendFactor[dstRGB].m_factor)
&& blendFactor != state.m_rgba)
&& blendFactor != draw.m_rgba)
{
const uint32_t rgba = state.m_rgba;
const uint32_t rgba = draw.m_rgba;
GLclampf rr = ( (rgba>>24) )/255.0f;
GLclampf gg = ( (rgba>>16)&0xff)/255.0f;
GLclampf bb = ( (rgba>> 8)&0xff)/255.0f;
@ -3918,7 +4168,7 @@ namespace bgfx
GL_CHECK(glDisablei(GL_BLEND, 0) );
}
for (uint32_t ii = 1, rgba = state.m_rgba; ii < numRt; ++ii, rgba >>= 11)
for (uint32_t ii = 1, rgba = draw.m_rgba; ii < numRt; ++ii, rgba >>= 11)
{
if (0 != (rgba&0x7ff) )
{
@ -3941,7 +4191,7 @@ namespace bgfx
GL_CHECK(glDisable(GL_BLEND) );
}
blendFactor = state.m_rgba;
blendFactor = draw.m_rgba;
}
const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : newFlags&BGFX_STATE_PT_MASK;
@ -3950,14 +4200,14 @@ namespace bgfx
}
bool programChanged = false;
bool constantsChanged = state.m_constBegin < state.m_constEnd;
bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
bool bindAttribs = false;
rendererUpdateUniforms(this, _render->m_constantBuffer, state.m_constBegin, state.m_constEnd);
rendererUpdateUniforms(this, _render->m_constantBuffer, draw.m_constBegin, draw.m_constEnd);
if (key.m_program != programIdx)
{
programIdx = key.m_program;
GLuint id = invalidHandle == programIdx ? 0 : s_renderGL->m_program[programIdx].m_id;
GLuint id = invalidHandle == programIdx ? 0 : m_program[programIdx].m_id;
GL_CHECK(glUseProgram(id) );
programChanged =
constantsChanged =
@ -3966,7 +4216,7 @@ namespace bgfx
if (invalidHandle != programIdx)
{
ProgramGL& program = s_renderGL->m_program[programIdx];
ProgramGL& program = m_program[programIdx];
if (constantsChanged)
{
@ -4086,9 +4336,9 @@ namespace bgfx
case PredefinedUniform::Model:
{
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
GL_CHECK(glUniformMatrix4fv(predefined.m_loc
, bx::uint32_min(predefined.m_count, state.m_num)
, bx::uint32_min(predefined.m_count, draw.m_num)
, GL_FALSE
, model.un.val
) );
@ -4098,7 +4348,7 @@ namespace bgfx
case PredefinedUniform::ModelView:
{
Matrix4 modelView;
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelView.un.f4x4, &model.un.f4x4, &_render->m_view[view].un.f4x4);
GL_CHECK(glUniformMatrix4fv(predefined.m_loc
@ -4112,7 +4362,7 @@ namespace bgfx
case PredefinedUniform::ModelViewProj:
{
Matrix4 modelViewProj;
const Matrix4& model = _render->m_matrixCache.m_cache[state.m_matrix];
const Matrix4& model = _render->m_matrixCache.m_cache[draw.m_matrix];
bx::float4x4_mul(&modelViewProj.un.f4x4, &model.un.f4x4, &viewProj[view].un.f4x4);
GL_CHECK(glUniformMatrix4fv(predefined.m_loc
@ -4139,7 +4389,7 @@ namespace bgfx
uint64_t flag = BGFX_STATE_TEX0;
for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
{
const Sampler& sampler = state.m_sampler[stage];
const Sampler& sampler = draw.m_sampler[stage];
Sampler& current = currentState.m_sampler[stage];
if (current.m_idx != sampler.m_idx
|| current.m_flags != sampler.m_flags
@ -4147,7 +4397,7 @@ namespace bgfx
{
if (invalidHandle != sampler.m_idx)
{
TextureGL& texture = s_renderGL->m_textures[sampler.m_idx];
TextureGL& texture = m_textures[sampler.m_idx];
texture.commit(stage, sampler.m_flags);
}
}
@ -4158,33 +4408,33 @@ namespace bgfx
}
if (0 != defaultVao
&& 0 == state.m_startVertex
&& 0 == state.m_instanceDataOffset)
&& 0 == draw.m_startVertex
&& 0 == draw.m_instanceDataOffset)
{
if (programChanged
|| currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
|| currentState.m_indexBuffer.idx != state.m_indexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != state.m_instanceDataOffset
|| currentState.m_instanceDataStride != state.m_instanceDataStride)
|| currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
|| currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != draw.m_instanceDataOffset
|| currentState.m_instanceDataStride != draw.m_instanceDataStride)
{
bx::HashMurmur2A murmur;
murmur.begin();
murmur.add(state.m_vertexBuffer.idx);
murmur.add(state.m_indexBuffer.idx);
murmur.add(state.m_instanceDataBuffer.idx);
murmur.add(state.m_instanceDataOffset);
murmur.add(state.m_instanceDataStride);
murmur.add(draw.m_vertexBuffer.idx);
murmur.add(draw.m_indexBuffer.idx);
murmur.add(draw.m_instanceDataBuffer.idx);
murmur.add(draw.m_instanceDataOffset);
murmur.add(draw.m_instanceDataStride);
murmur.add(programIdx);
uint32_t hash = murmur.end();
currentState.m_vertexBuffer = state.m_vertexBuffer;
currentState.m_indexBuffer = state.m_indexBuffer;
currentState.m_instanceDataOffset = state.m_instanceDataOffset;
currentState.m_instanceDataStride = state.m_instanceDataStride;
baseVertex = state.m_startVertex;
currentState.m_vertexBuffer = draw.m_vertexBuffer;
currentState.m_indexBuffer = draw.m_indexBuffer;
currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
currentState.m_instanceDataStride = draw.m_instanceDataStride;
baseVertex = draw.m_startVertex;
GLuint id = s_renderGL->m_vaoStateCache.find(hash);
GLuint id = m_vaoStateCache.find(hash);
if (UINT32_MAX != id)
{
currentVao = id;
@ -4192,28 +4442,28 @@ namespace bgfx
}
else
{
id = s_renderGL->m_vaoStateCache.add(hash);
id = m_vaoStateCache.add(hash);
currentVao = id;
GL_CHECK(glBindVertexArray(id) );
ProgramGL& program = s_renderGL->m_program[programIdx];
ProgramGL& program = m_program[programIdx];
program.add(hash);
if (isValid(state.m_vertexBuffer) )
if (isValid(draw.m_vertexBuffer) )
{
VertexBufferGL& vb = s_renderGL->m_vertexBuffers[state.m_vertexBuffer.idx];
VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
vb.add(hash);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
program.bindAttributes(s_renderGL->m_vertexDecls[decl], state.m_startVertex);
uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
if (isValid(state.m_instanceDataBuffer) )
if (isValid(draw.m_instanceDataBuffer) )
{
VertexBufferGL& instanceVb = s_renderGL->m_vertexBuffers[state.m_instanceDataBuffer.idx];
VertexBufferGL& instanceVb = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
instanceVb.add(hash);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, instanceVb.m_id) );
program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
}
}
else
@ -4221,9 +4471,9 @@ namespace bgfx
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
}
if (isValid(state.m_indexBuffer) )
if (isValid(draw.m_indexBuffer) )
{
IndexBufferGL& ib = s_renderGL->m_indexBuffers[state.m_indexBuffer.idx];
IndexBufferGL& ib = m_indexBuffers[draw.m_indexBuffer.idx];
ib.add(hash);
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
}
@ -4247,20 +4497,20 @@ namespace bgfx
}
if (programChanged
|| currentState.m_vertexBuffer.idx != state.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != state.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != state.m_instanceDataOffset
|| currentState.m_instanceDataStride != state.m_instanceDataStride)
|| currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx
|| currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx
|| currentState.m_instanceDataOffset != draw.m_instanceDataOffset
|| currentState.m_instanceDataStride != draw.m_instanceDataStride)
{
currentState.m_vertexBuffer = state.m_vertexBuffer;
currentState.m_instanceDataBuffer.idx = state.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = state.m_instanceDataOffset;
currentState.m_instanceDataStride = state.m_instanceDataStride;
currentState.m_vertexBuffer = draw.m_vertexBuffer;
currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
currentState.m_instanceDataStride = draw.m_instanceDataStride;
uint16_t handle = state.m_vertexBuffer.idx;
uint16_t handle = draw.m_vertexBuffer.idx;
if (invalidHandle != handle)
{
VertexBufferGL& vb = s_renderGL->m_vertexBuffers[handle];
VertexBufferGL& vb = m_vertexBuffers[handle];
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vb.m_id) );
bindAttribs = true;
}
@ -4270,14 +4520,14 @@ namespace bgfx
}
}
if (currentState.m_indexBuffer.idx != state.m_indexBuffer.idx)
if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
{
currentState.m_indexBuffer = state.m_indexBuffer;
currentState.m_indexBuffer = draw.m_indexBuffer;
uint16_t handle = state.m_indexBuffer.idx;
uint16_t handle = draw.m_indexBuffer.idx;
if (invalidHandle != handle)
{
IndexBufferGL& ib = s_renderGL->m_indexBuffers[handle];
IndexBufferGL& ib = m_indexBuffers[handle];
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib.m_id) );
}
else
@ -4288,19 +4538,19 @@ namespace bgfx
if (isValid(currentState.m_vertexBuffer) )
{
if (baseVertex != state.m_startVertex
if (baseVertex != draw.m_startVertex
|| bindAttribs)
{
baseVertex = state.m_startVertex;
const VertexBufferGL& vb = s_renderGL->m_vertexBuffers[state.m_vertexBuffer.idx];
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
const ProgramGL& program = s_renderGL->m_program[programIdx];
program.bindAttributes(s_renderGL->m_vertexDecls[decl], state.m_startVertex);
baseVertex = draw.m_startVertex;
const VertexBufferGL& vb = m_vertexBuffers[draw.m_vertexBuffer.idx];
uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const ProgramGL& program = m_program[programIdx];
program.bindAttributes(m_vertexDecls[decl], draw.m_startVertex);
if (isValid(state.m_instanceDataBuffer) )
if (isValid(draw.m_instanceDataBuffer) )
{
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, s_renderGL->m_vertexBuffers[state.m_instanceDataBuffer.idx].m_id) );
program.bindInstanceData(state.m_instanceDataStride, state.m_instanceDataOffset);
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffers[draw.m_instanceDataBuffer.idx].m_id) );
program.bindInstanceData(draw.m_instanceDataStride, draw.m_instanceDataOffset);
}
}
}
@ -4308,12 +4558,12 @@ namespace bgfx
if (isValid(currentState.m_vertexBuffer) )
{
uint32_t numVertices = state.m_numVertices;
uint32_t numVertices = draw.m_numVertices;
if (UINT32_MAX == numVertices)
{
const VertexBufferGL& vb = s_renderGL->m_vertexBuffers[currentState.m_vertexBuffer.idx];
uint16_t decl = !isValid(vb.m_decl) ? state.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = s_renderGL->m_vertexDecls[decl];
const VertexBufferGL& vb = m_vertexBuffers[currentState.m_vertexBuffer.idx];
uint16_t decl = !isValid(vb.m_decl) ? draw.m_vertexDecl.idx : vb.m_decl.idx;
const VertexDecl& vertexDecl = m_vertexDecls[decl];
numVertices = vb.m_size/vertexDecl.m_stride;
}
@ -4322,47 +4572,47 @@ namespace bgfx
uint32_t numInstances = 0;
uint32_t numPrimsRendered = 0;
if (isValid(state.m_indexBuffer) )
if (isValid(draw.m_indexBuffer) )
{
if (UINT32_MAX == state.m_numIndices)
if (UINT32_MAX == draw.m_numIndices)
{
numIndices = s_renderGL->m_indexBuffers[state.m_indexBuffer.idx].m_size/2;
numIndices = m_indexBuffers[draw.m_indexBuffer.idx].m_size/2;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
GL_CHECK(glDrawElementsInstanced(prim.m_type
, numIndices
, GL_UNSIGNED_SHORT
, (void*)0
, state.m_numInstances
, draw.m_numInstances
) );
}
else if (prim.m_min <= state.m_numIndices)
else if (prim.m_min <= draw.m_numIndices)
{
numIndices = state.m_numIndices;
numIndices = draw.m_numIndices;
numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
GL_CHECK(glDrawElementsInstanced(prim.m_type
, numIndices
, GL_UNSIGNED_SHORT
, (void*)(uintptr_t)(state.m_startIndex*2)
, state.m_numInstances
, (void*)(uintptr_t)(draw.m_startIndex*2)
, draw.m_numInstances
) );
}
}
else
{
numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
numInstances = draw.m_numInstances;
numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
GL_CHECK(glDrawArraysInstanced(prim.m_type
, 0
, numVertices
, state.m_numInstances
, draw.m_numInstances
) );
}
@ -4374,12 +4624,12 @@ namespace bgfx
}
}
s_renderGL->blitMsaaFbo();
blitMsaaFbo();
if (0 < _render->m_num)
{
captureElapsed = -bx::getHPCounter();
s_renderGL->capture();
capture();
captureElapsed += bx::getHPCounter();
}
}
@ -4400,12 +4650,12 @@ namespace bgfx
{
double elapsedGpuMs = 0.0;
#if BGFX_CONFIG_RENDERER_OPENGL
s_renderGL->m_queries.end(GL_TIME_ELAPSED);
uint64_t elapsedGl = s_renderGL->m_queries.getResult(0);
m_queries.end(GL_TIME_ELAPSED);
uint64_t elapsedGl = m_queries.getResult(0);
elapsedGpuMs = double(elapsedGl)/1e6;
#endif // BGFX_CONFIG_RENDERER_OPENGL
TextVideoMem& tvm = s_renderGL->m_textVideoMem;
TextVideoMem& tvm = m_textVideoMem;
static int64_t next = now;
@ -4420,10 +4670,10 @@ namespace bgfx
tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f, " %s / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
, getRendererName()
);
tvm.printf(0, pos++, 0x0f, " Vendor: %s", s_renderGL->m_vendor);
tvm.printf(0, pos++, 0x0f, " Renderer: %s", s_renderGL->m_renderer);
tvm.printf(0, pos++, 0x0f, " Version: %s", s_renderGL->m_version);
tvm.printf(0, pos++, 0x0f, "GLSL version: %s", s_renderGL->m_glslVersion);
tvm.printf(0, pos++, 0x0f, " Vendor: %s", m_vendor);
tvm.printf(0, pos++, 0x0f, " Renderer: %s", m_renderer);
tvm.printf(0, pos++, 0x0f, " Version: %s", m_version);
tvm.printf(0, pos++, 0x0f, "GLSL version: %s", m_glslVersion);
pos = 10;
tvm.printf(10, pos++, 0x8e, " Frame CPU: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "

View File

@ -340,6 +340,86 @@ typedef uint64_t GLuint64;
# 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_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
#if BX_PLATFORM_NACL
# include "glcontext_ppapi.h"
#elif BX_PLATFORM_WINDOWS

View File

@ -1651,6 +1651,7 @@ void addFragData(Preprocessor& _preprocessor, char* _data, uint32_t _idx, bool _
// 4.1 410
// 4.2 420 11.0 vhdgf+c 5.0
// 4.3 430 vhdgf+c
// 4.4 440
void help(const char* _error = NULL)
{
@ -1991,8 +1992,6 @@ int main(int _argc, const char* _argv[])
}
}
BX_TRACE("1");
InOut shaderInputs;
InOut shaderOutputs;
uint32_t inputHash = 0;
@ -2056,75 +2055,255 @@ BX_TRACE("1");
}
}
BX_TRACE("2");
if (raw)
{
bx::CrtFileWriter* writer = NULL;
if (NULL != bin2c)
{
bx::CrtFileWriter* writer = NULL;
writer = new Bin2cWriter(bin2c);
}
else
{
writer = new bx::CrtFileWriter;
}
if (NULL != bin2c)
if (0 != writer->open(outFilePath) )
{
fprintf(stderr, "Unable to open output file '%s'.", outFilePath);
return EXIT_FAILURE;
}
uint32_t inputHash = 0;
uint32_t outputHash = 0;
if ('f' == shaderType)
{
bx::write(writer, BGFX_CHUNK_MAGIC_FSH);
bx::write(writer, inputHash);
}
else if ('v' == shaderType)
{
bx::write(writer, BGFX_CHUNK_MAGIC_VSH);
bx::write(writer, outputHash);
}
else
{
bx::write(writer, BGFX_CHUNK_MAGIC_CSH);
bx::write(writer, outputHash);
}
if (glsl)
{
bx::write(writer, uint16_t(0) );
uint32_t shaderSize = (uint32_t)strlen(input);
bx::write(writer, shaderSize);
bx::write(writer, input, shaderSize);
bx::write(writer, uint8_t(0) );
compiled = true;
}
else
{
if (hlsl > 3)
{
writer = new Bin2cWriter(bin2c);
compiled = compileHLSLShaderDx11(cmdLine, input, writer);
}
else
{
writer = new bx::CrtFileWriter;
}
if (0 != writer->open(outFilePath) )
{
fprintf(stderr, "Unable to open output file '%s'.", outFilePath);
return EXIT_FAILURE;
}
uint32_t inputHash = 0;
uint32_t outputHash = 0;
if ('f' == shaderType)
{
bx::write(writer, BGFX_CHUNK_MAGIC_FSH);
bx::write(writer, inputHash);
}
else if ('v' == shaderType)
{
bx::write(writer, BGFX_CHUNK_MAGIC_VSH);
bx::write(writer, outputHash);
}
else
{
bx::write(writer, BGFX_CHUNK_MAGIC_CSH);
bx::write(writer, outputHash);
compiled = compileHLSLShaderDx9(cmdLine, input, writer);
}
}
writer->close();
delete writer;
}
else if ('c' == shaderType) // Compute
{
char* entry = strstr(input, "void main()");
if (NULL == entry)
{
fprintf(stderr, "Shader entry point 'void main()' is not found.\n");
}
else
{
if (glsl)
{
bx::write(writer, uint16_t(0) );
uint32_t shaderSize = (uint32_t)strlen(input);
bx::write(writer, shaderSize);
bx::write(writer, input, shaderSize);
bx::write(writer, uint8_t(0) );
compiled = true;
}
else
{
if (hlsl > 3)
preprocessor.writef(
"#define lowp\n"
"#define mediump\n"
"#define highp\n"
"#define ivec2 int2\n"
"#define ivec3 int3\n"
"#define ivec4 int4\n"
"#define uvec2 uint2\n"
"#define uvec3 uint3\n"
"#define uvec4 uint4\n"
"#define vec2 float2\n"
"#define vec3 float3\n"
"#define vec4 float4\n"
"#define mat2 float2x2\n"
"#define mat3 float3x3\n"
"#define mat4 float4x4\n"
);
entry[4] = '_';
preprocessor.writef("#define void_main()");
preprocessor.writef(" \\\n\tvoid main(");
uint32_t arg = 0;
const bool hasLocalInvocationID = NULL != strstr(input, "gl_LocalInvocationID");
const bool hasLocalInvocationIndex = NULL != strstr(input, "gl_LocalInvocationIndex");
const bool hasGlobalInvocationID = NULL != strstr(input, "gl_GlobalInvocationID");
const bool hasWorkGroupID = NULL != strstr(input, "gl_WorkGroupID");
if (hasLocalInvocationID)
{
compiled = compileHLSLShaderDx11(cmdLine, preprocessor.m_preprocessed, writer);
preprocessor.writef(
" \\\n\t%sint3 gl_LocalInvocationID : SV_GroupThreadID"
, arg++ > 0 ? ", " : " "
);
}
else
if (hasLocalInvocationIndex)
{
compiled = compileHLSLShaderDx9(cmdLine, preprocessor.m_preprocessed, writer);
preprocessor.writef(
" \\\n\t%sint gl_LocalInvocationIndex : SV_GroupIndex"
, arg++ > 0 ? ", " : " "
);
}
if (hasGlobalInvocationID)
{
preprocessor.writef(
" \\\n\t%sint3 gl_GlobalInvocationID : SV_DispatchThreadID"
, arg++ > 0 ? ", " : " "
);
}
if (hasWorkGroupID)
{
preprocessor.writef(
" \\\n\t%sint3 gl_WorkGroupID : SV_GroupID"
, arg++ > 0 ? ", " : " "
);
}
preprocessor.writef(
" \\\n\t)\n"
);
}
writer->close();
delete writer;
if (preprocessor.run(input) )
{
BX_TRACE("Input file: %s", filePath);
BX_TRACE("Output file: %s", outFilePath);
if (preprocessOnly)
{
bx::CrtFileWriter writer;
if (0 != writer.open(outFilePath) )
{
fprintf(stderr, "Unable to open output file '%s'.", outFilePath);
return EXIT_FAILURE;
}
writer.write(preprocessor.m_preprocessed.c_str(), (int32_t)preprocessor.m_preprocessed.size() );
writer.close();
return EXIT_SUCCESS;
}
{
bx::CrtFileWriter* writer = NULL;
if (NULL != bin2c)
{
writer = new Bin2cWriter(bin2c);
}
else
{
writer = new bx::CrtFileWriter;
}
if (0 != writer->open(outFilePath) )
{
fprintf(stderr, "Unable to open output file '%s'.", outFilePath);
return EXIT_FAILURE;
}
bx::write(writer, BGFX_CHUNK_MAGIC_CSH);
bx::write(writer, outputHash);
if (glsl)
{
std::string code;
if (gles)
{
bx::stringPrintf(code, "#version 310 es\n");
}
else
{
int32_t version = atoi(profile);
bx::stringPrintf(code, "#version %d\n", version == 0 ? 430 : version);
}
code += preprocessor.m_preprocessed;
#if 1
bx::write(writer, uint16_t(0) );
uint32_t shaderSize = (uint32_t)code.size();
bx::write(writer, shaderSize);
bx::write(writer, code.c_str(), shaderSize);
bx::write(writer, uint8_t(0) );
compiled = true;
#else
compiled = compileGLSLShader(cmdLine, gles, code, writer);
#endif // 0
}
else
{
if (hlsl > 3)
{
compiled = compileHLSLShaderDx11(cmdLine, preprocessor.m_preprocessed, writer);
}
else
{
compiled = compileHLSLShaderDx9(cmdLine, preprocessor.m_preprocessed, writer);
}
}
writer->close();
delete writer;
}
if (compiled)
{
if (depends)
{
std::string ofp = outFilePath;
ofp += ".d";
bx::CrtFileWriter writer;
if (0 == writer.open(ofp.c_str() ) )
{
writef(&writer, "%s : %s\n", outFilePath, preprocessor.m_depends.c_str() );
writer.close();
}
}
}
}
}
}
else
else // Vertex/Fragment
{
char* entry = strstr(input, "void main()");
if (NULL == entry)
@ -2204,6 +2383,9 @@ BX_TRACE("2");
"#define ivec2 int2\n"
"#define ivec3 int3\n"
"#define ivec4 int4\n"
"#define uvec2 uint2\n"
"#define uvec3 uint3\n"
"#define uvec4 uint4\n"
"#define vec2 float2\n"
"#define vec3 float3\n"
"#define vec4 float4\n"