Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// glmgr.cpp
//
//===============================================================================
#include "togles/rendermechanism.h"
#include "tier0/icommandline.h"
#include "tier0/vprof.h"
#include "glmtexinlines.h"
#include "materialsystem/IShader.h"
#include "appframework/ilaunchermgr.h"
#include "convar.h"
#include "glmgr_flush.inl"
#ifdef OSX
#include <OpenGL/OpenGL.h>
#include "intelglmallocworkaround.h"
#endif
// memdbgon -must- be the last include file in a .cpp file.
#include "tier0/memdbgon.h"
// Whether the code should use gl_arb_debug_output. This causes error messages to be streamed, via callback, to the application.
// It is much friendlier to the MTGL driver.
// NOTE: This can be turned off after launch, but it cannot be turned on after launch--it implies a context-creation-time
// behavior.
ConVar gl_debug_output( "gl_debug_output", "1" );
// Whether or not we should batch up our creation and deletion behavior.
ConVar gl_batch_tex_creates( "gl_batch_tex_creates", "0" );
ConVar gl_batch_tex_destroys( "gl_batch_tex_destroys", "0" );
//===============================================================================
// g_nTotalDrawsOrClears is reset to 0 in Present()
uint g_nTotalDrawsOrClears, g_nTotalVBLockBytes, g_nTotalIBLockBytes;
#if GL_TELEMETRY_GPU_ZONES
TelemetryGPUStats_t g_TelemetryGPUStats;
#endif
const int kGLMInitialTexCount = 4096;
const int kGLMReUpTexCount = 1024;
const int kGLMHighWaterUndeleted = 2048;
const int kDeletedTextureDim = 4;
const uint32 g_garbageTextureBits[ 4 * kDeletedTextureDim * kDeletedTextureDim ] = { 0 };
extern void CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
extern void convert_texture( GLenum &internalformat, GLsizei width, GLsizei height, GLenum &format, GLenum &type, void *data );
char g_nullFragmentProgramText [] =
{
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 _gl_FragColor;\n"
"void main()\n"
"{\n"
"_gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n"
"}\n"
};
// make dummy programs for doing texture preload via dummy draw
char g_preloadTexVertexProgramText[] = // Гроб гроб кладбище пидор
{
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 otex;\n"
"void main() \n"
"{\n"
"vec4 pos = vec4( 0.1, 0.1, 0.1, 0.1 );\n"
"vec4 tex = vec4( 0.0, 0.0, 0.0, 0.0 );\n"
"\n"
"gl_Position = pos;\n"
"otex = tex; \n"
"} \n"
};
char g_preload2DTexFragmentProgramText[] =
{
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 _gl_FragColor;\n"
"in vec4 otex;\n"
"//SAMPLERMASK-8000 // may not be needed \n"
"//HIGHWATER-30 // may not be needed \n"
" \n"
"uniform vec4 pc[31]; \n"
"uniform sampler2D sampler15; \n"
" \n"
"void main() \n"
"{ \n"
"vec4 r0; \n"
"r0 = texture( sampler15, otex.xy ); \n"
"_gl_FragColor = r0; //discard; \n"
"} \n"
};
char g_preload3DTexFragmentProgramText[] =
{
"#version 300 es\n"
"precision mediump float;\n"
"out vec4 _gl_FragColor;\n"
"in vec4 otex;\n"
"//SAMPLERMASK-8000 // may not be needed \n"
"//HIGHWATER-30 // may not be needed \n"
" \n"
"precision mediump sampler3D;\n"
"uniform vec4 pc[31]; \n"
"uniform sampler3D sampler15; \n"
" \n"
"void main() \n"
"{ \n"
"vec4 r0; \n"
"r0 = texture( sampler15, otex.xyz ); \n"
"_gl_FragColor = vec4(0,0,0,0); //discard; \n"
"} \n"
};
char g_preloadCubeTexFragmentProgramText[] =
{
"#version 300 es\n"
"precision mediump float;\n"
"in vec4 otex;\n"
"out vec4 _gl_FragColor;\n"
"//SAMPLERMASK-8000 // may not be needed \n"
"//HIGHWATER-30 // may not be needed \n"
" \n"
"uniform vec4 pc[31]; \n"
"uniform samplerCube sampler15; \n"
" \n"
"void main() \n"
"{ \n"
"vec4 r0; \n"
"r0 = texture( sampler15, otex.xyz ); \n"
"_gl_FragColor = r0; //discard; \n"
"} \n"
};
const char* glSourceToString(GLenum source)
{
switch (source)
{
case GL_DEBUG_SOURCE_API_ARB: return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: return "WINDOW_SYSTEM";
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: return "SHADER_COMPILER";
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: return "THIRD_PARTY";
case GL_DEBUG_SOURCE_APPLICATION_ARB: return "APPLICATION";
case GL_DEBUG_SOURCE_OTHER_ARB: return "OTHER";
default: break;
}
return "UNKNOWN";
}
const char* glTypeToString(GLenum type)
{
switch (type)
{
case GL_DEBUG_TYPE_ERROR_ARB: return "ERROR";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: return "DEPRECATION";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: return "UNDEFINED_BEHAVIOR";
case GL_DEBUG_TYPE_PORTABILITY_ARB: return "PORTABILITY";
case GL_DEBUG_TYPE_PERFORMANCE_ARB: return "PERFORMANCE";
case GL_DEBUG_TYPE_OTHER_ARB: return "OTHER";
default: break;
}
return "UNKNOWN";
}
const char* glSeverityToString(GLenum severity)
{
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH_ARB: return "HIGH";
case GL_DEBUG_SEVERITY_MEDIUM_ARB: return "MEDIUM";
case GL_DEBUG_SEVERITY_LOW_ARB: return "LOW";
default: break;
}
return "UNKNOWN";
}
bool g_bDebugOutputBreakpoints = true;
void APIENTRY GL_Debug_Output_Callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, GLvoid* userParam)
{
const char *sSource = glSourceToString(source),
*sType = glTypeToString(type),
*sSeverity = glSeverityToString(severity);
// According to NVidia, this error is a bug in the driver and not really an error (it's a warning in newer drivers): "Texture X is base level inconsistent. Check texture size"
if ( ( type == GL_DEBUG_TYPE_ERROR_ARB ) && strstr( message, "base level inconsistent" ) )
{
return;
}
if ( gl_debug_output.GetBool() || type == GL_DEBUG_TYPE_ERROR_ARB || type == GL_DEBUG_SEVERITY_MEDIUM_ARB )
{
Msg( "GL: [%s][%s][%s][%d]: %s\n", sSource, sType, sSeverity, id, message );
}
#ifdef WIN32
OutputDebugStringA( message );
#endif
if ( ( type == GL_DEBUG_TYPE_ERROR_ARB ) && ( g_bDebugOutputBreakpoints ) )
{
// DebuggerBreak();
}
}
void GLMDebugPrintf( const char *pMsg, ... )
{
//$ TODO: Should this call Warning()?
//$ TODO: Should replace call these calls with Warning() / Msg() / DevMsg()?
va_list args;
va_start( args, pMsg );
vprintf( pMsg, args );
va_end( args );
}
//===============================================================================
// functions that are dependant on g_pLauncherMgr
inline bool MakeContextCurrent( PseudoGLContextPtr hContext )
{
return g_pLauncherMgr->MakeContextCurrent( hContext );
}
inline PseudoGLContextPtr GetMainContext()
{
return g_pLauncherMgr->GetMainContext();
}
inline PseudoGLContextPtr GetGLContextForWindow( void* windowref )
{
return g_pLauncherMgr->GetGLContextForWindow( windowref );
}
inline void IncrementWindowRefCount()
{
g_pLauncherMgr->IncWindowRefCount();
}
inline void DecrementWindowRefCount()
{
g_pLauncherMgr->DecWindowRefCount();
}
inline void ShowPixels( CShowPixelsParams *params )
{
g_pLauncherMgr->ShowPixels(params);
}
inline void DisplayedSize( uint &width, uint &height )
{
g_pLauncherMgr->DisplayedSize( width, height );
}
inline void GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut )
{
g_pLauncherMgr->GetDesiredPixelFormatAttribsAndRendererInfo( ptrOut, countOut, rendInfoOut );
}
inline void GetStackCrawl( CStackCrawlParams *params )
{
g_pLauncherMgr->GetStackCrawl(params);
}
#if GLMDEBUG
inline void PumpWindowsMessageLoop()
{
g_pLauncherMgr->PumpWindowsMessageLoop();
}
inline int GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false )
{
return g_pLauncherMgr->GetEvents( pEvents, nMaxEventsToReturn, debugEvents );
}
#endif
//===============================================================================
// helper routines for debug
static bool hasnonzeros( float *values, int count )
{
for( int i=0; i<count; i++)
{
if (values[i] != 0.0)
{
return true;
}
}
return false;
}
static void printmat( char *label, int baseSlotNumber, int slots, float *m00 )
{
// print label..
// fetch 4 from row, print as a row
// fetch 4 from column, print as a row
float row[4];
float col[4];
if (hasnonzeros( m00, slots*4) )
{
GLMPRINTF(("-D- %s", label ));
for( int islot=0; islot<4; islot++ ) // we always run this loop til 4, but we special case the printing if there are only 3 submitted
{
// extract row and column floats
for( int slotcol=0; slotcol<4; slotcol++)
{
//copy
row[slotcol] = m00[(islot*4)+slotcol];
// transpose
col[slotcol] = m00[(slotcol*4)+islot];
}
if (slots==4)
{
GLMPRINTF(( "-D- %03d: [ %10.5f %10.5f %10.5f %10.5f ] T=> [ %10.5f %10.5f %10.5f %10.5f ]",
baseSlotNumber+islot,
row[0],row[1],row[2],row[3],
col[0],col[1],col[2],col[3]
));
}
else
{
if (islot<3)
{
GLMPRINTF(( "-D- %03d: [ %10.5f %10.5f %10.5f %10.5f ] T=> [ %10.5f %10.5f %10.5f ]",
baseSlotNumber+islot,
row[0],row[1],row[2],row[3],
col[0],col[1],col[2]
));
}
else
{
GLMPRINTF(( "-D- %03d: T=> [ %10.5f %10.5f %10.5f ]",
baseSlotNumber+islot,
col[0],col[1],col[2]
));
}
}
}
GLMPRINTSTR(("-D-"));
}
else
{
GLMPRINTF(("-D- %s - (all 0.0)", label ));
}
}
static void transform_dp4( float *in4, float *m00, int slots, float *out4 )
{
// m00 points to a column.
// each DP is one column of the matrix ( m00[4*n]
// if we are passed a three slot matrix, this is three columns, the source W plays into all three columns, but we must set the final output W to 1 ?
for( int n=0; n<slots; n++)
{
float col4[4];
col4[0] = m00[(4*n)+0];
col4[1] = m00[(4*n)+1];
col4[2] = m00[(4*n)+2];
col4[3] = m00[(4*n)+3];
out4[n] = 0.0;
for( int inner = 0; inner < 4; inner++ )
{
out4[n] += in4[inner] * col4[inner];
}
}
if (slots==3)
{
out4[3] = 1.0;
}
}
//===============================================================================
//===============================================================================
// GLMgr static methods
GLMgr *g_glmgr = NULL;
void GLMgr::NewGLMgr( void )
{
if (!g_glmgr)
{
#if GLMDEBUG
// check debug mode early in program lifetime
GLMDebugInitialize( true );
#endif
g_glmgr = new GLMgr;
}
}
GLMgr *GLMgr::aGLMgr( void )
{
assert( g_glmgr != NULL);
return g_glmgr;
}
void GLMgr::DelGLMgr( void )
{
if (g_glmgr)
{
delete g_glmgr;
g_glmgr = NULL;
}
}
// GLMgr class methods
GLMgr::GLMgr()
{
}
GLMgr::~GLMgr()
{
}
//===============================================================================
GLMContext *GLMgr::NewContext( IDirect3DDevice9 *pDevice, GLMDisplayParams *params )
{
// this now becomes really simple. We just pass through the params.
return new GLMContext( pDevice, params );
}
void GLMgr::DelContext( GLMContext *context )
{
delete context;
}
void GLMgr::SetCurrentContext( GLMContext *context )
{
#if defined( USE_SDL )
context->m_nCurOwnerThreadId = ThreadGetCurrentId();
if ( !MakeContextCurrent( context->m_ctx ) )
{
// give up
GLMStop();
}
Assert( 0 );
#endif
}
GLMContext *GLMgr::GetCurrentContext( void )
{
#if defined( USE_SDL )
PseudoGLContextPtr context = GetMainContext();
return (GLMContext*) context;
#else
Assert( 0 );
return NULL;
#endif
}
// #define CHECK_THREAD_USAGE 1
//===============================================================================
// GLMContext public methods
void GLMContext::MakeCurrent( bool bRenderThread )
{
tmZone( TELEMETRY_LEVEL0, 0, "GLMContext::MakeCurrent" );
Assert( m_nCurOwnerThreadId == 0 || m_nCurOwnerThreadId == ThreadGetCurrentId() );
#if defined( USE_SDL )
#ifndef CHECK_THREAD_USAGE
if ( bRenderThread )
{
// Msg( "******************************************** %08x Acquiring Context\n", ThreadGetCurrentId() );
m_nCurOwnerThreadId = ThreadGetCurrentId();
bool bSuccess = MakeContextCurrent( m_ctx );
if ( !bSuccess )
{
Assert( 0 );
}
}
#else
uint32 dwThreadId = ThreadGetCurrentId();
if ( bRenderThread || dwThreadId == m_dwRenderThreadId )
{
m_nCurOwnerThreadId = ThreadGetCurrentId();
m_dwRenderThreadId = dwThreadId;
MakeContextCurrent( m_ctx );
m_bIsThreading = true;
}
else if ( !m_bIsThreading )
{
m_nCurOwnerThreadId = ThreadGetCurrentId();
MakeContextCurrent( m_ctx );
}
else
{
Assert( 0 );
}
#endif
#else
Assert( 0 );
#endif
}
void GLMContext::ReleaseCurrent( bool bRenderThread )
{
tmZone( TELEMETRY_LEVEL0, 0, "GLMContext::ReleaseCurrent" );
Assert( m_nCurOwnerThreadId == ThreadGetCurrentId() );
#if defined( USE_SDL )
#ifndef CHECK_THREAD_USAGE
if ( bRenderThread )
{
// Msg( "******************************************** %08x Releasing Context\n", ThreadGetCurrentId() );
m_nCurOwnerThreadId = 0;
m_nThreadOwnershipReleaseCounter++;
MakeContextCurrent( NULL );
}
#else
m_nCurOwnerThreadId = 0;
m_nThreadOwnershipReleaseCounter++;
MakeContextCurrent( NULL );
if ( bRenderThread )
{
m_bIsThreading = false;
}
#endif
#else
Assert( 0 );
#endif
}
// This function forces all GL state to be re-sent to the context. Some state will only be set on the next batch flush.
void GLMContext::ForceFlushStates()
{
// Flush various render states
m_AlphaTestEnable.Flush();
m_AlphaTestFunc.Flush();
m_DepthBias.Flush();
m_ScissorEnable.Flush();
m_ScissorBox.Flush();
m_ViewportBox.Flush();
m_ViewportDepthRange.Flush();
m_ColorMaskSingle.Flush();
m_BlendEnable.Flush();
m_BlendFactor.Flush();
m_BlendEnableSRGB.Flush();
m_DepthTestEnable.Flush();
m_DepthFunc.Flush();
m_DepthMask.Flush();
m_StencilTestEnable.Flush();
m_StencilFunc.Flush();
m_StencilOp.Flush();
m_StencilWriteMask.Flush();
m_ClearColor.Flush();
m_ClearDepth.Flush();
m_ClearStencil.Flush();
m_ClipPlaneEnable.Flush(); // always push clip state
m_ClipPlaneEquation.Flush();
m_CullFaceEnable.Flush();
m_CullFrontFace.Flush();
m_PolygonMode.Flush();
m_AlphaToCoverageEnable.Flush();
m_ColorMaskMultiple.Flush();
m_BlendEquation.Flush();
m_BlendColor.Flush();
// Reset various things so they get reset on the next batch flush
m_activeTexture = -1;
for ( int i = 0; i < GLM_SAMPLER_COUNT; i++ )
{
SetSamplerTex( i, m_samplers[i].m_pBoundTex );
SetSamplerDirty( i );
}
// Attributes/vertex attribs
ClearCurAttribs();
m_lastKnownVertexAttribMask = 0;
m_nNumSetVertexAttributes = 16;
memset( &m_boundVertexAttribs[0], 0xFF, sizeof( m_boundVertexAttribs ) );
for( int index=0; index < kGLMVertexAttributeIndexMax; index++ )
gGL->glDisableVertexAttribArray( index );
// Program
NullProgram();
// FBO
BindFBOToCtx( m_boundReadFBO, GL_READ_FRAMEBUFFER );
BindFBOToCtx( m_boundDrawFBO, GL_DRAW_FRAMEBUFFER );
// Current VB/IB/pinned memory buffers
gGL->glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nBoundGLBuffer[ kGLMIndexBuffer] );
gGL->glBindBuffer( GL_ARRAY_BUFFER, m_nBoundGLBuffer[ kGLMVertexBuffer] );
}
const GLMRendererInfoFields& GLMContext::Caps( void )
{
return m_caps;
}
void GLMContext::DumpCaps( void )
{
/*
#define dumpfield( fff ) printf( "\n "#fff" : %d", (int) m_caps.fff )
#define dumpfield_hex( fff ) printf( "\n "#fff" : 0x%08x", (int) m_caps.fff )
#define dumpfield_str( fff ) printf( "\n "#fff" : %s", m_caps.fff )
*/
#define dumpfield( fff ) printf( "\n %-30s : %d", #fff, (int) m_caps.fff )
#define dumpfield_hex( fff ) printf( "\n %-30s : 0x%08x", #fff, (int) m_caps.fff )
#define dumpfield_str( fff ) printf( "\n %-30s : %s", #fff, m_caps.fff )
printf("\n-------------------------------- context caps for context %zx", (size_t)this);
dumpfield( m_fullscreen );
dumpfield( m_accelerated );
dumpfield( m_windowed );
dumpfield_hex( m_rendererID );
dumpfield( m_displayMask );
dumpfield( m_bufferModes );
dumpfield( m_colorModes );
dumpfield( m_accumModes );
dumpfield( m_depthModes );
dumpfield( m_stencilModes );
dumpfield( m_maxAuxBuffers );
dumpfield( m_maxSampleBuffers );
dumpfield( m_maxSamples );
dumpfield( m_sampleModes );
dumpfield( m_sampleAlpha );
dumpfield_hex( m_vidMemory );
dumpfield_hex( m_texMemory );
dumpfield_hex( m_pciVendorID );
dumpfield_hex( m_pciDeviceID );
dumpfield_str( m_pciModelString );
dumpfield_str( m_driverInfoString );
printf( "\n m_osComboVersion: 0x%08x (%d.%d.%d)", m_caps.m_osComboVersion, (m_caps.m_osComboVersion>>16)&0xFF, (m_caps.m_osComboVersion>>8)&0xFF, (m_caps.m_osComboVersion)&0xFF );
dumpfield( m_ati );
if (m_caps.m_ati)
{
dumpfield( m_atiR5xx );
dumpfield( m_atiR6xx );
dumpfield( m_atiR7xx );
dumpfield( m_atiR8xx );
dumpfield( m_atiNewer );
}
dumpfield( m_intel );
if (m_caps.m_intel)
{
dumpfield( m_intel95x );
dumpfield( m_intel3100 );
dumpfield( m_intelHD4000 );
}
dumpfield( m_nv );
if (m_caps.m_nv)
{
//dumpfield( m_nvG7x );
dumpfield( m_nvG8x );
dumpfield( m_nvNewer );
}
dumpfield( m_hasGammaWrites );
dumpfield( m_hasMixedAttachmentSizes );
dumpfield( m_hasBGRA );
dumpfield( m_hasNewFullscreenMode );
dumpfield( m_hasNativeClipVertexMode );
dumpfield( m_maxAniso );
dumpfield( m_hasBindableUniforms );
dumpfield( m_maxVertexBindableUniforms );
dumpfield( m_maxFragmentBindableUniforms );
dumpfield( m_maxBindableUniformSize );
dumpfield( m_hasUniformBuffers );
dumpfield( m_hasPerfPackage1 );
dumpfield( m_cantBlitReliably );
dumpfield( m_cantAttachSRGB );
dumpfield( m_cantResolveFlipped );
dumpfield( m_cantResolveScaled );
dumpfield( m_costlyGammaFlips );
dumpfield( m_badDriver1064NV );
dumpfield( m_badDriver108Intel );
printf("\n--------------------------------");
#undef dumpfield
#undef dumpfield_hex
#undef dumpfield_str
}
CGLMTex *GLMContext::NewTex( GLMTexLayoutKey *key, uint levels, const char *debugLabel )
{
// get a layout based on the key
GLMTexLayout *layout = m_texLayoutTable->NewLayoutRef( key );
CGLMTex *tex = new CGLMTex( this, layout, levels, debugLabel );
return tex;
}
void GLMContext::DelTex( CGLMTex * tex )
{
//Queue the texture for deletion in ProcessTextureDeletes
//when we are sure we will hold the context.
m_DeleteTextureQueue.PushItem(tex);
}
void GLMContext::ProcessTextureDeletes()
{
#if GL_TELEMETRY_GPU_ZONES
CScopedGLMPIXEvent glmEvent( "GLMContext::ProcessTextureDeletes" );
#endif
CGLMTex* tex = nullptr;
while ( m_DeleteTextureQueue.PopItem( &tex ) )
{
for( int i = 0; i < GLM_SAMPLER_COUNT; i++)
{
if ( m_samplers[i].m_pBoundTex == tex )
{
BindTexToTMU( NULL, i );
}
}
if ( tex->m_rtAttachCount != 0 )
{
// RG - huh? wtf? TODO: fix this code which seems to be purposely leaking
// leak it and complain - we may have to implement a deferred-delete system for tex like these
GLMDebugPrintf("GLMContext::DelTex: Leaking tex %08x [ %s ] - was attached for drawing at time of delete",tex, tex->m_layout->m_layoutSummary );
#if 0
// can't actually do this yet as the draw calls will tank
FOR_EACH_VEC( m_fboTable, i )
{
CGLMFBO *fbo = m_fboTable[i];
fbo->TexScrub( tex );
}
tex->m_rtAttachCount = 0;
#endif
}
else
{
delete tex;
}
}
}
// push and pop attrib when blit has mixed srgb source and dest?
ConVar gl_radar7954721_workaround_mixed ( "gl_radar7954721_workaround_mixed", "1" );
// push and pop attrib on any blit?
ConVar gl_radar7954721_workaround_all ( "gl_radar7954721_workaround_all", "0" );
// what attrib mask to use ?
ConVar gl_radar7954721_workaround_maskval ( "gl_radar7954721_workaround_maskval", "0" );
enum eBlitFormatClass
{
eColor,
eDepth, // may not get used. not sure..
eDepthStencil
};
uint glAttachFromClass[ 3 ] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_DEPTH_STENCIL_ATTACHMENT };
void glScrubFBO ( GLenum target )
{
gGL->glFramebufferRenderbuffer ( target, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
gGL->glFramebufferRenderbuffer ( target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
gGL->glFramebufferRenderbuffer ( target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
gGL->glFramebufferTexture2D ( target, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0 );
gGL->glFramebufferTexture2D ( target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0 );
gGL->glFramebufferTexture2D ( target, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0 );
}
void glAttachRBOtoFBO ( GLenum target, eBlitFormatClass formatClass, uint rboName )
{
switch( formatClass )
{
case eColor:
gGL->glFramebufferRenderbuffer ( target, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboName);
break;
case eDepth:
gGL->glFramebufferRenderbuffer ( target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboName);
break;
case eDepthStencil:
gGL->glFramebufferRenderbuffer ( target, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboName);
gGL->glFramebufferRenderbuffer ( target, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rboName);
break;
}
}
void glAttachTex2DtoFBO ( GLenum target, eBlitFormatClass formatClass, uint texName, uint texMip )
{
switch( formatClass )
{
case eColor:
gGL->glFramebufferTexture2D ( target, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texName, texMip );
break;
case eDepth:
gGL->glFramebufferTexture2D ( target, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texName, texMip );
break;
case eDepthStencil:
gGL->glFramebufferTexture2D ( target, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texName, texMip );
break;
}
}
ConVar gl_can_resolve_flipped("gl_can_resolve_flipped", "0" );
ConVar gl_cannot_resolve_flipped("gl_cannot_resolve_flipped", "0" );
// these are only consulted if the m_cant_resolve_scaled cap bool is false.
ConVar gl_minify_resolve_mode("gl_minify_resolve_mode", "1" ); // if scaled resolve available, for downscaled resolve blits only (i.e. internal blits)
ConVar gl_magnify_resolve_mode("gl_magnify_resolve_mode", "2" ); // if scaled resolve available, for upscaled resolve blits only
// 0 == old style, two steps
// 1 == faster, one step blit aka XGL_SCALED_RESOLVE_FASTEST_EXT - if available.
// 2 == faster, one step blit aka XGL_SCALED_RESOLVE_NICEST_EXT - if available.
void GLMContext::SaveColorMaskAndSetToDefault()
{
// NVidia's driver doesn't ignore the colormask during blitframebuffer calls, so we need to save/restore it:
// “The bug here is that our driver fails to ignore colormask for BlitFramebuffer calls. This was unclear in the original spec, but we resolved it in Khronos last year (https://cvs.khronos.org/bugzilla/show_bug.cgi?id=7969).”
m_ColorMaskSingle.Read( &m_SavedColorMask, 0 );
GLColorMaskSingle_t newColorMask;
newColorMask.r = newColorMask.g = newColorMask.b = newColorMask.a = -1;
m_ColorMaskSingle.Write( &newColorMask );
}
void GLMContext::RestoreSavedColorMask()
{
m_ColorMaskSingle.Write( &m_SavedColorMask );
}
void GLMContext::Blit2( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter )
{
#if GL_TELEMETRY_GPU_ZONES
CScopedGLMPIXEvent glmPIXEvent( "Blit2" );
g_TelemetryGPUStats.m_nTotalBlit2++;
#endif
SaveColorMaskAndSetToDefault();
Assert( srcFace == 0 );
Assert( dstFace == 0 );
//----------------------------------------------------------------- format assessment
eBlitFormatClass formatClass = eColor;
uint blitMask= 0;
switch( srcTex->m_layout->m_format->m_glDataFormat )
{
case GL_RED: case GL_BGRA: case GL_RGB: case GL_RGBA: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA:
formatClass = eColor;
blitMask = GL_COLOR_BUFFER_BIT;
break;
case GL_DEPTH_COMPONENT:
formatClass = eDepth;
blitMask = GL_DEPTH_BUFFER_BIT;
break;
case GL_DEPTH_STENCIL:
formatClass = eDepthStencil;
blitMask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
break;
default:
Assert(!"Unsupported format for blit" );
GLMStop();
break;
}
//----------------------------------------------------------------- blit assessment
bool blitResolves = srcTex->m_rboName != 0;
bool blitScales = ((srcRect->xmax - srcRect->xmin) != (dstRect->xmax - dstRect->xmin)) || ((srcRect->ymax - srcRect->ymin) != (dstRect->ymax - dstRect->ymin));
bool blitToBack = (dstTex == NULL);
bool blitFlips = blitToBack; // implicit y-flip upon blit to GL_BACK supplied
//should we support blitFromBack ?
bool srcGamma = srcTex && ((srcTex->m_layout->m_key.m_texFlags & kGLMTexSRGB) != 0);
bool dstGamma = dstTex && ((dstTex->m_layout->m_key.m_texFlags & kGLMTexSRGB) != 0);
//----------------------------------------------------------------- figure out the plan
bool blitTwoStep = false; // think positive
// each subsequent segment here can only set blitTwoStep, not clear it.
// the common case where these get hit is resolve out to presentation
// there may be GL extensions or driver revisions which start doing these safely.
// ideally many blits internally resolve without scaling and can thus go direct without using the scratch tex.
if (blitResolves && (blitFlips||blitToBack)) // flips, blit to back, same thing (for now)
{
if( gl_cannot_resolve_flipped.GetInt() )
{
blitTwoStep = true;
}
else if (!gl_can_resolve_flipped.GetInt())
{
blitTwoStep = blitTwoStep || m_caps.m_cantResolveFlipped; // if neither convar renders an opinion, fall back to the caps to decide if we have to two-step.
}
}
// only consider trying to use the scaling resolve filter,
// if we are confident we are not headed for two step mode already.
if (!blitTwoStep)
{
if (blitResolves && blitScales)
{
if (m_caps.m_cantResolveScaled)
{
// filter is unchanged, two step mode switches on
blitTwoStep = true;
}
else
{
bool blitScalesDown = ((srcRect->xmax - srcRect->xmin) > (dstRect->xmax - dstRect->xmin)) || ((srcRect->ymax - srcRect->ymin) > (dstRect->ymax - dstRect->ymin));
int mode = (blitScalesDown) ? gl_minify_resolve_mode.GetInt() : gl_magnify_resolve_mode.GetInt();
// roughly speaking, resolve blits that minify represent setup for special effects ("copy framebuffer to me")
// resolve blits that magnify are almost always on the final present in the case where remder size < display size
switch( mode )
{
case 0:
default:
// filter is unchanged, two step mode
blitTwoStep = true;
break;
case 1:
// filter goes to fastest, one step mode
blitTwoStep = false;
filter = XGL_SCALED_RESOLVE_FASTEST_EXT;
break;
case 2:
// filter goes to nicest, one step mode
blitTwoStep = false;
filter = XGL_SCALED_RESOLVE_NICEST_EXT;
break;
}
}
}
}
//----------------------------------------------------------------- save old scissor state and disable scissor
GLScissorEnable_t oldsciss,newsciss;
m_ScissorEnable.Read( &oldsciss, 0 );
if (oldsciss.enable)
{
// turn off scissor
newsciss.enable = false;
m_ScissorEnable.Write( &newsciss );
}
//----------------------------------------------------------------- fork in the road, depending on two-step or not
if (blitTwoStep)
{
// a resolve that can't be done directly due to constraints on scaling or flipping.
// bind scratch FBO0 to read, scrub it, attach RBO
BindFBOToCtx ( m_scratchFBO[0], GL_READ_FRAMEBUFFER );
glScrubFBO ( GL_READ_FRAMEBUFFER );
glAttachRBOtoFBO ( GL_READ_FRAMEBUFFER, formatClass, srcTex->m_rboName );
// bind scratch FBO1 to write, scrub it, attach scratch tex
BindFBOToCtx ( m_scratchFBO[1], GL_DRAW_FRAMEBUFFER );
glScrubFBO ( GL_DRAW_FRAMEBUFFER );
glAttachTex2DtoFBO ( GL_DRAW_FRAMEBUFFER, formatClass, srcTex->m_texName, 0 );
// set read and draw buffers appropriately
gGL->glReadBuffer( glAttachFromClass[formatClass] );
gGL->glDrawBuffers( 1, &glAttachFromClass[formatClass] );
// blit#1 - to resolve to scratch
// implicitly means no scaling, thus will be done with NEAREST sampling
GLenum resolveFilter = GL_NEAREST;
gGL->glBlitFramebuffer( 0, 0, srcTex->m_layout->m_key.m_xSize, srcTex->m_layout->m_key.m_ySize,
0, 0, srcTex->m_layout->m_key.m_xSize, srcTex->m_layout->m_key.m_ySize, // same source and dest rect, whole surface
blitMask, resolveFilter );
// FBO1 now holds the interesting content.
// scrub FBO0, bind FBO1 to READ, fall through to next stage of blit where 1 goes onto 0 (or BACK)
glScrubFBO ( GL_READ_FRAMEBUFFER ); // zap FBO0
BindFBOToCtx ( m_scratchFBO[1], GL_READ_FRAMEBUFFER );
srcTex->ForceRBONonDirty();
}
else
{
#if 1
if (srcTex->m_pBlitSrcFBO == NULL)
{
srcTex->m_pBlitSrcFBO = NewFBO();
BindFBOToCtx( srcTex->m_pBlitSrcFBO, GL_READ_FRAMEBUFFER );
if (blitResolves)
{
glAttachRBOtoFBO( GL_READ_FRAMEBUFFER, formatClass, srcTex->m_rboName );
}
else
{
glAttachTex2DtoFBO( GL_READ_FRAMEBUFFER, formatClass, srcTex->m_texName, srcMip );
}
}
else
{
BindFBOToCtx ( srcTex->m_pBlitSrcFBO, GL_READ_FRAMEBUFFER );
// GLMCheckError();
}
#else
// arrange source surface on FBO1 for blit directly to dest (which could be FBO0 or BACK)
BindFBOToCtx( m_scratchFBO[1], GL_READ_FRAMEBUFFER );
glScrubFBO( GL_READ_FRAMEBUFFER );
GLMCheckError();
if (blitResolves)
{
glAttachRBOtoFBO( GL_READ_FRAMEBUFFER, formatClass, srcTex->m_rboName );
}
else
{
glAttachTex2DtoFBO( GL_READ_FRAMEBUFFER, formatClass, srcTex->m_texName, srcMip );
}
#endif
gGL->glReadBuffer( glAttachFromClass[formatClass] );
}
//----------------------------------------------------------------- zero or one blits may have happened above, whichever took place, FBO1 is now on read
bool yflip = false;
if (blitToBack)
{
// backbuffer is special - FBO0 is left out (either scrubbed already, or not used)
BindFBOToCtx( NULL, GL_DRAW_FRAMEBUFFER );
GLenum bufs = GL_BACK;
gGL->glDrawBuffers( 1, &bufs );
yflip = true;
}
else
{
// not going to GL_BACK - use FBO0. set up dest tex or RBO on it. i.e. it's OK to blit from MSAA to MSAA if needed, though unlikely.
Assert( dstTex != NULL );
#if 1
if (dstTex->m_pBlitDstFBO == NULL)
{
dstTex->m_pBlitDstFBO = NewFBO();
BindFBOToCtx( dstTex->m_pBlitDstFBO, GL_DRAW_FRAMEBUFFER );
if (dstTex->m_rboName)
{
glAttachRBOtoFBO( GL_DRAW_FRAMEBUFFER, formatClass, dstTex->m_rboName );
}
else
{
glAttachTex2DtoFBO( GL_DRAW_FRAMEBUFFER, formatClass, dstTex->m_texName, dstMip );
}
}
else
{
BindFBOToCtx( dstTex->m_pBlitDstFBO, GL_DRAW_FRAMEBUFFER );
}
#else
BindFBOToCtx( m_scratchFBO[0], GL_DRAW_FRAMEBUFFER ); GLMCheckError();
glScrubFBO( GL_DRAW_FRAMEBUFFER );
if (dstTex->m_rboName)
{
glAttachRBOtoFBO( GL_DRAW_FRAMEBUFFER, formatClass, dstTex->m_rboName );
}
else
{
glAttachTex2DtoFBO( GL_DRAW_FRAMEBUFFER, formatClass, dstTex->m_texName, dstMip );
}
gGL->glDrawBuffer ( glAttachFromClass[formatClass] ); GLMCheckError();
#endif
}
// final blit
// i think in general, if we are blitting same size, gl_nearest is the right filter to pass.
// this re-steering won't kick in if there is scaling or a special scaled resolve going on.
if (!blitScales)
{
// steer it
filter = GL_NEAREST;
}
// this is blit #1 or #2 depending on what took place above.
if (yflip)
{
gGL->glBlitFramebuffer( srcRect->xmin, srcRect->ymin, srcRect->xmax, srcRect->ymax,
dstRect->xmin, dstRect->ymax, dstRect->xmax, dstRect->ymin, // note dest Y's are flipped
blitMask, filter );
}
else
{
gGL->glBlitFramebuffer( srcRect->xmin, srcRect->ymin, srcRect->xmax, srcRect->ymax,
dstRect->xmin, dstRect->ymin, dstRect->xmax, dstRect->ymax,
blitMask, filter );
}
//----------------------------------------------------------------- scrub READ and maybe DRAW FBO, and unbind
// glScrubFBO ( GL_READ_FRAMEBUFFER );
BindFBOToCtx ( NULL, GL_READ_FRAMEBUFFER );
if (!blitToBack)
{
// glScrubFBO ( GL_DRAW_FRAMEBUFFER );
BindFBOToCtx ( NULL, GL_DRAW_FRAMEBUFFER );
}
//----------------------------------------------------------------- restore GLM's drawing FBO
// restore GLM drawing FBO
BindFBOToCtx( m_drawingFBO, GL_FRAMEBUFFER );
//----------------------------------------------------------------- restore old scissor state
if (oldsciss.enable)
{
m_ScissorEnable.Write( &oldsciss );
}
RestoreSavedColorMask();
}
void GLMContext::BlitTex( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, GLenum filter, bool useBlitFB )
{
// This path doesn't work anymore (or did it ever work in the L4D2 Linux branch?)
DXABSTRACT_BREAK_ON_ERROR();
return;
SaveColorMaskAndSetToDefault();
switch( srcTex->m_layout->m_format->m_glDataFormat )
{
case GL_BGRA:
case GL_RGB:
case GL_RGBA:
case GL_ALPHA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
#if 0
if (GLMKnob("caps-key",NULL) > 0.0)
{
useBlitFB = false;
}
#endif
if ( m_caps.m_cantBlitReliably ) // this is referring to a problem with the x3100..
{
useBlitFB = false;
}
break;
}
if (0)
{
GLMPRINTF(("-D- Blit from %d %d %d %d to %d %d %d %d",
srcRect->xmin, srcRect->ymin, srcRect->xmax, srcRect->ymax,
dstRect->xmin, dstRect->ymin, dstRect->xmax, dstRect->ymax
));
GLMPRINTF(( "-D- src tex layout is %s", srcTex->m_layout->m_layoutSummary ));
GLMPRINTF(( "-D- dst tex layout is %s", dstTex->m_layout->m_layoutSummary ));
}
if (useBlitFB)
{
// state we need to save
// current setting of scissor
// current setting of the drawing fbo (no explicit save, it's in the context)
GLScissorEnable_t oldsciss,newsciss;
m_ScissorEnable.Read( &oldsciss, 0 );
// remember to restore m_drawingFBO at end of effort
// setup
// turn off scissor
newsciss.enable = false;
m_ScissorEnable.Write( &newsciss );
// select which attachment enum we're going to use for the blit
// default to color0, unless it's a depth or stencil flava
Assert( srcTex->m_layout->m_format->m_glDataFormat == dstTex->m_layout->m_format->m_glDataFormat );
EGLMFBOAttachment attachIndex = (EGLMFBOAttachment)0;
GLenum attachIndexGL = 0;
GLuint blitMask = 0;
switch( srcTex->m_layout->m_format->m_glDataFormat )
{
case GL_BGRA:
case GL_RGB:
case GL_RGBA:
case GL_ALPHA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
attachIndex = kAttColor0;
attachIndexGL = GL_COLOR_ATTACHMENT0;
blitMask = GL_COLOR_BUFFER_BIT;
break;
case GL_DEPTH_COMPONENT:
attachIndex = kAttDepth;
attachIndexGL = GL_DEPTH_ATTACHMENT;
blitMask = GL_DEPTH_BUFFER_BIT;
break;
case GL_DEPTH_STENCIL:
attachIndex = kAttDepthStencil;
attachIndexGL = GL_DEPTH_STENCIL_ATTACHMENT;
blitMask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
break;
default:
Assert(0);
break;
}
// set the read fb, attach read tex at appropriate attach point, set read buffer
BindFBOToCtx( m_blitReadFBO, GL_READ_FRAMEBUFFER );
GLMFBOTexAttachParams attparams;
attparams.m_tex = srcTex;
attparams.m_face = srcFace;
attparams.m_mip = srcMip;
attparams.m_zslice = 0;
m_blitReadFBO->TexAttach( &attparams, attachIndex, GL_READ_FRAMEBUFFER );
gGL->glReadBuffer( attachIndexGL );
// set the write fb and buffer, and attach write tex
BindFBOToCtx( m_blitDrawFBO, GL_DRAW_FRAMEBUFFER );
attparams.m_tex = dstTex;
attparams.m_face = dstFace;
attparams.m_mip = dstMip;
attparams.m_zslice = 0;
m_blitDrawFBO->TexAttach( &attparams, attachIndex, GL_DRAW_FRAMEBUFFER );
gGL->glDrawBuffers( 1, &attachIndexGL );
// do the blit
gGL->glBlitFramebuffer( srcRect->xmin, srcRect->ymin, srcRect->xmax, srcRect->ymax,
dstRect->xmin, dstRect->ymin, dstRect->xmax, dstRect->ymax,
blitMask, filter );
// cleanup
// unset the read fb and buffer, detach read tex
// unset the write fb and buffer, detach write tex
m_blitReadFBO->TexDetach( attachIndex, GL_READ_FRAMEBUFFER );
m_blitDrawFBO->TexDetach( attachIndex, GL_DRAW_FRAMEBUFFER );
// put the original FB back in place (both read and draw)
// this bind will hit both read and draw bindings
BindFBOToCtx( m_drawingFBO, GL_FRAMEBUFFER );
// set the read and write buffers back to... what ? does it matter for anything but copies ? don't worry about it
// restore the scissor state
m_ScissorEnable.Write( &oldsciss );
}
else
{
// textured quad style
// we must attach the dest tex as the color buffer on the blit draw FBO
// so that means we need to re-set the drawing FBO on exit
EGLMFBOAttachment attachIndex = (EGLMFBOAttachment)0;
GLenum attachIndexGL = 0;
switch( srcTex->m_layout->m_format->m_glDataFormat )
{
case GL_BGRA:
case GL_RGB:
case GL_RGBA:
case GL_ALPHA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
attachIndex = kAttColor0;
attachIndexGL = GL_COLOR_ATTACHMENT0;
break;
default:
Assert(!"Can't blit that format");
break;
}
BindFBOToCtx( m_blitDrawFBO, GL_DRAW_FRAMEBUFFER );
GLMFBOTexAttachParams attparams;
attparams.m_tex = dstTex;
attparams.m_face = dstFace;
attparams.m_mip = dstMip;
attparams.m_zslice = 0;
m_blitDrawFBO->TexAttach( &attparams, attachIndex, GL_DRAW_FRAMEBUFFER );
gGL->glDrawBuffers( 1, &attachIndexGL );
// attempt to just set states directly the way we want them, then use the latched states to repair them afterward.
NullProgram(); // out of program mode
gGL->glDisable ( GL_ALPHA_TEST );
gGL->glDisable ( GL_CULL_FACE );
gGL->glDisable ( GL_POLYGON_OFFSET_FILL );
gGL->glDisable ( GL_SCISSOR_TEST );
gGL->glDisable ( GL_CLIP_PLANE0 );
gGL->glDisable ( GL_CLIP_PLANE1 );
gGL->glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
gGL->glDisable ( GL_BLEND );
gGL->glDepthMask ( GL_FALSE );
gGL->glDisable ( GL_DEPTH_TEST );
gGL->glDisable ( GL_STENCIL_TEST );
gGL->glStencilMask ( GL_FALSE );
// now do the unlit textured quad...
gGL->glActiveTexture( GL_TEXTURE0 );
gGL->glBindTexture( GL_TEXTURE_2D, srcTex->m_texName );
gGL->glEnable(GL_TEXTURE_2D);
// immediate mode is fine
#if 0 // Does it needed?
const float topv = 1.0;
const float botv = 0.0;
const float verts[] = {-1.f, -1.f, 1.f, -1.f, 1.f, 1.f, -1.f, 1.f};
const float verts_tex[] = {0.f, botv, 1.f, botv, 1.f, topv, 0.f, topv};
gGL->glVertexPointer(2, GL_FLOAT, 0, verts);
gGL->glTexCoordPointer(2, GL_FLOAT, 0, verts_tex);
gGL->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
gGL->glDisableClientState(GL_VERTEX_ARRAY);
gGL->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
gGL->glBindTexture( GL_TEXTURE_2D, 0 );
gGL->glDisable(GL_TEXTURE_2D);
BindTexToTMU( m_samplers[0].m_pBoundTex, 0 );
// leave active program empty - flush draw states will fix
// then restore states using the scoreboard
m_AlphaTestEnable.Flush();
m_AlphaToCoverageEnable.Flush();
m_CullFaceEnable.Flush();
m_DepthBias.Flush();
m_ScissorEnable.Flush();
m_ClipPlaneEnable.FlushIndex( 0 );
m_ClipPlaneEnable.FlushIndex( 1 );
m_ColorMaskSingle.Flush();
m_BlendEnable.Flush();
m_DepthMask.Flush();
m_DepthTestEnable.Flush();
m_StencilWriteMask.Flush();
m_StencilTestEnable.Flush();
// unset the write fb and buffer, detach write tex
m_blitDrawFBO->TexDetach( attachIndex, GL_DRAW_FRAMEBUFFER );
// put the original FB back in place (both read and draw)
BindFBOToCtx( m_drawingFBO, GL_FRAMEBUFFER );
}
RestoreSavedColorMask();
}
void GLMContext::ResolveTex( CGLMTex *tex, bool forceDirty )
{
#if GL_TELEMETRY_GPU_ZONES
CScopedGLMPIXEvent glmPIXEvent( "ResolveTex" );
g_TelemetryGPUStats.m_nTotalResolveTex++;
#endif
// only run resolve if it's (a) possible and (b) dirty or force-dirtied
if ( ( tex->m_rboName ) && ( tex->IsRBODirty() || forceDirty ) )
{
// state we need to save
// current setting of scissor
// current setting of the drawing fbo (no explicit save, it's in the context)
GLScissorEnable_t oldsciss,newsciss;
m_ScissorEnable.Read( &oldsciss, 0 );
// remember to restore m_drawingFBO at end of effort
// setup
// turn off scissor
newsciss.enable = false;
m_ScissorEnable.Write( &newsciss );
// select which attachment enum we're going to use for the blit
// default to color0, unless it's a depth or stencil flava
// for resolve, only handle a modest subset of the possible formats
EGLMFBOAttachment attachIndex = (EGLMFBOAttachment)0;
GLenum attachIndexGL = 0;
GLuint blitMask = 0;
switch( tex->m_layout->m_format->m_glDataFormat )
{
case GL_BGRA:
case GL_RGB:
case GL_RGBA:
// case GL_ALPHA:
// case GL_LUMINANCE:
// case GL_LUMINANCE_ALPHA:
attachIndex = kAttColor0;
attachIndexGL = GL_COLOR_ATTACHMENT0;
blitMask = GL_COLOR_BUFFER_BIT;
break;
// case GL_DEPTH_COMPONENT:
// attachIndex = kAttDepth;
// attachIndexGL = GL_DEPTH_ATTACHMENT;
// blitMask = GL_DEPTH_BUFFER_BIT;
// break;
case GL_DEPTH_STENCIL:
attachIndex = kAttDepthStencil;
attachIndexGL = GL_DEPTH_STENCIL_ATTACHMENT;
blitMask = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
break;
default:
Assert(!"Unsupported format for MSAA resolve" );
break;
}
// set the read fb, attach read RBO at appropriate attach point, set read buffer
BindFBOToCtx( m_blitReadFBO, GL_READ_FRAMEBUFFER );
// going to avoid the TexAttach / TexDetach calls due to potential confusion, implement it directly here
//-----------------------------------------------------------------------------------
// put tex->m_rboName on the read FB's attachment
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT)
{
// you have to attach it both places...
// http://www.opengl.org/wiki/GL_EXT_framebuffer_object
// bind the RBO to the GL_RENDERBUFFER target - is this extraneous ?
//glBindRenderbufferEXT( GL_RENDERBUFFER, tex->m_rboName );
// attach the GL_RENDERBUFFER target to the depth and stencil attach points
gGL->glFramebufferRenderbuffer( GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, tex->m_rboName);
gGL->glFramebufferRenderbuffer( GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, tex->m_rboName);
// no need to leave the RBO hanging on
//glBindRenderbufferEXT( GL_RENDERBUFFER, 0 );
}
else
{
//glBindRenderbufferEXT( GL_RENDERBUFFER, tex->m_rboName );
gGL->glFramebufferRenderbuffer( GL_READ_FRAMEBUFFER, attachIndexGL, GL_RENDERBUFFER, tex->m_rboName);
//glBindRenderbufferEXT( GL_RENDERBUFFER, 0 );
}
gGL->glReadBuffer( attachIndexGL );
//-----------------------------------------------------------------------------------
// put tex->m_texName on the draw FBO attachment
// set the write fb and buffer, and attach write tex
BindFBOToCtx( m_blitDrawFBO, GL_DRAW_FRAMEBUFFER );
// regular path - attaching a texture2d
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT)
{
gGL->glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex->m_texName, 0 );
gGL->glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex->m_texName, 0 );
}
else
{
gGL->glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, attachIndexGL, GL_TEXTURE_2D, tex->m_texName, 0 );
}
gGL->glDrawBuffers( 1, &attachIndexGL );
//-----------------------------------------------------------------------------------
// blit
gGL->glBlitFramebuffer( 0, 0, tex->m_layout->m_key.m_xSize, tex->m_layout->m_key.m_ySize,
0, 0, tex->m_layout->m_key.m_xSize, tex->m_layout->m_key.m_ySize,
blitMask, GL_NEAREST );
// or should it be GL_LINEAR? does it matter ?
//-----------------------------------------------------------------------------------
// cleanup
//-----------------------------------------------------------------------------------
// unset the read fb and buffer, detach read RBO
//glBindRenderbufferEXT( GL_RENDERBUFFER, 0 );
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT)
{
// detach the GL_RENDERBUFFER target from the depth and stencil attach points
gGL->glFramebufferRenderbuffer( GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
gGL->glFramebufferRenderbuffer( GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
}
else
{
gGL->glFramebufferRenderbuffer( GL_READ_FRAMEBUFFER, attachIndexGL, GL_RENDERBUFFER, 0);
}
//-----------------------------------------------------------------------------------
// unset the write fb and buffer, detach write tex
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT)
{
gGL->glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0 );
gGL->glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0 );
}
else
{
gGL->glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, attachIndexGL, GL_TEXTURE_2D, 0, 0 );
}
// put the original FB back in place (both read and draw)
// this bind will hit both read and draw bindings
BindFBOToCtx( m_drawingFBO, GL_FRAMEBUFFER );
// set the read and write buffers back to... what ? does it matter for anything but copies ? don't worry about it
// restore the scissor state
m_ScissorEnable.Write( &oldsciss );
// mark the RBO clean on the resolved tex
tex->ForceRBONonDirty();
}
}
void GLMContext::PreloadTex( CGLMTex *tex, bool force )
{
// if conditions allow (i.e. a drawing surface is active)
// bind the texture on TMU 15
// set up a dummy program to sample it but not write (use 'discard')
// draw a teeny little triangle that won't generate a lot of fragments
if (!m_pairCache)
return;
if (!m_drawingFBO)
return;
if (tex->m_texPreloaded && !force) // only do one preload unless forced to re-do
{
//printf("\nnot-preloading %s", tex->m_debugLabel ? tex->m_debugLabel : "(unknown)");
return;
}
//printf("\npreloading %s", tex->m_debugLabel ? tex->m_debugLabel : "(unknown)");
CGLMProgram *vp = m_preloadTexVertexProgram;
CGLMProgram *fp = NULL;
switch(tex->m_layout->m_key.m_texGLTarget)
{
case GL_TEXTURE_2D: fp = m_preload2DTexFragmentProgram;
break;
case GL_TEXTURE_3D: fp = m_preload3DTexFragmentProgram;
break;
case GL_TEXTURE_CUBE_MAP: fp = m_preloadCubeTexFragmentProgram;
break;
}
if (!fp)
return;
CGLMShaderPair *preloadPair = m_pairCache->SelectShaderPair( vp, fp, 0 );
if (!preloadPair)
return;
if ( !preloadPair->m_valid )
{
if ( !preloadPair->ValidateProgramPair() )
return;
}
gGL->glUseProgram( (GLuint)preloadPair->m_program );
m_pBoundPair = preloadPair;
m_bDirtyPrograms = true;
// almost ready to draw...
//int tmuForPreload = 15;
// shut down all the generic attribute arrays on the detention level - next real draw will activate them again
m_lastKnownVertexAttribMask = 0;
m_nNumSetVertexAttributes = 16;
memset( &m_boundVertexAttribs[0], 0xFF, sizeof( m_boundVertexAttribs ) );
// Force the next flush to reset the attributes.
ClearCurAttribs();
for( int index=0; index < kGLMVertexAttributeIndexMax; index++ )
{
gGL->glDisableVertexAttribArray( index );
}
// bind texture and sampling params
CGLMTex *pPrevTex = m_samplers[15].m_pBoundTex;
#ifndef OSX // 10.6
if ( m_bUseSamplerObjects )
{
gGL->glBindSampler( 15, 0 );
}
#endif // !OSX
BindTexToTMU( tex, 15 );
// unbind vertex/index buffers
BindBufferToCtx( kGLMVertexBuffer, NULL );
BindBufferToCtx( kGLMIndexBuffer, NULL );
// draw
static float posns[] = { 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f };
static unsigned short indices[] = { 0, 1, 2 };
gGL->glEnableVertexAttribArray( 0 );
gGL->glVertexAttribPointer( 0, 3, GL_FLOAT, 0, 0, posns );
gGL->glDrawRangeElements( GL_TRIANGLES, 0, 2, 3, GL_UNSIGNED_SHORT, indices);
gGL->glDisableVertexAttribArray( 0 );
SetSamplerDirty( 15 );
BindTexToTMU( pPrevTex, 15 );
tex->m_texPreloaded = true;
}
CGLMFBO *GLMContext::NewFBO( void )
{
GLM_FUNC;
CGLMFBO *fbo = new CGLMFBO( this );
m_fboTable.AddToTail( fbo );
return fbo;
}
void GLMContext::DelFBO( CGLMFBO *fbo )
{
GLM_FUNC;
if (m_drawingFBO == fbo)
{
m_drawingFBO = NULL; //poof!
}
if (m_boundReadFBO == fbo )
{
BindFBOToCtx( NULL, GL_READ_FRAMEBUFFER );
m_boundReadFBO = NULL;
}
if (m_boundDrawFBO == fbo )
{
BindFBOToCtx( NULL, GL_DRAW_FRAMEBUFFER );
m_boundDrawFBO = NULL;
}
int idx = m_fboTable.Find( fbo );
Assert( idx >= 0 );
if ( idx >= 0 )
{
m_fboTable.FastRemove( idx );
}
delete fbo;
}
//===============================================================================
CGLMProgram *GLMContext::NewProgram( EGLMProgramType type, char *progString, const char *pShaderName )
{
//hushed GLM_FUNC;
CGLMProgram *prog = new CGLMProgram( this, type );
prog->SetProgramText( progString );
prog->SetShaderName( pShaderName );
prog->CompileActiveSources();
return prog;
}
void GLMContext::DelProgram( CGLMProgram *pProg )
{
GLM_FUNC;
if ( m_drawingProgram[ pProg->m_type ] == pProg )
{
SetProgram( pProg->m_type, ( pProg->m_type == kGLMFragmentProgram ) ? m_pNullFragmentProgram : NULL );
}
// make sure to eliminate any cached pairs using this shader
bool purgeResult = m_pairCache->PurgePairsWithShader( pProg );
(void)purgeResult;
Assert( !purgeResult ); // very unlikely to trigger
NullProgram();
delete pProg;
}
void GLMContext::NullProgram( void )
{
gGL->glUseProgram( 0 );
m_pBoundPair = NULL;
m_bDirtyPrograms = true;
}
void GLMContext::SetDrawingLang( EGLMProgramLang lang, bool immediate )
{
if ( !m_caps.m_hasDualShaders ) return; // ignore attempts to change language when -glmdualshaders is not engaged
m_drawingLangAtFrameStart = lang;
if (immediate)
{
NullProgram();
m_drawingLang = m_drawingLangAtFrameStart;
}
}
void GLMContext::LinkShaderPair( CGLMProgram *vp, CGLMProgram *fp )
{
if ( (m_pairCache) && (m_drawingLang==kGLMGLSL) && (vp) && (fp) )
{
CGLMShaderPair *pair = m_pairCache->SelectShaderPair( vp, fp, 0 );
(void)pair;
Assert( pair != NULL );
NullProgram(); // clear out any binds that were done - next draw will set it right
}
}
void GLMContext::ValidateShaderPair( CGLMProgram *vp, CGLMProgram *fp )
{
if ((m_pairCache) && (m_drawingLang == kGLMGLSL) && (vp) && (fp))
{
CGLMShaderPair *pair = m_pairCache->SelectShaderPair( vp, fp, 0 );
Assert( pair != NULL );
pair->ValidateProgramPair();
NullProgram(); // clear out any binds that were done - next draw will set it right
}
}
void GLMContext::ClearShaderPairCache( void )
{
if (m_pairCache)
{
NullProgram();
m_pairCache->Purge(); // bye bye all linked pairs
NullProgram();
}
}
void GLMContext::QueryShaderPair( int index, GLMShaderPairInfo *infoOut )
{
if (m_pairCache)
{
m_pairCache->QueryShaderPair( index, infoOut );
}
else
{
memset( infoOut, 0, sizeof( *infoOut ) );
infoOut->m_status = -1;
}
}
CGLMBuffer *GLMContext::NewBuffer( EGLMBufferType type, uint size, uint options )
{
//hushed GLM_FUNC;
CGLMBuffer *prog = new CGLMBuffer( this, type, size, options );
return prog;
}
void GLMContext::DelBuffer( CGLMBuffer *buff )
{
GLM_FUNC;
for( int index = 0; index < kGLMVertexAttributeIndexMax; index++ )
{
if ( m_drawVertexSetup.m_attrs[index].m_pBuffer == buff )
{
// just clear the enable mask - this will force all the attrs to get re-sent on next sync
m_drawVertexSetup.m_attrMask = 0;
}
}
BindGLBufferToCtx( buff->m_buffGLTarget, NULL, false );
delete buff;
}
GLMVertexSetup g_blank_setup;
void GLMContext::Clear( bool color, unsigned long colorValue, bool depth, float depthValue, bool stencil, unsigned int stencilValue, GLScissorBox_t *box )
{
GLM_FUNC;
++m_nBatchCounter;
#if GLMDEBUG
GLMDebugHookInfo info;
memset( &info, 0, sizeof(info) );
info.m_caller = eClear;
do
{
#endif
uint mask = 0;
GLClearColor_t clearcol;
GLClearDepth_t cleardep = { depthValue };
GLClearStencil_t clearsten = { (GLint)stencilValue };
// depth write mask must be saved&restored
GLDepthMask_t olddepthmask;
GLDepthMask_t newdepthmask = { true };
// stencil write mask must be saved and restored
GLStencilWriteMask_t oldstenmask;
GLStencilWriteMask_t newstenmask = { (GLint)0xFFFFFFFF };
GLColorMaskSingle_t oldcolormask;
GLColorMaskSingle_t newcolormask = { -1,-1,-1,-1 }; // D3D clears do not honor color mask, so force it
if (color)
{
// #define D3DCOLOR_ARGB(a,r,g,b) ((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
clearcol.r = ((colorValue >> 16) & 0xFF) / 255.0f; //R
clearcol.g = ((colorValue >> 8) & 0xFF) / 255.0f; //G
clearcol.b = ((colorValue ) & 0xFF) / 255.0f; //B
clearcol.a = ((colorValue >> 24) & 0xFF) / 255.0f; //A
m_ClearColor.Write( &clearcol ); // no check, no wait
mask |= GL_COLOR_BUFFER_BIT;
// save and set color mask
m_ColorMaskSingle.Read( &oldcolormask, 0 );
m_ColorMaskSingle.Write( &newcolormask );
}
if (depth)
{
// get old depth write mask
m_DepthMask.Read( &olddepthmask, 0 );
m_DepthMask.Write( &newdepthmask );
m_ClearDepth.Write( &cleardep ); // no check, no wait
mask |= GL_DEPTH_BUFFER_BIT;
}
if (stencil)
{
m_ClearStencil.Write( &clearsten ); // no check, no wait
mask |= GL_STENCIL_BUFFER_BIT;
// save and set sten mask
m_StencilWriteMask.Read( &oldstenmask, 0 );
m_StencilWriteMask.Write( &newstenmask );
}
bool subrect = (box != NULL);
GLScissorEnable_t scissorEnableSave;
GLScissorEnable_t scissorEnableNew = { true };
GLScissorBox_t scissorBoxSave;
GLScissorBox_t scissorBoxNew;
if (subrect)
{
// save current scissorbox and enable
m_ScissorEnable.Read( &scissorEnableSave, 0 );
m_ScissorBox.Read( &scissorBoxSave, 0 );
if(0)
{
// calc new scissorbox as intersection against *box
// max of the mins
scissorBoxNew.x = MAX(scissorBoxSave.x, box->x);
scissorBoxNew.y = MAX(scissorBoxSave.y, box->y);
// min of the maxes
scissorBoxNew.width = ( MIN(scissorBoxSave.x+scissorBoxSave.width, box->x+box->width)) - scissorBoxNew.x;
// height is just min of the max y's, minus the new base Y
scissorBoxNew.height = ( MIN(scissorBoxSave.y+scissorBoxSave.height, box->y+box->height)) - scissorBoxNew.y;
}
else
{
// ignore old scissor box completely.
scissorBoxNew = *box;
}
// set new box and enable
m_ScissorEnable.Write( &scissorEnableNew );
m_ScissorBox.Write( &scissorBoxNew );
}
gGL->glClear( mask );
if (subrect)
{
// put old scissor box and enable back
m_ScissorEnable.Write( &scissorEnableSave );
m_ScissorBox.Write( &scissorBoxSave );
}
if (depth)
{
// put old depth write mask
m_DepthMask.Write( &olddepthmask );
}
if (color)
{
// put old color write mask
m_ColorMaskSingle.Write( &oldcolormask );
}
if (stencil)
{
// put old sten mask
m_StencilWriteMask.Write( &oldstenmask );
}
#if GLMDEBUG
DebugHook( &info );
} while (info.m_loop);
#endif
}
// stolen from glmgrbasics.cpp
extern "C" uint GetCurrentKeyModifiers( void );
enum ECarbonModKeyIndex
{
EcmdKeyBit = 8, /* command key down?*/
EshiftKeyBit = 9, /* shift key down?*/
EalphaLockBit = 10, /* alpha lock down?*/
EoptionKeyBit = 11, /* option key down?*/
EcontrolKeyBit = 12 /* control key down?*/
};
enum ECarbonModKeyMask
{
EcmdKey = 1 << EcmdKeyBit,
EshiftKey = 1 << EshiftKeyBit,
EalphaLock = 1 << EalphaLockBit,
EoptionKey = 1 << EoptionKeyBit,
EcontrolKey = 1 << EcontrolKeyBit
};
static ConVar gl_flushpaircache ("gl_flushpaircache", "0");
static ConVar gl_paircachestats ("gl_paircachestats", "0");
static ConVar gl_mtglflush_at_tof ("gl_mtglflush_at_tof", "0");
static ConVar gl_texlayoutstats ("gl_texlayoutstats", "0" );
void GLMContext::BeginFrame( void )
{
GLM_FUNC;
m_debugFrameIndex++;
// check for lang change at TOF
if (m_caps.m_hasDualShaders)
{
if (m_drawingLang != m_drawingLangAtFrameStart)
{
// language change. unbind everything..
NullProgram();
m_drawingLang = m_drawingLangAtFrameStart;
}
}
// scrub some critical shock absorbers
for( int i=0; i< 16; i++)
{
gGL->glDisableVertexAttribArray( i ); // enable GLSL attribute- this is just client state - will be turned back off
}
m_lastKnownVertexAttribMask = 0;
m_nNumSetVertexAttributes = 0;
//FIXME should we also zap the m_lastKnownAttribs array ? (worst case it just sets them all again on first batch)
BindBufferToCtx( kGLMVertexBuffer, NULL, true );
BindBufferToCtx( kGLMIndexBuffer, NULL, true );
if (gl_flushpaircache.GetInt())
{
// do the flush and then set back to zero
ClearShaderPairCache();
printf("\n\n##### shader pair cache cleared\n\n");
gl_flushpaircache.SetValue( 0 );
}
if (gl_paircachestats.GetInt())
{
// do the flush and then set back to zero
m_pairCache->DumpStats();
gl_paircachestats.SetValue( 0 );
}
if (gl_texlayoutstats.GetInt())
{
m_texLayoutTable->DumpStats();
gl_texlayoutstats.SetValue( 0 );
}
if (gl_mtglflush_at_tof.GetInt())
{
gGL->glFlush(); // TOF flush - skip this if benchmarking, enable it if human playing (smoothness)
}
#if GLMDEBUG
// init debug hook information
GLMDebugHookInfo info;
memset( &info, 0, sizeof(info) );
info.m_caller = eBeginFrame;
do
{
DebugHook( &info );
} while (info.m_loop);
#endif
}
void GLMContext::EndFrame( void )
{
GLM_FUNC;
#if GLMDEBUG
// init debug hook information
GLMDebugHookInfo info;
memset( &info, 0, sizeof(info) );
info.m_caller = eEndFrame;
do
{
DebugHook( &info );
} while (info.m_loop);
#endif
}
//===============================================================================
CGLMQuery *GLMContext::NewQuery( GLMQueryParams *params )
{
CGLMQuery *query = new CGLMQuery( this, params );
return query;
}
void GLMContext::DelQuery( CGLMQuery *query )
{
// may want to do some finish/
delete query;
}
static ConVar mat_vsync( "mat_vsync", "0", 0, "Force sync to vertical retrace", true, 0.0, true, 1.0 );
//===============================================================================
ConVar glm_nullrefresh_capslock( "glm_nullrefresh_capslock", "0" );
ConVar glm_literefresh_capslock( "glm_literefresh_capslock", "0" );
extern ConVar gl_blitmode;
void GLMContext::Present( CGLMTex *tex )
{
GLM_FUNC;
{
#if GL_TELEMETRY_GPU_ZONES
CScopedGLMPIXEvent glmPIXEvent( "GLMContext::Present" );
g_TelemetryGPUStats.m_nTotalPresent++;
#endif
ProcessTextureDeletes();
bool newRefreshMode = false;
// two ways to go:
// old school, do the resolve, had the tex down to cocoamgr to actually blit.
// that way is required if you are not in one-context mode (10.5.8)
if ( (gl_blitmode.GetInt() != 0) )
{
newRefreshMode = true;
}
// this is the path whether full screen or windowed... we always blit.
CShowPixelsParams showparams;
memset( &showparams, 0, sizeof(showparams) );
showparams.m_srcTexName = tex->m_texName;
showparams.m_width = tex->m_layout->m_key.m_xSize;
showparams.m_height = tex->m_layout->m_key.m_ySize;
showparams.m_vsyncEnable = m_displayParams.m_vsyncEnable = mat_vsync.GetBool();
showparams.m_fsEnable = m_displayParams.m_fsEnable;
showparams.m_useBlit = m_caps.m_hasFramebufferBlit;
// we call showpixels once with the "only sync view" arg set, so we know what the latest surface size is, before trying to do our own blit !
showparams.m_onlySyncView = true;
ShowPixels(&showparams); // doesn't actually show anything, just syncs window/fs state (would make a useful separate call)
showparams.m_onlySyncView = false;
bool refresh = true;
#ifdef OSX
if ( (glm_nullrefresh_capslock.GetInt()) && (GetCurrentKeyModifiers() & EalphaLock) )
{
refresh = false;
}
#endif
static int counter;
counter ++;
#ifdef OSX
if ( (glm_literefresh_capslock.GetInt()) && (GetCurrentKeyModifiers() & EalphaLock) && (counter & 127) )
{
// just show every 128th frame
refresh = false;
}
#endif
if (refresh)
{
if (newRefreshMode)
{
// blit to GL_BACK done here, not in CocoaMgr, this lets us do resolve directly if conditions are right
GLMRect srcRect, dstRect;
uint dstWidth,dstHeight;
DisplayedSize( dstWidth,dstHeight );
srcRect.xmin = 0;
srcRect.ymin = 0;
srcRect.xmax = showparams.m_width;
srcRect.ymax = showparams.m_height;
dstRect.xmin = 0;
dstRect.ymin = 0;
dstRect.xmax = dstWidth;
dstRect.ymax = dstHeight;
// do not ask for LINEAR if blit is unscaled
// NULL means targeting GL_BACK. Blit2 will break it down into two steps if needed, and will handle resolve, scale, flip.
bool blitScales = (showparams.m_width != static_cast<int>(dstWidth)) || (showparams.m_height != static_cast<int>(dstHeight));
Blit2( tex, &srcRect, 0,0,
NULL, &dstRect, 0,0,
blitScales ? GL_LINEAR : GL_NEAREST );
// we set showparams.m_noBlit, and just let CocoaMgr handle the swap (flushbuffer / page flip)
showparams.m_noBlit = true;
BindFBOToCtx( NULL, GL_FRAMEBUFFER );
}
else
{
ResolveTex( tex, true ); // dxabstract used to do this unconditionally.we still do if new refresh mode doesn't engage.
BindFBOToCtx( NULL, GL_FRAMEBUFFER );
// showparams.m_noBlit is left set to 0. CocoaMgr does the blit.
}
ShowPixels(&showparams);
}
// put the original FB back in place (both read and draw)
// this bind will hit both read and draw bindings
BindFBOToCtx( m_drawingFBO, GL_FRAMEBUFFER );
// put em back !!
m_ScissorEnable.Flush();
m_ScissorBox.Flush();
m_ViewportBox.Flush();
}
m_nCurFrame++;
#if GL_BATCH_PERF_ANALYSIS
tmMessage( TELEMETRY_LEVEL2, TMMF_ICON_EXCLAMATION, "VS Uniform Calls: %u, VS Uniforms: %u|VS Uniform Bone Calls: %u, VS Bone Uniforms: %u|PS Uniform Calls: %u, PS Uniforms: %u", m_nTotalVSUniformCalls, m_nTotalVSUniformsSet, m_nTotalVSUniformBoneCalls, m_nTotalVSUniformsBoneSet, m_nTotalPSUniformCalls, m_nTotalPSUniformsSet );
m_nTotalVSUniformCalls = 0, m_nTotalVSUniformBoneCalls = 0, m_nTotalVSUniformsSet = 0, m_nTotalVSUniformsBoneSet = 0, m_nTotalPSUniformCalls = 0, m_nTotalPSUniformsSet = 0;
#endif
}
//===============================================================================
// GLMContext protected methods
// a naive implementation of this would just clear-drawable on the context at entry,
// and then capture and set fullscreen if requested.
// however that would glitch thescreen every time the user changed resolution while staying in full screen.
// but in windowed mode there's really not much to do in here. Yeah, this routine centers around obtaining
// drawables for fullscreen mode, and/or dropping those drawables if we're going back to windowed.
// um, are we expected to re-make the standard surfaces (color, depthstencil) if the res changes? is that now this routine's job ?
// so, kick it off with an assessment of whather we were FS previously or not.
// if there was no prior display params latched, then it wasn't.
// changes in here take place immediately. If you want to defer display changes then that's going to be a different method.
// common assumption is that there will be two places that call this: context create and the implementation of the DX9 Reset method.
// in either case the client code is aware of what it signed up for.
bool GLMContext::SetDisplayParams( GLMDisplayParams *params )
{
m_displayParams = *params; // latch em
m_displayParamsValid = true;
return true;
}
ConVar gl_can_query_fast("gl_can_query_fast", "0");
static uint gPersistentBufferSize[kGLMNumBufferTypes] =
{
2 * 1024 * 1024, // kGLMVertexBuffer
1 * 1024 * 1024, // kGLMIndexBuffer
0, // kGLMUniformBuffer
0, // kGLMPixelBuffer
};
GLMContext::GLMContext( IDirect3DDevice9 *pDevice, GLMDisplayParams *params )
{
m_nNumDirtySamplers = 0;
if( gGL->m_nDriverProvider == cGLDriverProviderARM )
m_bUseSamplerObjects = true;
else
m_bUseSamplerObjects = false;
if ( CommandLine()->CheckParm( "-gl_enablesamplerobjects" ) )
m_bUseSamplerObjects = true;
// Try to get some more free memory by relying on driver host copies instead of ours.
// In some cases the driver will be able to discard their own host copy and rely on GPU
// memory, reducing memory usage.
// Sadly, we have to enable tex client storage for srgb decoding. This should only happen
// on Macs w/ OSX 10.6.
m_bTexClientStorage = !gGL->m_bHave_GL_EXT_texture_sRGB_decode;
if ( CommandLine()->CheckParm( "-gl_texclientstorage" ) )
m_bTexClientStorage = true;
GLMDebugPrintf( "GL sampler object usage: %s\n", m_bUseSamplerObjects ? "ENABLED" : "DISABLED" );
m_nCurOwnerThreadId = ThreadGetCurrentId();
m_nThreadOwnershipReleaseCounter = 0;
m_pDevice = pDevice;
m_nCurFrame = 0;
m_nBatchCounter = 0;
ClearCurAttribs();
m_nCurPersistentBuffer = 0;
if ( gGL->m_bHave_GL_EXT_buffer_storage )
{
for ( uint lpType = 0; lpType < kGLMNumBufferTypes; ++lpType )
{
for ( uint lpNum = 0; lpNum < cNumPersistentBuffers; ++lpNum )
{
m_persistentBuffer[lpNum][lpType].Init( (EGLMBufferType)lpType, gPersistentBufferSize[lpType] );
}
}
}
m_bUseBoneUniformBuffers = true;
if (CommandLine()->CheckParm("-disableboneuniformbuffers"))
{
m_bUseBoneUniformBuffers = false;
}
m_nMaxUsedVertexProgramConstantsHint = 256;
// flag our copy of display params as blank
m_displayParamsValid = false;
// peek at any CLI options
m_slowAssertEnable = CommandLine()->FindParm("-glmassertslow") != 0;
m_slowSpewEnable = CommandLine()->FindParm("-glmspewslow") != 0;
m_checkglErrorsAfterEveryBatch = CommandLine()->FindParm("-glcheckerrors") != 0;
m_slowCheckEnable = m_slowAssertEnable || m_slowSpewEnable || m_checkglErrorsAfterEveryBatch;
m_drawingLangAtFrameStart = m_drawingLang = kGLMGLSL; // default to GLSL
// this affects FlushDrawStates which will route program bindings, uniform delivery, sampler setup, and enables accordingly.
if ( CommandLine()->FindParm("-glslmode") )
{
m_drawingLangAtFrameStart = m_drawingLang = kGLMGLSL;
}
if ( CommandLine()->FindParm("-arbmode") && !CommandLine()->FindParm("-glslcontrolflow") )
{
m_drawingLangAtFrameStart = m_drawingLang = kGLMARB;
}
// proceed with rest of init
m_dwRenderThreadId = 0;
m_bIsThreading = false;
m_nsctx = NULL;
m_ctx = NULL;
int *selAttribs = NULL;
uint selWords = 0;
memset( &m_caps, 0, sizeof( m_caps ) );
GetDesiredPixelFormatAttribsAndRendererInfo( (uint**)&selAttribs, &selWords, &m_caps );
uint selBytes = selWords * sizeof( uint ); selBytes;
#if defined( USE_SDL )
m_ctx = (SDL_GLContext)GetGLContextForWindow( params ? (void*)params->m_focusWindow : NULL );
MakeCurrent( true );
#else
#error
#endif
IncrementWindowRefCount();
// If we're using GL_ARB_debug_output, go ahead and setup the callback here.
if ( CommandLine()->FindParm( "-gl_debug" ) )
{
//#if GLMDEBUG
// Turning this on is a perf loss, but it ensures that you can (at least) swap to the other
// threads to see what call is currently being made.
// Note that if the driver is in multithreaded mode, you can put it back into singlethreaded mode
// and get a real stack for the offending gl call.
gGL->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
#ifdef WIN32
// This happens early enough during init that DevMsg() does nothing.
OutputDebugStringA( "GLMContext::GLMContext: GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB enabled!\n" );
#else
printf( "GLMContext::GLMContext: GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB enabled!\n" );
#endif
// TODO(nillerusr): rewrite me!!!
// This should be there if we get in here--make sure.
gGL->glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, (const GLuint *)NULL, GL_TRUE);
// Gonna filter these out, they're "chatty".
gGL->glDebugMessageControl(GL_DEBUG_SOURCE_API_ARB, GL_DEBUG_TYPE_OTHER_ARB, GL_DEBUG_SEVERITY_LOW_ARB, 0, (const GLuint *)NULL, GL_FALSE);
gGL->glDebugMessageCallback(GL_Debug_Output_Callback, (void*)NULL);
GLMDebugPrintf( "GLMContext::GLMContext: Debug output (gl_arb_debug_output) enabled!\n" );
//#endif
}
if (CommandLine()->FindParm("-glmspewcaps"))
{
DumpCaps();
}
SetDisplayParams( params );
m_texLayoutTable = new CGLMTexLayoutTable;
#ifndef OSX
if ( m_bUseSamplerObjects )
{
memset( m_samplerObjectHash, 0, sizeof( m_samplerObjectHash ) );
m_nSamplerObjectHashNumEntries = 0;
for ( uint i = 0; i < cSamplerObjectHashSize; ++i )
{
gGL->glGenSamplers( 1, &m_samplerObjectHash[i].m_samplerObject );
}
}
#endif // !OSX
memset( m_samplers, 0, sizeof( m_samplers ) );
for( int i=0; i< GLM_SAMPLER_COUNT; i++)
{
GLMTexSamplingParams &params = m_samplers[i].m_samp;
params.m_packed.m_addressU = D3DTADDRESS_WRAP;
params.m_packed.m_addressV = D3DTADDRESS_WRAP;
params.m_packed.m_addressW = D3DTADDRESS_WRAP;
params.m_packed.m_minFilter = D3DTEXF_POINT;
params.m_packed.m_magFilter = D3DTEXF_POINT;
params.m_packed.m_mipFilter = D3DTEXF_NONE;
params.m_packed.m_maxAniso = 1;
params.m_packed.m_isValid = true;
params.m_packed.m_compareMode = 0;
}
MarkAllSamplersDirty();
m_activeTexture = -1;
m_texLocks.EnsureCapacity( 16 ); // should be sufficient
// FIXME need a texture tracking table so we can reliably delete CGLMTex objects at context teardown
m_boundReadFBO = NULL;
m_boundDrawFBO = NULL;
m_drawingFBO = NULL;
memset( m_drawingProgram, 0, sizeof( m_drawingProgram ) );
m_bDirtyPrograms = true;
memset( m_programParamsF , 0, sizeof( m_programParamsF ) );
memset( m_programParamsB , 0, sizeof( m_programParamsB ) );
memset( m_programParamsI , 0, sizeof( m_programParamsI ) );
for (uint i = 0; i < ARRAYSIZE(m_programParamsF); i++)
{
m_programParamsF[i].m_firstDirtySlotNonBone = 256;
m_programParamsF[i].m_dirtySlotHighWaterNonBone = 0;
m_programParamsF[i].m_dirtySlotHighWaterBone = 0;
}
m_paramWriteMode = eParamWriteDirtySlotRange; // default to fastest mode
if (CommandLine()->FindParm("-glmwriteallslots")) m_paramWriteMode = eParamWriteAllSlots;
if (CommandLine()->FindParm("-glmwriteshaderslots")) m_paramWriteMode = eParamWriteShaderSlots;
if (CommandLine()->FindParm("-glmwriteshaderslotsoptional")) m_paramWriteMode = eParamWriteShaderSlotsOptional;
if (CommandLine()->FindParm("-glmwritedirtyslotrange")) m_paramWriteMode = eParamWriteDirtySlotRange;
m_attribWriteMode = eAttribWriteDirty;
if (CommandLine()->FindParm("-glmwriteallattribs")) m_attribWriteMode = eAttribWriteAll;
if (CommandLine()->FindParm("-glmwritedirtyattribs")) m_attribWriteMode = eAttribWriteDirty;
m_pairCache = new CGLMShaderPairCache( this );
m_pBoundPair = NULL;
m_fragDataMask = 0;
memset( m_nBoundGLBuffer, 0xFF, sizeof( m_nBoundGLBuffer ) );
memset( m_boundVertexAttribs, 0xFF, sizeof(m_boundVertexAttribs) );
m_lastKnownVertexAttribMask = 0;
m_nNumSetVertexAttributes = 16;
// make a null program for use when client asks for NULL FP
m_pNullFragmentProgram = NewProgram(kGLMFragmentProgram, g_nullFragmentProgramText, "null" );
SetProgram( kGLMFragmentProgram, m_pNullFragmentProgram );
// make dummy programs for doing texture preload via dummy draw
m_preloadTexVertexProgram = NewProgram(kGLMVertexProgram, g_preloadTexVertexProgramText, "preloadTex" );
m_preload2DTexFragmentProgram = NewProgram(kGLMFragmentProgram, g_preload2DTexFragmentProgramText, "preload2DTex" );
m_preload3DTexFragmentProgram = NewProgram(kGLMFragmentProgram, g_preload3DTexFragmentProgramText, "preload3DTex" );
m_preloadCubeTexFragmentProgram = NewProgram(kGLMFragmentProgram, g_preloadCubeTexFragmentProgramText, "preloadCube" );
//memset( &m_drawVertexSetup, 0, sizeof(m_drawVertexSetup) );
SetVertexAttributes( NULL ); // will set up all the entries in m_drawVertexSetup
m_debugFontTex = NULL;
// debug state
m_debugFrameIndex = -1;
#if GLMDEBUG
// #######################################################################################
// DebugHook state - we could set these to more interesting values in response to a CLI arg like "startpaused" or something if desired
//m_paused = false;
m_holdFrameBegin = -1;
m_holdFrameEnd = -1;
m_holdBatch = m_holdBatchFrame = -1;
m_debugDelayEnable = false;
m_debugDelay = 1<<19; // ~0.5 sec delay
m_autoClearColor = m_autoClearDepth = m_autoClearStencil = false;
m_autoClearColorValues[0] = 0.0; //red
m_autoClearColorValues[1] = 1.0; //green
m_autoClearColorValues[2] = 0.0; //blue
m_autoClearColorValues[3] = 1.0; //alpha
m_selKnobIndex = 0;
m_selKnobMinValue = -10.0f;
m_selKnobMaxValue = 10.0f;
m_selKnobIncrement = 1/256.0f;
// #######################################################################################
#endif
// make two scratch FBO's for blit purposes
m_blitReadFBO = NewFBO();
m_blitDrawFBO = NewFBO();
for( int i=0; i<kGLMScratchFBOCount; i++)
{
m_scratchFBO[i] = NewFBO();
}
// Create a PBO that we can use to fill textures with bogus data asyncronously.
m_nBoundGLBuffer[ kGLMPixelBuffer ] = 0;
gGL->glGenBuffers( 1, &m_destroyPBO );
gGL->glBindBuffer( GL_PIXEL_UNPACK_BUFFER, m_destroyPBO );
gGL->glBufferData( GL_PIXEL_UNPACK_BUFFER, sizeof( g_garbageTextureBits ), g_garbageTextureBits, GL_STREAM_DRAW );
gGL->glBindBuffer( GL_PIXEL_UNPACK_BUFFER, m_nBoundGLBuffer[ kGLMPixelBuffer ] );
// Create a bunch of texture names for us to use forever and ever ramen.
FillTexCache( false, kGLMInitialTexCount );
#ifdef OSX
bool new_mtgl = m_caps.m_hasPerfPackage1; // i.e. 10.6.4 plus new driver
if ( CommandLine()->FindParm("-glmenablemtgl2") )
{
new_mtgl = true;
}
if ( CommandLine()->FindParm("-glmdisablemtgl2") )
{
new_mtgl = false;
}
bool mtgl_on = params->m_mtgl;
if (CommandLine()->FindParm("-glmenablemtgl"))
{
mtgl_on = true;
}
if (CommandLine()->FindParm("-glmdisablemtgl"))
{
mtgl_on = false;
}
CGLError result = (CGLError)0;
if (mtgl_on)
{
bool ready = false;
CGLContextObj context = GetCGLContextFromNSGL(m_ctx);
if (new_mtgl)
{
// afterburner
CGLContextEnable kCGLCPGCDMPEngine = ((CGLContextEnable)1314);
result = CGLEnable( context, kCGLCPGCDMPEngine );
if (!result)
{
ready = true; // succeeded - no need to try non-MTGL
printf("\nMTGL detected.\n");
}
else
{
printf("\nMTGL *not* detected, falling back.\n");
}
}
if (!ready)
{
// try old MTGL
result = CGLEnable( context, kCGLCEMPEngine );
if (!result)
{
printf("\nMTGL has been detected.\n");
ready = true; // succeeded - no need to try non-MTGL
}
}
}
/*
if ( m_caps.m_badDriver108Intel )
{
// this way we have something to look for in terminal spew if users report issues related to this in the future.
printf( "\nEnabling GLSL compiler `malloc' workaround.\n" );
if ( !IntelGLMallocWorkaround::Get()->Enable() )
{
Warning( "Unable to enable OSX 10.8 / Intel HD4000 workaround, there might be crashes.\n" );
}
}
*/
#endif
// also, set the remote convar "gl_can_query_fast" to 1 if perf package present, else 0.
gl_can_query_fast.SetValue( m_caps.m_hasPerfPackage1?1:0 );
#if GL_BATCH_PERF_ANALYSIS
m_nTotalVSUniformCalls = 0;
m_nTotalVSUniformBoneCalls = 0;
m_nTotalVSUniformsSet = 0;
m_nTotalVSUniformsBoneSet = 0;
m_nTotalPSUniformCalls = 0;
m_nTotalPSUniformsSet = 0;
#endif
// See g_D3DRS_INFO_packed in dxabstract.cpp; dithering is a non-managed
// piece of state that we consider off by default. However it is actually
// enabled by default in the GL spec, so account for that here.
// See: https://bugs.freedesktop.org/show_bug.cgi?id=74700
gGL->glDisable( GL_DITHER );
}
void GLMContext::Reset()
{
}
GLMContext::~GLMContext ()
{
if (m_debugFontTex)
{
DelTex( m_debugFontTex );
m_debugFontTex = NULL;
}
ProcessTextureDeletes();
if ( m_pNullFragmentProgram )
{
DelProgram( m_pNullFragmentProgram );
m_pNullFragmentProgram = NULL;
}
// walk m_fboTable and free them up..
FOR_EACH_VEC( m_fboTable, i )
{
CGLMFBO *fbo = m_fboTable[i];
DelFBO( fbo );
}
m_fboTable.SetSize( 0 );
if (m_pairCache)
{
delete m_pairCache;
m_pairCache = NULL;
}
// we need a m_texTable I think..
// m_texLayoutTable can be scrubbed once we know that all the tex are freed
gGL->glDeleteBuffers( 1, &m_destroyPBO );
PurgeTexCache();
DecrementWindowRefCount();
}
// This method must call SelectTMU()/glActiveTexture() (it's expected as a side effect).
// This method is no longer called from any performance sensitive code paths.
void GLMContext::BindTexToTMU( CGLMTex *pTex, int tmu )
{
#if GLMDEBUG
GLM_FUNC;
#endif
GLMPRINTF(("--- GLMContext::BindTexToTMU tex %p GL name %d -> TMU %d ", pTex, pTex ? pTex->m_texName : -1, tmu ));
CheckCurrent();
SelectTMU( tmu );
if ( !pTex )
{
gGL->glBindTexture( GL_TEXTURE_2D, 0 );
gGL->glBindTexture( GL_TEXTURE_3D, 0 );
gGL->glBindTexture( GL_TEXTURE_CUBE_MAP, 0 );
}
else
{
const GLenum texGLTarget = pTex->m_texGLTarget;
if ( texGLTarget != GL_TEXTURE_2D ) gGL->glBindTexture( GL_TEXTURE_2D, 0 );
if ( texGLTarget != GL_TEXTURE_3D ) gGL->glBindTexture( GL_TEXTURE_3D, 0 );
if ( texGLTarget != GL_TEXTURE_CUBE_MAP ) gGL->glBindTexture( GL_TEXTURE_CUBE_MAP, 0 );
gGL->glBindTexture( texGLTarget, pTex->m_texName );
}
m_samplers[tmu].m_pBoundTex = pTex;
}
void GLMContext::BindFBOToCtx( CGLMFBO *fbo, GLenum bindPoint )
{
#if GLMDEBUG
GLM_FUNC;
#endif
GLMPRINTF(( "--- GLMContext::BindFBOToCtx fbo %p, GL name %d", fbo, (fbo) ? fbo->m_name : -1 ));
CheckCurrent();
if ( bindPoint == GL_FRAMEBUFFER )
{
gGL->glBindFramebuffer( GL_FRAMEBUFFER, fbo ? fbo->m_name : 0 );
m_boundReadFBO = fbo;
m_boundDrawFBO = fbo;
return;
}
bool targetRead = (bindPoint==GL_READ_FRAMEBUFFER);
bool targetDraw = (bindPoint==GL_DRAW_FRAMEBUFFER);
if (targetRead)
{
if (fbo) // you can pass NULL to go back to no-FBO
{
gGL->glBindFramebuffer( GL_READ_FRAMEBUFFER, fbo->m_name );
m_boundReadFBO = fbo;
//dontcare fbo->m_bound = true;
}
else
{
gGL->glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
m_boundReadFBO = NULL;
}
}
if (targetDraw)
{
if (fbo) // you can pass NULL to go back to no-FBO
{
gGL->glBindFramebuffer( GL_DRAW_FRAMEBUFFER, fbo->m_name );
m_boundDrawFBO = fbo;
//dontcare fbo->m_bound = true;
}
else
{
gGL->glBindFramebuffer( GL_DRAW_FRAMEBUFFER, 0 );
m_boundDrawFBO = NULL;
}
}
}
void GLMContext::BindBufferToCtx( EGLMBufferType type, CGLMBuffer *pBuff, bool bForce )
{
#if GLMDEBUG
GLM_FUNC;
#endif
GLMPRINTF(( "--- GLMContext::BindBufferToCtx buff %p, GL name %d", pBuff, (pBuff) ? pBuff->m_nHandle : -1 ));
CheckCurrent();
GLuint nGLName = pBuff ? pBuff->GetHandle() : 0;
if ( !bForce )
{
if ( m_nBoundGLBuffer[type] == nGLName )
return;
}
GLenum target = 0;
switch( type )
{
case kGLMVertexBuffer: target = GL_ARRAY_BUFFER; break;
case kGLMIndexBuffer: target = GL_ELEMENT_ARRAY_BUFFER; break;
case kGLMUniformBuffer: target = GL_UNIFORM_BUFFER; break;
case kGLMPixelBuffer: target = GL_PIXEL_UNPACK_BUFFER; break;
default: Assert(!"Unknown buffer type" );
}
Assert( !pBuff || ( pBuff->m_buffGLTarget == target ) );
m_nBoundGLBuffer[type] = nGLName;
gGL->glBindBuffer( target, nGLName );
}
GLuint GLMContext::CreateTex( GLenum texBind, GLenum internalFormat )
{
GLM_FUNC;
// If we're not doing batch create, just return one here.
if ( !gl_batch_tex_creates.GetBool() )
{
GLuint tex = 0;
gGL->glGenTextures( 1, &tex );
return tex;
}
FOR_EACH_VEC( m_availableTextures, i )
{
TextureEntry_t& tex = m_availableTextures[ i ];
if ( ( tex.m_nTexBind == GL_NONE || tex.m_nTexBind == texBind )
&& ( tex.m_nInternalFormat == GL_NONE || tex.m_nInternalFormat == internalFormat ) )
{
// Hit!
GLuint retVal = tex.m_nTexName;
m_availableTextures.Remove( i );
return retVal;
}
}
if ( m_availableTextures.Count() >= kGLMHighWaterUndeleted )
{
PurgeTexCache();
}
return FillTexCache( true, kGLMReUpTexCount );
}
void GLMContext::CleanupTex( GLenum texBind, GLMTexLayout* pLayout, GLuint tex )
{
// If the total
if ( pLayout->m_storageTotalSize <= ( kDeletedTextureDim * kDeletedTextureDim * sizeof( uint32 ) ) )
return;
const GLuint oldPBO = m_nBoundGLBuffer[ kGLMPixelBuffer ];
const GLuint oldTex = ( m_samplers[ m_activeTexture ].m_pBoundTex != NULL ) ? m_samplers[ m_activeTexture ].m_pBoundTex->GetTexName() : 0;
gGL->glBindBuffer( GL_PIXEL_UNPACK_BUFFER, m_destroyPBO );
gGL->glBindTexture( texBind, tex );
// Clear out old data.
for ( int i = 0; i < pLayout->m_mipCount; ++i )
{
int mipDim = ( i == 0 ) ? kDeletedTextureDim : 0;
if ( pLayout->m_format->m_chunkSize != 1 )
{
const int chunks = ( mipDim + ( pLayout->m_format->m_chunkSize - 1 ) ) / pLayout->m_format->m_chunkSize;
const int dataSize = ( chunks * chunks ) * pLayout->m_format->m_bytesPerSquareChunk;
Assert( dataSize <= ( sizeof( uint32) * ARRAYSIZE( g_garbageTextureBits ) ) );
CompressedTexImage2D( texBind, i, pLayout->m_format->m_glIntFormat, mipDim, mipDim, 0, dataSize, NULL );
}
else
{
convert_texture( pLayout->m_format->m_glIntFormat, mipDim, mipDim, pLayout->m_format->m_glDataFormat, pLayout->m_format->m_glDataType, NULL );
gGL->glTexImage2D( texBind, i, pLayout->m_format->m_glIntFormat, mipDim, mipDim, 0, pLayout->m_format->m_glDataFormat, pLayout->m_format->m_glDataType, NULL );
}
}
gGL->glBindTexture( texBind, oldTex );
gGL->glBindBuffer( GL_PIXEL_UNPACK_BUFFER, oldPBO );
}
void GLMContext::DestroyTex( GLenum texBind, GLMTexLayout* pLayout, GLuint tex )
{
GLM_FUNC;
// Code only handles 2D for now.
if ( texBind != GL_TEXTURE_2D || !gl_batch_tex_destroys.GetBool() )
{
gGL->glDeleteTextures( 1, &tex );
return;
}
CleanupTex( texBind, pLayout, tex );
TextureEntry_t entry;
entry.m_nTexBind = texBind;
entry.m_nInternalFormat = pLayout->m_format->m_glIntFormat;
entry.m_nTexName = tex;
m_availableTextures.AddToTail( entry );
}
GLuint GLMContext::FillTexCache( bool holdOne, int newTextures )
{
// If we aren't doing batch creates, then don't fill the cache.
if ( !gl_batch_tex_creates.GetBool() )
return 0;
// If we have to hit the name table, might as well hit it a bunch because this causes
// serialization either way--at least we can do it less often.
GLuint* textures = (GLuint*) stackalloc( newTextures * sizeof( GLuint ) );
gGL->glGenTextures( newTextures, textures );
Assert( textures[ 0 ] );
TextureEntry_t entry;
entry.m_nTexBind = GL_NONE;
entry.m_nInternalFormat = GL_NONE;
// We may return 0, so skip adding it here.
for ( int i = 1; i < newTextures; ++i )
{
Assert( textures[ i ] );
if ( textures[ i ] )
{
// We still add these to the tail because we'd prefer to reuse old textures (rather
// than these new ones).
entry.m_nTexName = textures[ i ];
m_availableTextures.AddToTail( entry );
}
}
if ( holdOne )
return textures[ 0 ];
// If not, stick that last one in the list and return 0.
entry.m_nTexName = textures[ 0 ];
m_availableTextures.AddToTail( entry );
return 0;
}
void GLMContext::PurgeTexCache()
{
GLM_FUNC;
int textureCount = m_availableTextures.Count();
if ( textureCount == 0 )
return;
GLuint* textures = (GLuint*) stackalloc( textureCount * sizeof( GLuint ) );
FOR_EACH_VEC( m_availableTextures, i )
{
TextureEntry_t& tex = m_availableTextures[ i ];
textures[ i ] = tex.m_nTexName;
}
gGL->glDeleteTextures( textureCount, textures );
m_availableTextures.RemoveAll();
}
#ifdef OSX
// As far as I can tell this stuff is only useful under OSX.
ConVar gl_can_mix_shader_gammas( "gl_can_mix_shader_gammas", 0 );
ConVar gl_cannot_mix_shader_gammas( "gl_cannot_mix_shader_gammas", 0 );
#endif
// ConVar param_write_mode("param_write_mode", "0");
void GLMContext::MarkAllSamplersDirty()
{
m_nNumDirtySamplers = GLM_SAMPLER_COUNT;
for (uint i = 0; i < GLM_SAMPLER_COUNT; i++)
{
m_nDirtySamplerFlags[i] = 0;
m_nDirtySamplers[i] = (uint8)i;
}
}
void GLMContext::FlushDrawStatesNoShaders( )
{
Assert( ( m_drawingFBO == m_boundDrawFBO ) && ( m_drawingFBO == m_boundReadFBO ) ); // this check MUST succeed
GLM_FUNC;
GL_BATCH_PERF( m_FlushStats.m_nTotalBatchFlushes++; )
NullProgram();
}
#if GLMDEBUG
enum EGLMDebugDumpOptions
{
eDumpBatchInfo,
eDumpSurfaceInfo,
eDumpStackCrawl,
eDumpShaderLinks,
// eDumpShaderText, // we never use this one
eDumpShaderParameters,
eDumpTextureSetup,
eDumpVertexAttribSetup,
eDumpVertexData,
eOpenShadersForEdit
};
enum EGLMVertDumpMode
{
// options that affect eDumpVertexData above
eDumpVertsNoTransformDump,
eDumpVertsTransformedByViewProj,
eDumpVertsTransformedByModelViewProj,
eDumpVertsTransformedByBoneZeroThenViewProj,
eDumpVertsTransformedByBonesThenViewProj,
eLastDumpVertsMode
};
char *g_vertDumpModeNames[] =
{
"noTransformDump",
"transformedByViewProj",
"transformedByModelViewProj",
"transformedByBoneZeroThenViewProj",
"transformedByBonesThenViewProj"
};
static void CopyTilEOL( char *dst, char *src, int dstSize )
{
dstSize--;
int i=0;
while ( (i<dstSize) && (src[i] != 0) && (src[i] != '\n') && (src[i] != '\r') )
{
dst[i] = src[i];
i++;
}
dst[i] = 0;
}
static uint g_maxVertsToDumpLog2 = 4;
static uint g_maxFramesToCrawl = 20; // usually enough. Not enough? change it..
extern char sg_pPIXName[128];
// min is eDumpVertsNormal, max is the one before eLastDumpVertsMode
static enum EGLMVertDumpMode g_vertDumpMode = eDumpVertsNoTransformDump;
void GLMContext::DebugDump( GLMDebugHookInfo *info, uint options, uint vertDumpMode )
{
int oldIndent = GLMGetIndent();
GLMSetIndent(0);
CGLMProgram *vp = m_drawingProgram[kGLMVertexProgram];
CGLMProgram *fp = m_drawingProgram[kGLMFragmentProgram];
bool is_draw = (info->m_caller==eDrawElements);
const char *batchtype = is_draw ? "draw" : "clear";
if (options & (1<<eDumpBatchInfo))
{
GLMPRINTF(("-D- %s === %s %d ======================================================== %s %d frame %d", sg_pPIXName, batchtype, m_nBatchCounter, batchtype, m_nBatchCounter, m_debugFrameIndex ));
}
if (options & (1<<eDumpSurfaceInfo))
{
GLMPRINTF(("-D-" ));
GLMPRINTF(("-D- surface info:"));
GLMPRINTF(("-D- drawing FBO: %8x bound draw-FBO: %8x (%s)", m_drawingFBO, m_boundDrawFBO, (m_drawingFBO==m_boundDrawFBO) ? "in sync" : "desync!" ));
CGLMFBO *fbo = m_boundDrawFBO;
for( int i=0; i<kAttCount; i++)
{
CGLMTex *tex = fbo->m_attach[i].m_tex;
if (tex)
{
GLMPRINTF(("-D- bound FBO (%8x) attachment %d = tex %8x (GL %d) (%s)", fbo, i, tex, tex->m_texName, tex->m_layout->m_layoutSummary ));
}
else
{
// warning if no depthstencil attachment
switch(i)
{
case kAttDepth:
case kAttStencil:
case kAttDepthStencil:
GLMPRINTF(("-D- bound FBO (%8x) attachment %d = NULL, warning!", fbo, i ));
break;
}
}
}
}
if (options & (1<<eDumpStackCrawl))
{
CStackCrawlParams cp;
memset( &cp, 0, sizeof(cp) );
cp.m_frameLimit = g_maxFramesToCrawl;
GetStackCrawl(&cp);
GLMPRINTF(("-D-" ));
GLMPRINTF(("-D- stack crawl"));
for( uint i=0; i< cp.m_frameCount; i++)
{
GLMPRINTF(("-D-\t%s", cp.m_crawlNames[i] ));
}
}
if ( (options & (1<<eDumpShaderLinks)) && is_draw)
{
// we want to print out - GL name, pathname to disk copy if editable, extra credit would include the summary translation line
// so grep for "#// trans#"
char attribtemp[1000];
char transtemp[1000];
if (vp)
{
char *attribmap = strstr(vp->m_text, "#//ATTRIBMAP");
if (attribmap)
{
CopyTilEOL( attribtemp, attribmap, sizeof(attribtemp) );
}
else
{
strcpy( attribtemp, "no attrib map" );
}
char *trans = strstr(vp->m_text, "#// trans#");
if (trans)
{
CopyTilEOL( transtemp, trans, sizeof(transtemp) );
}
else
{
strcpy( transtemp, "no translation info" );
}
char *linkpath = "no file link";
#if GLMDEBUG
linkpath = vp->m_editable->m_mirror->m_path;
#endif
GLMPRINTF(("-D-"));
GLMPRINTF(("-D- ARBVP || GL %d || Path %s ", vp->m_descs[kGLMARB].m_object.arb, linkpath ));
GLMPRINTF(("-D- Attribs %s", attribtemp ));
GLMPRINTF(("-D- Trans %s", transtemp ));
/*
if ( (options & (1<<eDumpShaderText)) && is_draw )
{
GLMPRINTF(("-D-"));
GLMPRINTF(("-D- VP text " ));
GLMPRINTTEXT(vp->m_string, eDebugDump ));
}
*/
}
else
{
GLMPRINTF(("-D- VP (none)" ));
}
if (fp)
{
char *trans = strstr(fp->m_text, "#// trans#");
if (trans)
{
CopyTilEOL( transtemp, trans, sizeof(transtemp) );
}
else
{
strcpy( transtemp, "no translation info" );
}
char *linkpath = "no file link";
#if GLMDEBUG
linkpath = fp->m_editable->m_mirror->m_path;
#endif
GLMPRINTF(("-D-"));
GLMPRINTF(("-D- FP || GL %d || Path %s ", fp->m_descs[kGLMARB].m_object.arb, linkpath ));
GLMPRINTF(("-D- Trans %s", transtemp ));
/*
if ( (options & (1<<eDumpShaderText)) && is_draw )
{
GLMPRINTF(("-D-"));
GLMPRINTF(("-D- FP text " ));
GLMPRINTTEXT((fp->m_string, eDebugDump));
}
*/
}
else
{
GLMPRINTF(("-D- FP (none)" ));
}
}
if ( (options & (1<<eDumpShaderParameters)) && is_draw )
{
GLMPRINTF(("-D-"));
GLMPRINTF(("-D- VP parameters" ));
char *label = "";
//int labelcounter = 0;
static int vmaskranges[] = { /*18,47,*/ -1,-1 };
//float transposeTemp; // row, column for printing
int slotIndex = 0;
int upperSlotLimit = 61;
// take a peek at the vertex attrib setup. If it has an attribute for bone weights, then raise the shader param dump limit to 256.
bool usesSkinning = false;
GLMVertexSetup *pSetup = &m_drawVertexSetup;
for( int index=0; index < kGLMVertexAttributeIndexMax; index++ )
{
usesSkinning |= (pSetup->m_attrMask & (1<<index)) && ((pSetup->m_vtxAttribMap[index]>>4)== D3DDECLUSAGE_BLENDWEIGHT);
}
if (usesSkinning)
{
upperSlotLimit = 256;
}
while( slotIndex < upperSlotLimit )
{
// if slot index is in a masked range, skip it
// if slot index is the start of a matrix, label it, print it, skip ahead 4 slots
for( int maski=0; vmaskranges[maski] >=0; maski+=2)
{
if ( (slotIndex >= vmaskranges[maski]) && (slotIndex <= vmaskranges[maski+1]) )
{
// that index is masked. set to one past end of range, print a blank line for clarity
slotIndex = vmaskranges[maski+1]+1;
GLMPrintStr("-D- .....");
}
}
if (slotIndex < upperSlotLimit)
{
float *values = &m_programParamsF[ kGLMVertexProgram ].m_values[slotIndex][0];
switch( slotIndex )
{
case 4:
printmat( "MODELVIEWPROJ", slotIndex, 4, values );
slotIndex += 4;
break;
case 8:
printmat( "VIEWPROJ", slotIndex, 4, values );
slotIndex += 4;
break;
default:
if (slotIndex>=58)
{
// bone
char bonelabel[100];
sprintf(bonelabel, "MODEL_BONE%-2d", (slotIndex-58)/3 );
printmat( bonelabel, slotIndex, 3, values );
slotIndex += 3;
}
else
{
// just print the one slot
GLMPRINTF(("-D- %03d: [ %10.5f %10.5f %10.5f %10.5f ] %s", slotIndex, values[0], values[1], values[2], values[3], label ));
slotIndex++;
}
break;
}
}
}
// VP stage still, if in GLSL mode, find the bound pair and see if it has live i0, b0-b3 uniforms
if (m_pBoundPair) // should only be non-NULL in GLSL mode
{
#if 0
if (m_pBoundPair->m_locVertexBool0>=0)
{
GLMPRINTF(("-D- GLSL 'b0': %d", m_programParamsB[kGLMVertexProgram].m_values[0] ));
}
if (m_pBoundPair->m_locVertexBool1>=0)
{
GLMPRINTF(("-D- GLSL 'b1': %d", m_programParamsB[kGLMVertexProgram].m_values[1] ));
}
if (m_pBoundPair->m_locVertexBool2>=0)
{
GLMPRINTF(("-D- GLSL 'b2': %d", m_programParamsB[kGLMVertexProgram].m_values[2] ));
}
if (m_pBoundPair->m_locVertexBool3>=0)
{
GLMPRINTF(("-D- GLSL 'b3': %d", m_programParamsB[kGLMVertexProgram].m_values[3] ));
}
if (m_pBoundPair->m_locVertexInteger0>=0)
{
GLMPRINTF(("-D- GLSL 'i0': %d", m_programParamsI[kGLMVertexProgram].m_values[0][0] ));
}
#endif
}
GLMPRINTF(("-D-"));
GLMPRINTF(("-D- FP parameters " ));
static int fmaskranges[] = { 40,41, -1,-1 };
slotIndex = 0;
label = "";
while(slotIndex < 40)
{
// if slot index is in a masked range, skip it
// if slot index is the start of a matrix, label it, print it, skip ahead 4 slots
for( int maski=0; fmaskranges[maski] >=0; maski+=2)
{
if ( (slotIndex >= fmaskranges[maski]) && (slotIndex <= fmaskranges[maski+1]) )
{
// that index is masked. set to one past end of range, print a blank line for clarity
slotIndex = fmaskranges[maski+1]+1;
GLMPrintStr("-D- .....");
}
}
if (slotIndex < 40)
{
float *values = &m_programParamsF[ kGLMFragmentProgram ].m_values[slotIndex][0];
switch( slotIndex )
{
case 0: label = "g_EnvmapTint"; break;
case 1: label = "g_DiffuseModulation"; break;
case 2: label = "g_EnvmapContrast_ShadowTweaks"; break;
case 3: label = "g_EnvmapSaturation_SelfIllumMask (xyz, and w)"; break;
case 4: label = "g_SelfIllumTint_and_BlendFactor (xyz, and w)"; break;
case 12: label = "g_ShaderControls"; break;
case 13: label = "g_DepthFeatheringConstants"; break;
case 20: label = "g_EyePos"; break;
case 21: label = "g_FogParams"; break;
case 22: label = "g_FlashlightAttenuationFactors"; break;
case 23: label = "g_FlashlightPos"; break;
case 24: label = "g_FlashlightWorldToTexture"; break;
case 28: label = "cFlashlightColor"; break;
case 29: label = "g_LinearFogColor"; break;
case 30: label = "cLightScale"; break;
case 31: label = "cFlashlightScreenScale"; break;
default:
label = "";
break;
}
GLMPRINTF(("-D- %03d: [ %10.5f %10.5f %10.5f %10.5f ] %s", slotIndex, values[0], values[1], values[2], values[3], label ));
slotIndex ++;
}
}
if (m_pBoundPair->m_locFragmentFakeSRGBEnable)
{
GLMPRINTF(("-D- GLSL 'flEnableSRGBWrite': %f", m_pBoundPair->m_fakeSRGBEnableValue ));
}
}
if ( (options & (1<<eDumpTextureSetup)) && is_draw )
{
GLMPRINTF(( "-D-" ));
GLMPRINTF(( "-D- Texture / Sampler setup" ));
GLMPRINTF(( "-D- TODO" ));
#if 0
for( int i=0; i<GLM_SAMPLER_COUNT; i++ )
{
if (m_samplers[i].m_pBoundTex)
{
GLMTexSamplingParams *samp = &m_samplers[i].m_samp;
GLMPRINTF(( "-D-" ));
GLMPRINTF(("-D- Sampler %-2d tex %08x layout %s", i, m_samplers[i].m_pBoundTex, m_samplers[i].m_pBoundTex->m_layout->m_layoutSummary ));
GLMPRINTF(("-D- addressMode[ %s %s %s ]",
GLMDecode( eGL_ENUM, samp->m_addressModes[0] ),
GLMDecode( eGL_ENUM, samp->m_addressModes[1] ),
GLMDecode( eGL_ENUM, samp->m_addressModes[2] )
));
GLMPRINTF(("-D- magFilter [ %s ]", GLMDecode( eGL_ENUM, samp->m_magFilter ) ));
GLMPRINTF(("-D- minFilter [ %s ]", GLMDecode( eGL_ENUM, samp->m_minFilter ) ));
GLMPRINTF(("-D- srgb [ %s ]", samp->m_srgb ? "T" : "F" ));
GLMPRINTF(("-D- shadowFilter [ %s ]", samp->m_compareMode == GL_COMPARE_R_TO_TEXTURE_ARB ? "T" : "F" ));
// add more as needed later..
}
}
#endif
}
if ( (options & (1<<eDumpVertexAttribSetup)) && is_draw )
{
GLMVertexSetup *pSetup = &m_drawVertexSetup;
uint nRelevantMask = pSetup->m_attrMask;
for( int index=0; index < kGLMVertexAttributeIndexMax; index++ )
{
uint mask = 1<<index;
if (nRelevantMask & mask)
{
GLMVertexAttributeDesc *setdesc = &pSetup->m_attrs[index];
char sizestr[100];
if (setdesc->m_nCompCount < 32)
{
sprintf( sizestr, "%d", setdesc->m_nCompCount);
}
else
{
strcpy( sizestr, GLMDecode( eGL_ENUM, setdesc->m_nCompCount ) );
}
if (pSetup->m_vtxAttribMap[index] != 0xBB)
{
GLMPRINTF(("-D- attr=%-2d decl=$%s%1d stride=%-2d offset=%-3d buf=%08x size=%s type=%s normalized=%s ",
index,
GLMDecode(eD3D_VTXDECLUSAGE, pSetup->m_vtxAttribMap[index]>>4 ),
pSetup->m_vtxAttribMap[index]&0x0F,
setdesc->m_stride,
setdesc->m_offset,
setdesc->m_pBuffer,
sizestr,
GLMDecode( eGL_ENUM, setdesc->m_datatype),
setdesc->m_normalized?"Y":"N"
));
}
else
{
// the attrib map is referencing an attribute that is not wired up in the vertex setup...
DebuggerBreak();
}
}
}
}
if ( (options & (1<<eDumpVertexData)) && is_draw )
{
GLMVertexSetup *pSetup = &m_drawVertexSetup;
int start = info->m_drawStart;
int end = info->m_drawEnd;
int endLimit = start + (1<<g_maxVertsToDumpLog2);
int realEnd = MIN( end, endLimit );
// vertex data
GLMPRINTF(("-D-"));
GLMPRINTF(("-D- Vertex Data : %d of %d verts (index %d through %d)", realEnd-start, end-start, start, realEnd-1));
for( int vtxIndex=-1; vtxIndex < realEnd; vtxIndex++ ) // vtxIndex will jump from -1 to start after first spin, not necessarily to 0
{
char buf[64000];
char *mark = buf;
// index -1 is the first run through the loop, we just print a header
// iterate attrs
if (vtxIndex>=0)
{
mark += sprintf(mark, "-D- %04d: ", vtxIndex );
}
// for transform dumping, we latch values as we spot them
float vtxPos[4];
int vtxBoneIndices[4]; // only three get used
float vtxBoneWeights[4]; // only three get used and index 2 is synthesized from 0 and 1
vtxPos[0] = vtxPos[1] = vtxPos[2] = 0.0;
vtxPos[3] = 1.0;
vtxBoneIndices[0] = vtxBoneIndices[1] = vtxBoneIndices[2] = vtxBoneIndices[3] = 0;
vtxBoneWeights[0] = vtxBoneWeights[1] = vtxBoneWeights[2] = vtxBoneWeights[3] = 0.0;
for( int attr = 0; attr < kGLMVertexAttributeIndexMax; attr++ )
{
if (pSetup->m_attrMask & (1<<attr) )
{
GLMVertexAttributeDesc *desc = &pSetup->m_attrs[ attr ];
// print that attribute.
// on OSX, VB's never move unless resized. You can peek at them when unmapped. Safe enough for debug..
char *bufferBase = (char*)desc->m_pBuffer->m_pLastMappedAddress;
uint stride = desc->m_stride;
uint fieldoffset = desc->m_offset;
uint baseoffset = vtxIndex * stride;
char *attrBase = bufferBase + baseoffset + fieldoffset;
uint usage = pSetup->m_vtxAttribMap[attr]>>4;
uint usageindex = pSetup->m_vtxAttribMap[attr]&0x0F;
if (vtxIndex <0)
{
mark += sprintf(mark, "[%s%1d @ offs=%04d / strd %03d] ", GLMDecode(eD3D_VTXDECLUSAGE, usage ), usageindex, fieldoffset, stride );
}
else
{
mark += sprintf(mark, "[%s%1d ", GLMDecode(eD3D_VTXDECLUSAGE, usage ), usageindex );
if (desc->m_nCompCount<32)
{
for( uint which = 0; which < desc->m_nCompCount; which++ )
{
static char *fieldname = "xyzw";
switch( desc->m_datatype )
{
case GL_FLOAT:
{
float *floatbase = (float*)attrBase;
mark += sprintf(mark, (usage != D3DDECLUSAGE_TEXCOORD) ? "%c%7.3f " : "%c%.3f", fieldname[which], floatbase[which] );
if (usage==D3DDECLUSAGE_POSITION)
{
if (which<4)
{
// latch pos
vtxPos[which] = floatbase[which];
}
}
if (usage==D3DDECLUSAGE_BLENDWEIGHT)
{
if (which<4)
{
// latch weight
vtxBoneWeights[which] = floatbase[which];
}
}
}
break;
case GL_UNSIGNED_BYTE:
{
unsigned char *unchbase = (unsigned char*)attrBase;
mark += sprintf(mark, "%c$%02X ", fieldname[which], unchbase[which] );
}
break;
default:
// hold off on other formats for now
mark += sprintf(mark, "%c????? ", fieldname[which] );
break;
}
}
}
else // special path for BGRA bytes which are expressed in GL by setting the *size* to GL_BGRA (gross large enum)
{
switch(desc->m_nCompCount)
{
case GL_BGRA: // byte reversed color
{
for( int which = 0; which < 4; which++ )
{
static const char *fieldname = "BGRA";
switch( desc->m_datatype )
{
case GL_UNSIGNED_BYTE:
{
unsigned char *unchbase = (unsigned char*)attrBase;
mark += sprintf(mark, "%c$%02X ", fieldname[which], unchbase[which] );
if (usage==D3DDECLUSAGE_BLENDINDICES)
{
if (which<4)
{
// latch index
vtxBoneIndices[which] = unchbase[which]; // ignoring the component reverse which BGRA would inflict, but we also ignore it below so it matches up.
}
}
}
break;
default:
DebuggerBreak();
break;
}
}
}
break;
}
}
mark += sprintf(mark, "] " );
}
}
}
GLMPrintStr( buf, eDebugDump );
if (vtxIndex >=0)
{
// if transform dumping requested, and we've reached the actual vert dump phase, do it
float vtxout[4];
char *translabel = NULL; // NULL means no print...
switch( g_vertDumpMode )
{
case eDumpVertsNoTransformDump: break;
case eDumpVertsTransformedByViewProj: // viewproj is slot 8
{
float *viewproj = &m_programParamsF[ kGLMVertexProgram ].m_values[8][0];
transform_dp4( vtxPos, viewproj, 4, vtxout );
translabel = "post-viewproj";
}
break;
case eDumpVertsTransformedByModelViewProj: // modelviewproj is slot 4
{
float *modelviewproj = &m_programParamsF[ kGLMVertexProgram ].m_values[4][0];
transform_dp4( vtxPos, modelviewproj, 4, vtxout );
translabel = "post-modelviewproj";
}
break;
case eDumpVertsTransformedByBoneZeroThenViewProj:
{
float postbone[4];
postbone[3] = 1.0;
float *bonemat = &m_programParamsF[ kGLMVertexProgram ].m_values[58][0];
transform_dp4( vtxPos, bonemat, 3, postbone );
float *viewproj = &m_programParamsF[ kGLMVertexProgram ].m_values[8][0]; // viewproj is slot 8
transform_dp4( postbone, viewproj, 4, vtxout );
translabel = "post-bone0-viewproj";
}
break;
case eDumpVertsTransformedByBonesThenViewProj:
{
//float bone[4][4]; // [bone index][bone member] // members are adjacent
vtxout[0] = vtxout[1] = vtxout[2] = vtxout[3] = 0;
// unpack the third weight
vtxBoneWeights[2] = 1.0 - (vtxBoneWeights[0] + vtxBoneWeights[1]);
for( int ibone=0; ibone<3; ibone++ )
{
int boneindex = vtxBoneIndices[ ibone ];
float *bonemat = &m_programParamsF[ kGLMVertexProgram ].m_values[58+(boneindex*3)][0];
float boneweight = vtxBoneWeights[ibone];
float postbonevtx[4];
transform_dp4( vtxPos, bonemat, 3, postbonevtx );
// add weighted sum into output
for( int which=0; which<4; which++ )
{
vtxout[which] += boneweight * postbonevtx[which];
}
}
// fix W ? do we care ? check shaders to see what they do...
translabel = "post-skin3bone-viewproj";
}
break;
}
if(translabel)
{
// for extra credit, do the perspective divide and viewport
GLMPRINTF(("-D- %-24s: [ %7.4f %7.4f %7.4f %7.4f ]", translabel, vtxout[0],vtxout[1],vtxout[2],vtxout[3] ));
GLMPRINTF(("-D-" ));
}
}
if (vtxIndex<0)
{
vtxIndex = start-1; // for printing of the data (note it will be incremented at bottom of loop, so bias down by 1)
}
else
{ // no more < and > around vert dump lines
//mark += sprintf(mark, "" );
}
}
}
if (options & (1<<eOpenShadersForEdit) )
{
#if GLMDEBUG
if (m_drawingProgram[ kGLMVertexProgram ])
{
m_drawingProgram[ kGLMVertexProgram ]->m_editable->OpenInEditor();
}
if (m_drawingProgram[ kGLMFragmentProgram ])
{
m_drawingProgram[ kGLMFragmentProgram ]->m_editable->OpenInEditor();
}
#endif
}
/*
if (options & (1<<))
{
}
*/
// trailer line
GLMPRINTF(("-D- ===================================================================================== end %s %d frame %d", batchtype, m_nBatchCounter, m_debugFrameIndex ));
GLMSetIndent(oldIndent);
}
// here is the table that binds knob numbers to names. change at will.
char *g_knobnames[] =
{
/*0*/ "dummy",
/*1*/ "FB-SRGB",
#if 0
/*1*/ "tex-U0-bias", // src left
/*2*/ "tex-V0-bias", // src upper
/*3*/ "tex-U1-bias", // src right
/*4*/ "tex-V1-bias", // src bottom
/*5*/ "pos-X0-bias", // dst left
/*6*/ "pos-Y0-bias", // dst upper
/*7*/ "pos-X1-bias", // dst right
/*8*/ "pos-Y1-bias", // dst bottom
#endif
};
int g_knobcount = sizeof( g_knobnames ) / sizeof( g_knobnames[0] );
void GLMContext::DebugHook( GLMDebugHookInfo *info )
{
// FIXME: This has seriously bitrotted.
return;
bool debughook = false;
// debug hook is called after an action has taken place.
// that would be the initial action, or a repeat.
// if paused, we stay inside this function until return.
// when returning, we inform the caller if it should repeat its last action or continue.
// there is no global pause state. The rest of the app runs at the best speed it can.
// initial stuff we do unconditionally
// increment iteration
info->m_iteration++; // can be thought of as "number of times the caller's action has now occurred - starting at 1"
// now set initial state guess for the info block (outcome may change below)
info->m_loop = false;
// check prior hold-conditions to see if any of them hit.
// note we disarm each trigger once the hold has occurred (one-shot style)
switch( info->m_caller )
{
case eBeginFrame:
if (debughook) GLMPRINTF(("-D- Caller: BeginFrame" ));
if ( (m_holdFrameBegin>=0) && (m_holdFrameBegin==m_debugFrameIndex) ) // did we hit a frame breakpoint?
{
if (debughook) GLMPRINTF(("-D- BeginFrame trigger match, clearing m_holdFrameBegin, hold=true" ));
m_holdFrameBegin = -1;
info->m_holding = true;
}
break;
case eClear:
if (debughook) GLMPRINTF(("-D- Caller: Clear" ));
if ( (m_holdBatch>=0) && (m_holdBatchFrame>=0) && ((int)m_holdBatch==(int)m_nBatchCounter) && ((int)m_holdBatchFrame==(int)m_debugFrameIndex) )
{
if (debughook) GLMPRINTF(("-D- Clear trigger match, clearing m_holdBatch&Frame, hold=true" ));
m_holdBatch = m_holdBatchFrame = -1;
info->m_holding = true;
}
break;
case eDrawElements:
if (debughook) GLMPRINTF(( (info->m_caller==eClear) ? "-D- Caller: Clear" : "-D- Caller: Draw" ));
if ( (m_holdBatch>=0) && (m_holdBatchFrame>=0) && ((int)m_holdBatch==(int)m_nBatchCounter) && ((int)m_holdBatchFrame==(int)m_debugFrameIndex) )
{
if (debughook) GLMPRINTF(("-D- Draw trigger match, clearing m_holdBatch&Frame, hold=true" ));
m_holdBatch = m_holdBatchFrame = -1;
info->m_holding = true;
}
break;
case eEndFrame:
if (debughook) GLMPRINTF(("-D- Caller: EndFrame" ));
// check for any expired batch hold req
if ( (m_holdBatch>=0) && (m_holdBatchFrame>=0) && (m_holdBatchFrame==m_debugFrameIndex) )
{
// you tried to say 'next batch', but there wasn't one in this frame.
// target first batch of next frame instead
if (debughook) GLMPRINTF(("-D- EndFrame noticed an expired draw hold trigger, rolling to next frame, hold=false"));
m_holdBatch = 0;
m_holdBatchFrame++;
info->m_holding = false;
}
// now check for an explicit hold on end of this frame..
if ( (m_holdFrameEnd>=0) && (m_holdFrameEnd==m_debugFrameIndex) )
{
if (debughook) GLMPRINTF(("-D- EndFrame trigger match, clearing m_holdFrameEnd, hold=true" ));
m_holdFrameEnd = -1;
info->m_holding = true;
}
break;
}
// spin until event queue is empty *and* hold is false
int evtcount=0;
bool refresh = info->m_holding || m_debugDelayEnable; // only refresh once per initial visit (if paused!) or follow up event input
int breakToDebugger = 0;
// 1 = break to GDB
// 2 = break to OpenGL Profiler if attached
do
{
if (refresh)
{
if (debughook) GLMPRINTF(("-D- pushing pixels" ));
DebugPresent(); // show pixels
uint minidumpOptions = (1<<eDumpBatchInfo) /* | (1<<eDumpSurfaceInfo) */;
DebugDump( info, minidumpOptions, g_vertDumpMode );
ThreadSleep( 10000 / 1000 ); // lil sleep
refresh = false;
}
bool eventCheck = true; // event pull will be skipped if we detect a shader edit being done
// keep editable shaders in sync
#if GLMDEBUG
bool redrawBatch = false;
if (m_drawingProgram[ kGLMVertexProgram ])
{
if( m_drawingProgram[ kGLMVertexProgram ]->SyncWithEditable() )
{
redrawBatch = true;
}
}
if (m_drawingProgram[ kGLMFragmentProgram ])
{
if( m_drawingProgram[ kGLMFragmentProgram ]->SyncWithEditable() )
{
redrawBatch = true;
}
}
if (redrawBatch)
{
// act as if user pressed the option-\ key
if (m_drawingLang == kGLMGLSL)
{
// if GLSL mode, force relink - and refresh the pair cache as needed
if (m_pBoundPair)
{
// fix it in place
m_pBoundPair->RefreshProgramPair();
}
}
// TODO - need to retest this whole path
FlushDrawStates( 0, 0, 0 ); // this is key, because the linked shader pair may have changed (note call to PurgePairsWithShader in cglmprogram.cpp)
GLMPRINTF(("-- Shader changed, re-running batch" ));
m_holdBatch = m_nBatchCounter;
m_holdBatchFrame = m_debugFrameIndex;
m_debugDelayEnable = false;
info->m_holding = false;
info->m_loop = true;
eventCheck = false;
}
#endif
if(eventCheck)
{
PumpWindowsMessageLoop();
CCocoaEvent evt;
evtcount = GetEvents( &evt, 1, true ); // asking for debug events only.
if (evtcount)
{
// print it
if (debughook) GLMPRINTF(("-D- Received debug key '%c' with modifiers %x", evt.m_UnicodeKeyUnmodified, evt.m_ModifierKeyMask ));
// flag for refresh if we spin again
refresh = 1;
switch(evt.m_UnicodeKeyUnmodified)
{
case ' ': // toggle pause
// clear all the holds to be sure
m_holdFrameBegin = m_holdFrameEnd = m_holdBatch = m_holdBatchFrame = -1;
info->m_holding = !info->m_holding;
if (!info->m_holding)
{
m_debugDelayEnable = false; // coming out of pause means no slow mo
}
GLMPRINTF((info->m_holding ? "-D- Paused." : "-D- Unpaused." ));
break;
case 'f': // frame advance
GLMPRINTF(("-D- Command: next frame" ));
m_holdFrameBegin = m_debugFrameIndex+1; // stop at top of next numbered frame
m_debugDelayEnable = false; // get there fast
info->m_holding = false;
break;
case ']': // ahead 1 batch
case '}': // ahead ten batches
{
int delta = evt.m_UnicodeKeyUnmodified == ']' ? 1 : 10;
m_holdBatch = m_nBatchCounter+delta;
m_holdBatchFrame = m_debugFrameIndex;
m_debugDelayEnable = false; // get there fast
info->m_holding = false;
GLMPRINTF(("-D- Command: advance %d batches to %d", delta, m_holdBatch ));
}
break;
case '[': // back one batch
case '{': // back 10 batches
{
int delta = evt.m_UnicodeKeyUnmodified == '[' ? -1 : -10;
m_holdBatch = m_nBatchCounter + delta;
if (m_holdBatch<0)
{
m_holdBatch = 0;
}
m_holdBatchFrame = m_debugFrameIndex+1; // next frame, but prev batch #
m_debugDelayEnable = false; // get there fast
info->m_holding = false;
GLMPRINTF(("-D- Command: rewind %d batches to %d", delta, m_holdBatch ));
}
break;
case '\\': // batch rerun
m_holdBatch = m_nBatchCounter;
m_holdBatchFrame = m_debugFrameIndex;
m_debugDelayEnable = false;
info->m_holding = false;
info->m_loop = true;
GLMPRINTF(("-D- Command: re-run batch %d", m_holdBatch ));
break;
case 'c': // toggle auto color clear
m_autoClearColor = !m_autoClearColor;
GLMPRINTF((m_autoClearColor ? "-D- Auto color clear ON" : "-D- Auto color clear OFF" ));
break;
case 's': // toggle auto stencil clear
m_autoClearStencil = !m_autoClearStencil;
GLMPRINTF((m_autoClearStencil ? "-D- Auto stencil clear ON" : "-D- Auto stencil clear OFF" ));
break;
case 'd': // toggle auto depth clear
m_autoClearDepth = !m_autoClearDepth;
GLMPRINTF((m_autoClearDepth ? "-D- Auto depth clear ON" : "-D- Auto depth clear OFF" ));
break;
case '.': // break to debugger or insta-quit
if (evt.m_ModifierKeyMask & (1<<eControlKey))
{
GLMPRINTF(( "-D- INSTA QUIT! (TM) (PAT PEND)" ));
abort();
}
else
{
GLMPRINTF(( "-D- Breaking to debugger" ));
breakToDebugger = 1;
info->m_holding = true;
info->m_loop = true; // so when you come back from debugger, you get another spin (i.e. you enter paused mode)
}
break;
case 'g': // break to OGLP and enable OGLP logging of spew
if (GLMDetectOGLP()) // if this comes back true, there will be a breakpoint set on glColor4sv.
{
uint channelMask = GLMDetectAvailableChannels(); // will re-assert whether spew goes to OGLP log
if (channelMask & (1<<eGLProfiler))
{
GLMDebugChannelMask(&channelMask);
breakToDebugger = 2;
info->m_holding = true;
info->m_loop = true; // so when you come back from debugger, you get another spin (i.e. you enter paused mode)
}
}
break;
case '_': // toggle slow mo
m_debugDelayEnable = !m_debugDelayEnable;
break;
case '-': // go slower
if (m_debugDelayEnable)
{
// already in slow mo, so lower speed
m_debugDelay <<= 1; // double delay
if (m_debugDelay > (1<<24))
{
m_debugDelay = (1<<24);
}
}
else
{
// enter slow mo
m_debugDelayEnable = true;
}
break;
case '=': // go faster
if (m_debugDelayEnable)
{
// already in slow mo, so raise speed
m_debugDelay >>= 1; // halve delay
if (m_debugDelay < (1<<17))
{
m_debugDelay = (1<<17);
}
}
else
{
// enter slow mo
m_debugDelayEnable = true;
}
break;
case 'v':
// open vs in editor (foreground pop)
#if GLMDEBUG
if (m_drawingProgram[ kGLMVertexProgram ])
{
m_drawingProgram[ kGLMVertexProgram ]->m_editable->OpenInEditor( true );
}
#endif
break;
case 'p':
// open fs/ps in editor (foreground pop)
#if GLMDEBUG
if (m_drawingProgram[ kGLMFragmentProgram ])
{
m_drawingProgram[ kGLMFragmentProgram ]->m_editable->OpenInEditor( true );
}
#endif
break;
case '<': // dump fewer verts
case '>': // dump more verts
{
int delta = (evt.m_UnicodeKeyUnmodified=='>') ? 1 : -1;
g_maxVertsToDumpLog2 = MIN( MAX( g_maxVertsToDumpLog2+delta, 0 ), 16 );
// just re-dump the verts
DebugDump( info, 1<<eDumpVertexData, g_vertDumpMode );
}
break;
case 'x': // adjust transform dump mode
{
int newmode = g_vertDumpMode+1;
if (newmode >= eLastDumpVertsMode)
{
// wrap
newmode = eDumpVertsNoTransformDump;
}
g_vertDumpMode = (EGLMVertDumpMode)newmode;
GLMPRINTF(("-D- New vert dump mode is %s", g_vertDumpModeNames[g_vertDumpMode] ));
}
break;
case 'u': // more crawl
{
CStackCrawlParams cp;
memset( &cp, 0, sizeof(cp) );
cp.m_frameLimit = kMaxCrawlFrames;
GetStackCrawl(&cp);
GLMPRINTF(("-D-" ));
GLMPRINTF(("-D- extended stack crawl:"));
for( uint i=0; i< cp.m_frameCount; i++)
{
GLMPRINTF(("-D-\t%s", cp.m_crawlNames[i] ));
}
}
break;
case 'q':
DebugDump( info, 0xFFFFFFFF, g_vertDumpMode );
break;
case 'H':
case 'h':
{
// toggle drawing language. hold down shift key to do it immediately.
if (m_caps.m_hasDualShaders)
{
bool immediate;
immediate = evt.m_UnicodeKeyUnmodified == 'H'; // (evt.m_ModifierKeyMask & (1<<eShiftKey)) != 0;
if (m_drawingLang==kGLMARB)
{
GLMPRINTF(( "-D- Setting GLSL language mode %s.", immediate ? "immediately" : "for next frame start" ));
SetDrawingLang( kGLMGLSL, immediate );
}
else
{
GLMPRINTF(( "-D- Setting ARB language mode %s.", immediate ? "immediately" : "for next frame start" ));
SetDrawingLang( kGLMARB, immediate );
}
refresh = immediate;
}
else
{
GLMPRINTF(("You can't change shader languages unless you launch with -glmdualshaders enabled"));
}
}
break;
// ======================================================== debug knobs. change these as needed to troubleshoot stuff
// keys to select a knob
// or, toggle a debug flavor, if control is being held down
case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9':
{
if (evt.m_ModifierKeyMask & (1<<eControlKey))
{
// '0' toggles the all-channels on or off
int flavorSelect = evt.m_UnicodeKeyUnmodified - '0';
if ( (flavorSelect >=0) && (flavorSelect<eFlavorCount) )
{
uint mask = GLMDebugFlavorMask();
mask ^= (1<<flavorSelect);
GLMDebugFlavorMask(&mask);
}
}
else
{
// knob selection
m_selKnobIndex = evt.m_UnicodeKeyUnmodified - '0';
GLMPRINTF(("-D- Knob # %d (%s) selected.", m_selKnobIndex, g_knobnames[ m_selKnobIndex ] ));
m_selKnobIncrement = (m_selKnobIndex<5) ? (1.0f / 2048.0f) : (1.0 / 256.0f);
ThreadSleep( 500000 / 1000 );
}
refresh = false;
}
break;
// keys to adjust or zero a knob
case 't': // toggle
{
if (m_selKnobIndex < g_knobcount)
{
GLMKnobToggle( g_knobnames[ m_selKnobIndex ] );
}
}
break;
case 'l': // less
case 'm': // more
case 'z': // zero
{
if (m_selKnobIndex < g_knobcount)
{
float val = GLMKnob( g_knobnames[ m_selKnobIndex ], NULL );
if (evt.m_UnicodeKeyUnmodified == 'l')
{
// minus (less)
val -= m_selKnobIncrement;
if (val < m_selKnobMinValue)
{
val = m_selKnobMinValue;
}
// send new value back to the knob
GLMKnob( g_knobnames[ m_selKnobIndex ], &val );
}
if (evt.m_UnicodeKeyUnmodified == 'm')
{
// plus (more)
val += m_selKnobIncrement;
if (val > m_selKnobMaxValue)
{
val = m_selKnobMaxValue;
}
// send new value back to the knob
GLMKnob( g_knobnames[ m_selKnobIndex ], &val );
}
if (evt.m_UnicodeKeyUnmodified == 'z')
{
// zero
val = 0.0f;
// send new value back to the knob
GLMKnob( g_knobnames[ m_selKnobIndex ], &val );
}
GLMPRINTF(("-D- Knob # %d (%s) set to %f (%f/1024.0)", m_selKnobIndex, g_knobnames[ m_selKnobIndex ], val, val * 1024.0 ));
ThreadSleep( 500000 / 1000 );
refresh = false;
}
}
break;
}
}
}
} while( ((evtcount>0) || info->m_holding) && (!breakToDebugger) );
if (m_debugDelayEnable)
{
ThreadSleep( m_debugDelay / 1000 );
}
if (breakToDebugger)
{
switch (breakToDebugger)
{
case 1:
DebuggerBreak();
break;
case 2:
// What the fuck?
break;
}
// re-flush all GLM states so you can fiddle with them in the debugger. then run the batch again and spin..
ForceFlushStates();
}
}
void GLMContext::DebugPresent( void )
{
CGLMTex *drawBufferTex = m_drawingFBO->m_attach[kAttColor0].m_tex;
gGL->glFinish();
Present( drawBufferTex );
}
void GLMContext::DebugClear( void )
{
// get old clear color
GLClearColor_t clearcol_orig;
m_ClearColor.Read( &clearcol_orig,0 );
// new clear color
GLClearColor_t clearcol;
clearcol.r = m_autoClearColorValues[0];
clearcol.g = m_autoClearColorValues[1];
clearcol.b = m_autoClearColorValues[2];
clearcol.a = m_autoClearColorValues[3];
m_ClearColor.Write( &clearcol ); // don't check, don't defer
uint mask = 0;
if (m_autoClearColor) mask |= GL_COLOR_BUFFER_BIT;
if (m_autoClearDepth) mask |= GL_DEPTH_BUFFER_BIT;
if (m_autoClearStencil) mask |= GL_STENCIL_BUFFER_BIT;
gGL->glClear( mask );
gGL->glFinish();
// put old color back
m_ClearColor.Write( &clearcol_orig ); // don't check, don't defer
}
#endif
void GLMContext::CheckNative( void )
{
// note that this is available in release. We don't use GLMPRINTF for that reason.
// note we do not get called unless either slow-batch asserting or logging is enabled.
#ifdef OSX
bool gpuProcessing;
GLint fragmentGPUProcessing, vertexGPUProcessing;
CGLGetParameter (CGLGetCurrentContext(), kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
CGLGetParameter(CGLGetCurrentContext(), kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
// spews then asserts.
// that way you can enable both, get log output on a pair if it's slow, and then the debugger will pop.
if(m_slowSpewEnable)
{
if ( !vertexGPUProcessing )
{
m_drawingProgram[ kGLMVertexProgram ]->LogSlow( m_drawingLang );
}
if ( !fragmentGPUProcessing )
{
m_drawingProgram[ kGLMFragmentProgram ]->LogSlow( m_drawingLang );
}
}
if(m_slowAssertEnable)
{
if ( !vertexGPUProcessing || !fragmentGPUProcessing)
{
Assert( !"slow batch" );
}
}
#else
//Assert( !"impl GLMContext::CheckNative()" );
if (m_checkglErrorsAfterEveryBatch)
{
// This is slow, and somewhat redundant (-gldebugoutput uses the GL_ARB_debug_output extension, which can be at least asynchronous), but having a straightforward backup can be useful.
// This is useful for callstack purposes - GL_ARB_debug_output may break in a different thread that the thread triggering the GL error.
//gGL->glFlush();
GLenum errorcode = (GLenum)gGL->glGetError();
if ( errorcode != GL_NO_ERROR )
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
char buf[512];
V_snprintf( buf, sizeof( buf), "\nGL ERROR! %08x = '%s'\n", errorcode, decodedStr );
// Make sure the dev sees something, because these errors can happen early enough that DevMsg() does nothing.
#ifdef WIN32
OutputDebugStringA( buf );
#else
printf( "%s", buf );
#endif
}
}
#endif
}
// debug font
void GLMContext::GenDebugFontTex( void )
{
if(!m_debugFontTex)
{
// make a 128x128 RGBA texture
GLMTexLayoutKey key;
memset( &key, 0, sizeof(key) );
key.m_texGLTarget = GL_TEXTURE_2D;
key.m_xSize = 128;
key.m_ySize = 128;
key.m_zSize = 1;
key.m_texFormat = D3DFMT_A8R8G8B8;
key.m_texFlags = 0;
m_debugFontTex = NewTex( &key, 1, "GLM debug font" );
//-----------------------------------------------------
GLMTexLockParams lockreq;
lockreq.m_tex = m_debugFontTex;
lockreq.m_face = 0;
lockreq.m_mip = 0;
GLMTexLayoutSlice *slice = &m_debugFontTex->m_layout->m_slices[ lockreq.m_tex->CalcSliceIndex( lockreq.m_face, lockreq.m_mip ) ];
lockreq.m_region.xmin = lockreq.m_region.ymin = lockreq.m_region.zmin = 0;
lockreq.m_region.xmax = slice->m_xSize;
lockreq.m_region.ymax = slice->m_ySize;
lockreq.m_region.zmax = slice->m_zSize;
lockreq.m_readback = false;
char *lockAddress;
int yStride;
int zStride;
m_debugFontTex->Lock( &lockreq, &lockAddress, &yStride, &zStride );
//-----------------------------------------------------
// fetch elements of font data and make texels... we're doing the whole slab so we don't really need the stride info
uint32 *destTexelPtr = (uint32 *)lockAddress;
for( int index = 0; index < 16384; index++ )
{
if (g_glmDebugFontMap[index] == ' ')
{
// clear
*destTexelPtr = 0x00000000;
}
else
{
// opaque white (drawing code can modulate if desired)
*destTexelPtr = 0xFFFFFFFF;
}
destTexelPtr++;
}
//-----------------------------------------------------
GLMTexLockParams unlockreq;
unlockreq.m_tex = m_debugFontTex;
unlockreq.m_face = 0;
unlockreq.m_mip = 0;
// region need not matter for unlocks
unlockreq.m_region.xmin = unlockreq.m_region.ymin = unlockreq.m_region.zmin = 0;
unlockreq.m_region.xmax = unlockreq.m_region.ymax = unlockreq.m_region.zmax = 0;
unlockreq.m_readback = false;
m_debugFontTex->Unlock( &unlockreq );
//-----------------------------------------------------
// change up the tex sampling on this texture to be "nearest" not linear
//-----------------------------------------------------
// don't leave texture bound on the TMU
BindTexToTMU( NULL, 0 );
// also make the index and vertex buffers for use - up to 1K indices and 1K verts
uint indexBufferSize = 1024*2;
m_debugFontIndices = NewBuffer(kGLMIndexBuffer, indexBufferSize, 0); // two byte indices
// we go ahead and lock it now, and fill it with indices 0-1023.
char *indices = NULL;
GLMBuffLockParams idxLock;
idxLock.m_nOffset = 0;
idxLock.m_nSize = indexBufferSize;
idxLock.m_bNoOverwrite = false;
idxLock.m_bDiscard = true;
m_debugFontIndices->Lock( &idxLock, &indices );
for( int i=0; i<1024; i++)
{
unsigned short *idxPtr = &((unsigned short*)indices)[i];
*idxPtr = i;
}
m_debugFontIndices->Unlock();
m_debugFontVertices = NewBuffer(kGLMVertexBuffer, 1024 * 128, 0); // up to 128 bytes per vert
}
}
#define MAX_DEBUG_CHARS 256
struct GLMDebugTextVertex
{
float x,y,z;
float u,v;
char rgba[4];
};
void GLMContext::DrawDebugText( float x, float y, float z, float drawCharWidth, float drawCharHeight, char *string )
{
if (!m_debugFontTex)
{
GenDebugFontTex();
}
// setup needed to draw text
// we're assuming that +x goes left to right on screen, no billboarding math in here
// and that +y goes bottom up
// caller knows projection / rectangle so it gets to decide vertex spacing
// debug font must be bound to TMU 0
// texturing enabled
// alpha blending enabled
// generate a quad per character
// characters are 6px wide by 11 px high.
// upper left character in tex is 0x20
// y axis will need to be flipped for display
// for any character in 0x20 - 0x7F - here are the needed UV's
// leftU = ((character % 16) * 6.0f / 128.0f)
// rightU = lowU + (6.0 / 128.0);
// topV = ((character - 0x20) * 11.0f / 128.0f)
// bottomV = lowV + (11.0f / 128.0f)
int stringlen = strlen( string );
if (stringlen > MAX_DEBUG_CHARS)
{
stringlen = MAX_DEBUG_CHARS;
}
// lock
char *vertices = NULL;
GLMBuffLockParams vtxLock;
vtxLock.m_nOffset = 0;
vtxLock.m_nSize = 1024 * stringlen;
vtxLock.m_bNoOverwrite = false;
vtxLock.m_bDiscard = false;
m_debugFontVertices->Lock( &vtxLock, &vertices );
GLMDebugTextVertex *vtx = (GLMDebugTextVertex*)vertices;
GLMDebugTextVertex *vtxOutPtr = vtx;
for( int charindex = 0; charindex < stringlen; charindex++ )
{
float leftU,rightU,topV,bottomV;
int character = (int)string[charindex];
character -= 0x20;
if ( (character<0) || (character > 0x7F) )
{
character = '*' - 0x20;
}
leftU = ((character & 0x0F) * 6.0f ) / 128.0f;
rightU = leftU + (6.0f / 128.0f);
topV = ((character >> 4) * 11.0f ) / 128.0f;
bottomV = topV + (11.0f / 128.0f);
float posx,posy,posz;
posx = x + (drawCharWidth * (float)charindex);
posy = y;
posz = z;
// generate four verts
// first vert will be upper left of displayed quad (low X, high Y) then we go clockwise
for( int quadvert = 0; quadvert < 4; quadvert++ )
{
bool isTop = (quadvert <2); // verts 0 and 1
bool isLeft = (quadvert & 1) == (quadvert >> 1); // verts 0 and 3
vtxOutPtr->x = posx + (isLeft ? 0.0f : drawCharWidth);
vtxOutPtr->y = posy + (isTop ? drawCharHeight : 0.0f);
vtxOutPtr->z = posz;
vtxOutPtr->u = isLeft ? leftU : rightU;
vtxOutPtr->v = isTop ? topV : bottomV;
vtxOutPtr++;
}
}
// verts are done.
// unlock...
m_debugFontVertices->Unlock();
// make a vertex setup
GLMVertexSetup vertSetup;
// position, color, tc = 0, 3, 8
vertSetup.m_attrMask = (1<<kGLMGenericAttr00) | (1<<kGLMGenericAttr03) | (1<<kGLMGenericAttr08);
vertSetup.m_attrs[kGLMGenericAttr00].m_pBuffer = m_debugFontVertices;
vertSetup.m_attrs[kGLMGenericAttr00].m_nCompCount = 3; // 3 floats
vertSetup.m_attrs[kGLMGenericAttr00].m_datatype = GL_FLOAT;
vertSetup.m_attrs[kGLMGenericAttr00].m_stride = sizeof(GLMDebugTextVertex);
vertSetup.m_attrs[kGLMGenericAttr00].m_offset = offsetof(GLMDebugTextVertex, x);
vertSetup.m_attrs[kGLMGenericAttr00].m_normalized= false;
vertSetup.m_attrs[kGLMGenericAttr03].m_pBuffer = m_debugFontVertices;
vertSetup.m_attrs[kGLMGenericAttr03].m_nCompCount = 4; // four bytes
vertSetup.m_attrs[kGLMGenericAttr03].m_datatype = GL_UNSIGNED_BYTE;
vertSetup.m_attrs[kGLMGenericAttr03].m_stride = sizeof(GLMDebugTextVertex);
vertSetup.m_attrs[kGLMGenericAttr03].m_offset = offsetof(GLMDebugTextVertex, rgba);
vertSetup.m_attrs[kGLMGenericAttr03].m_normalized= true;
vertSetup.m_attrs[kGLMGenericAttr08].m_pBuffer = m_debugFontVertices;
vertSetup.m_attrs[kGLMGenericAttr08].m_nCompCount = 2; // 2 floats
vertSetup.m_attrs[kGLMGenericAttr08].m_datatype = GL_FLOAT;
vertSetup.m_attrs[kGLMGenericAttr08].m_stride = sizeof(GLMDebugTextVertex);
vertSetup.m_attrs[kGLMGenericAttr08].m_offset = offsetof(GLMDebugTextVertex, u);
vertSetup.m_attrs[kGLMGenericAttr03].m_normalized= false;
// bind texture and draw it..
CGLMTex *pPrevTex = m_samplers[0].m_pBoundTex;
BindTexToTMU( m_debugFontTex, 0 );
SelectTMU(0); // somewhat redundant
gGL->glDisable( GL_DEPTH_TEST );
gGL->glEnable(GL_TEXTURE_2D);
SetVertexAttributes( &vertSetup );
gGL->glDrawArrays( GL_QUADS, 0, stringlen * 4 );
SetVertexAttributes( NULL );
gGL->glDisable(GL_TEXTURE_2D);
BindTexToTMU( pPrevTex, 0 );
}
//===============================================================================
void GLMgrSelfTests( void )
{
return; // until such time as the tests are revised or axed
GLMDisplayParams glmParams;
glmParams.m_fsEnable = false;
glmParams.m_vsyncEnable = false; // "The runtime updates the window client area immediately and might do so more
glmParams.m_backBufferWidth = 1024;
glmParams.m_backBufferHeight = 768;
glmParams.m_backBufferFormat = D3DFMT_A8R8G8B8;
glmParams.m_multiSampleCount = 2;
glmParams.m_enableAutoDepthStencil = true;
glmParams.m_autoDepthStencilFormat = D3DFMT_D24S8;
glmParams.m_fsRefreshHz = 60;
glmParams.m_mtgl = true;
glmParams.m_focusWindow = 0;
// make a new context on renderer 0.
GLMContext *ctx = GLMgr::aGLMgr()->NewContext( NULL, &glmParams ); ////FIXME you can't make contexts this way any more.
if (!ctx)
{
DebuggerBreak(); // no go
return;
}
// make a test object based on that context.
//int alltests[] = {0,1,2,3, -1};
//int newtests[] = {3, -1};
int twotests[] = {2, -1};
//int notests[] = {-1};
int *testlist = twotests;
GLMTestParams params;
memset( &params, 0, sizeof(params) );
params.m_ctx = ctx;
params.m_testList = testlist;
params.m_glErrToDebugger = true;
params.m_glErrToConsole = true;
params.m_intlErrToDebugger = true;
params.m_intlErrToConsole = true;
params.m_frameCount = 1000;
GLMTester testobj( &params );
testobj.RunTests( );
GLMgr::aGLMgr()->DelContext( ctx );
}
void GLMContext::SetDefaultStates( void )
{
GLM_FUNC;
CheckCurrent();
m_AlphaTestEnable.Default();
m_AlphaTestFunc.Default();
m_AlphaToCoverageEnable.Default();
m_CullFaceEnable.Default();
m_CullFrontFace.Default();
m_PolygonMode.Default();
m_DepthBias.Default();
m_ClipPlaneEnable.Default();
m_ClipPlaneEquation.Default();
m_ScissorEnable.Default();
m_ScissorBox.Default();
m_ViewportBox.Default();
m_ViewportDepthRange.Default();
m_ColorMaskSingle.Default();
m_ColorMaskMultiple.Default();
m_BlendEnable.Default();
m_BlendFactor.Default();
m_BlendEquation.Default();
m_BlendColor.Default();
//m_BlendEnableSRGB.Default(); // this isn't useful until there is an FBO bound - in fact it will trip a GL error.
m_DepthTestEnable.Default();
m_DepthFunc.Default();
m_DepthMask.Default();
m_StencilTestEnable.Default();
m_StencilFunc.Default();
m_StencilOp.Default();
m_StencilWriteMask.Default();
m_ClearColor.Default();
m_ClearDepth.Default();
m_ClearStencil.Default();
}
void GLMContext::VerifyStates ( void )
{
GLM_FUNC;
CheckCurrent();
// bare bones sanity check, head over to the debugger if our sense of the current context state is not correct
// we should only want to call this after a flush or the checks will flunk.
if( m_AlphaTestEnable.Check() ) GLMStop();
if( m_AlphaTestFunc.Check() ) GLMStop();
if( m_AlphaToCoverageEnable.Check() ) GLMStop();
if( m_CullFaceEnable.Check() ) GLMStop();
if( m_CullFrontFace.Check() ) GLMStop();
if( m_PolygonMode.Check() ) GLMStop();
if( m_DepthBias.Check() ) GLMStop();
if( m_ClipPlaneEnable.Check() ) GLMStop();
//if( m_ClipPlaneEquation.Check() ) GLMStop();
if( m_ScissorEnable.Check() ) GLMStop();
if( m_ScissorBox.Check() ) GLMStop();
if( m_ViewportBox.Check() ) GLMStop();
if( m_ViewportDepthRange.Check() ) GLMStop();
if( m_ColorMaskSingle.Check() ) GLMStop();
if( m_ColorMaskMultiple.Check() ) GLMStop();
if( m_BlendEnable.Check() ) GLMStop();
if( m_BlendFactor.Check() ) GLMStop();
if( m_BlendEquation.Check() ) GLMStop();
if( m_BlendColor.Check() ) GLMStop();
// only do this as caps permit
if (m_caps.m_hasGammaWrites)
{
if( m_BlendEnableSRGB.Check() ) GLMStop();
}
if( m_DepthTestEnable.Check() ) GLMStop();
if( m_DepthFunc.Check() ) GLMStop();
if( m_DepthMask.Check() ) GLMStop();
if( m_StencilTestEnable.Check() ) GLMStop();
if( m_StencilFunc.Check() ) GLMStop();
if( m_StencilOp.Check() ) GLMStop();
if( m_StencilWriteMask.Check() ) GLMStop();
if( m_ClearColor.Check() ) GLMStop();
if( m_ClearDepth.Check() ) GLMStop();
if( m_ClearStencil.Check() ) GLMStop();
}
static inline uint GetDataTypeSizeInBytes( GLenum dataType )
{
switch ( dataType )
{
case GL_BYTE:
case GL_UNSIGNED_BYTE:
return 1;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
case GL_HALF_FLOAT:
return 2;
case GL_INT:
case GL_FLOAT:
return 4;
default:
Assert( 0 );
break;
}
return 0;
}
#if 1 //ifndef OSX
void GLMContext::DrawRangeElementsNonInline( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, uint baseVertex, CGLMBuffer *pIndexBuf )
{
#if GLMDEBUG
GLM_FUNC;
#else
//tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %d-%d count:%d mode:%d type:%d", __FUNCTION__, start, end, count, mode, type );
#endif
++m_nBatchCounter;
SetIndexBuffer( pIndexBuf );
void *indicesActual = (void*)indices;
if ( pIndexBuf->m_bPseudo )
{
// you have to pass actual address, not offset
indicesActual = (void*)( (intp)indicesActual + (intp)pIndexBuf->m_pPseudoBuf );
}
if (pIndexBuf->m_bUsingPersistentBuffer)
{
indicesActual = (void*)( (intp)indicesActual + (intp)pIndexBuf->m_nPersistentBufferStartOffset );
}
#if GL_ENABLE_INDEX_VERIFICATION
// Obviously only for debugging.
if ( !pIndexBuf->IsSpanValid( (uint)indices, count * GetDataTypeSizeInBytes( type ) ) )
{
// The consumption range crosses more than one lock span, or the lock is trying to consume a bad IB range.
DXABSTRACT_BREAK_ON_ERROR();
}
if ( ( type == GL_UNSIGNED_SHORT ) && ( pIndexBuf->m_bPseudo ) )
{
Assert( start <= end );
for ( int i = 0; i < count; i++)
{
uint n = ((const uint16*)indicesActual)[i];
if ( ( n < start ) || ( n > end ) )
{
DXABSTRACT_BREAK_ON_ERROR();
}
}
unsigned char *pVertexShaderAttribMap = m_pDevice->m_vertexShader->m_vtxAttribMap;
const int nMaxVertexAttributesToCheck = m_drawingProgram[ kGLMVertexProgram ]->m_maxVertexAttrs;
IDirect3DVertexDeclaration9 *pVertDecl = m_pDevice->m_pVertDecl;
const uint8 *pVertexAttribDescToStreamIndex = pVertDecl->m_VertexAttribDescToStreamIndex;
// FIXME: Having to duplicate all this flush logic is terrible here
for( int nMask = 1, nIndex = 0; nIndex < nMaxVertexAttributesToCheck; ++nIndex, nMask <<= 1 )
{
uint8 vertexShaderAttrib = pVertexShaderAttribMap[ nIndex ];
uint nDeclIndex = pVertexAttribDescToStreamIndex[vertexShaderAttrib];
if ( nDeclIndex == 0xFF )
continue;
D3DVERTEXELEMENT9_GL *pDeclElem = &pVertDecl->m_elements[nDeclIndex];
Assert( ( ( vertexShaderAttrib >> 4 ) == pDeclElem->m_dxdecl.Usage ) && ( ( vertexShaderAttrib & 0x0F ) == pDeclElem->m_dxdecl.UsageIndex) );
const uint nStreamIndex = pDeclElem->m_dxdecl.Stream;
const D3DStreamDesc *pStream = &m_pDevice->m_streams[ nStreamIndex ];
CGLMBuffer *pBuf = m_pDevice->m_vtx_buffers[ nStreamIndex ];
if ( pBuf == m_pDevice->m_pDummy_vtx_buffer )
continue;
Assert( pStream->m_vtxBuffer->m_vtxBuffer == pBuf );
int nBufOffset = pDeclElem->m_gldecl.m_offset + pStream->m_offset;
Assert( nBufOffset >= 0 );
Assert( nBufOffset < (int)pBuf->m_nSize );
uint nBufSize = pStream->m_vtxBuffer->m_vtxBuffer->m_nSize;
uint nDataTypeSize = GetDataTypeSizeInBytes( pDeclElem->m_gldecl.m_datatype );
uint nActualStride = pStream->m_stride ? pStream->m_stride : nDataTypeSize;
uint nStart = nBufOffset + ( start + baseVertex ) * nActualStride;
uint nEnd = nBufOffset + ( end + baseVertex ) * nActualStride + nDataTypeSize;
if ( nEnd > nBufSize )
{
DXABSTRACT_BREAK_ON_ERROR();
}
if ( !pStream->m_vtxBuffer->m_vtxBuffer->IsSpanValid( nStart, nEnd - nStart ) )
{
// The draw is trying to consume a range of the bound VB that hasn't been set to valid data!
DXABSTRACT_BREAK_ON_ERROR();
}
}
}
#endif
Assert( m_drawingLang == kGLMGLSL );
if ( m_pBoundPair )
{
gGL->glDrawRangeElementsBaseVertex( mode, start, end, count, type, indicesActual, baseVertex );
#if GLMDEBUG
if ( m_slowCheckEnable )
{
CheckNative();
}
#endif
}
}
#else
// support for OSX 10.6 (no support for glDrawRangeElementsBaseVertex)
void GLMContext::DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, CGLMBuffer *pIndexBuf)
{
GLM_FUNC;
// CheckCurrent();
++m_nBatchCounter; // batch index increments unconditionally on entry
SetIndexBuffer( pIndexBuf );
void *indicesActual = (void*)indices;
if ( pIndexBuf->m_bPseudo )
{
// you have to pass actual address, not offset
indicesActual = (void*)( (int)indicesActual + (int)pIndexBuf->m_pPseudoBuf );
}
if (pIndexBuf->m_bUsingPersistentBuffer)
{
indicesActual = (void*)( (int)indicesActual + (int)pIndexBuf->m_nPersistentBufferStartOffset );
}
#if GLMDEBUG
// init debug hook information
GLMDebugHookInfo info;
memset(&info, 0, sizeof(info));
info.m_caller = eDrawElements;
// relay parameters we're operating under
info.m_drawMode = mode;
info.m_drawStart = start;
info.m_drawEnd = end;
info.m_drawCount = count;
info.m_drawType = type;
info.m_drawIndices = indices;
do
{
// obey global options re pre-draw clear
if (m_autoClearColor || m_autoClearDepth || m_autoClearStencil)
{
GLMPRINTF(("-- DrawRangeElements auto clear"));
this->DebugClear();
}
// always sync with editable shader text prior to draw
#if GLMDEBUG
// TODO - fixup OSX 10.6 m_boundProg not used in this version togl (m_pBoundPair)
//FIXME disengage this path if context is in GLSL mode..
// it will need fixes to get the shader pair re-linked etc if edits happen anyway.
if (m_boundProgram[kGLMVertexProgram])
{
m_boundProgram[kGLMVertexProgram]->SyncWithEditable();
}
else
{
AssertOnce(!"drawing with no vertex program bound");
}
if (m_boundProgram[kGLMFragmentProgram])
{
m_boundProgram[kGLMFragmentProgram]->SyncWithEditable();
}
else
{
AssertOnce(!"drawing with no fragment program bound");
}
#endif
// do the drawing
if ( m_pBoundPair )
{
gGL->glDrawRangeElements(mode, start, end, count, type, indicesActual);
// GLMCheckError();
if (m_slowCheckEnable)
{
CheckNative();
}
}
this->DebugHook(&info);
} while (info.m_loop);
#else
if ( m_pBoundPair )
{
gGL->glDrawRangeElements(mode, start, end, count, type, indicesActual);
#if GLMDEBUG
if ( m_slowCheckEnable )
{
CheckNative();
}
#endif
}
#endif
}
#endif // !OSX
#if 0
// helper function to do enable or disable in one step
void glSetEnable( GLenum which, bool enable )
{
if (enable)
gGL->glEnable(which);
else
gGL->glDisable(which);
}
// helper function for int vs enum clarity
void glGetEnumv( GLenum which, GLenum *dst )
{
gGL->glGetIntegerv( which, (int*)dst );
}
#endif
//===============================================================================
GLMTester::GLMTester(GLMTestParams *params)
{
m_params = *params;
m_drawFBO = NULL;
m_drawColorTex = NULL;
m_drawDepthTex = NULL;
}
GLMTester::~GLMTester()
{
}
void GLMTester::StdSetup( void )
{
GLMContext *ctx = m_params.m_ctx;
m_drawWidth = 1024;
m_drawHeight = 768;
// make an FBO to draw into and activate it. no depth buffer yet
m_drawFBO = ctx->NewFBO();
// make color buffer texture
GLMTexLayoutKey colorkey;
//CGLMTex *colortex;
memset( &colorkey, 0, sizeof(colorkey) );
colorkey.m_texGLTarget = GL_TEXTURE_2D;
colorkey.m_xSize = m_drawWidth;
colorkey.m_ySize = m_drawHeight;
colorkey.m_zSize = 1;
colorkey.m_texFormat = D3DFMT_A8R8G8B8;
colorkey.m_texFlags = kGLMTexRenderable;
m_drawColorTex = ctx->NewTex( &colorkey );
// do not leave that texture bound on the TMU
ctx->BindTexToTMU(NULL, 0 );
// attach color to FBO
GLMFBOTexAttachParams colorParams;
memset( &colorParams, 0, sizeof(colorParams) );
colorParams.m_tex = m_drawColorTex;
colorParams.m_face = 0;
colorParams.m_mip = 0;
colorParams.m_zslice= 0; // for clarity..
m_drawFBO->TexAttach( &colorParams, kAttColor0 );
// check it.
bool ready = m_drawFBO->IsReady();
InternalError( !ready, "drawing FBO no go");
// bind it
ctx->BindFBOToCtx( m_drawFBO, GL_FRAMEBUFFER );
gGL->glViewport(0, 0, (GLsizei) m_drawWidth, (GLsizei) m_drawHeight );
CheckGLError("stdsetup viewport");
gGL->glScissor( 0,0, (GLsizei) m_drawWidth, (GLsizei) m_drawHeight );
CheckGLError("stdsetup scissor");
//gGL->glOrtho( -1,1, -1,1, -1,1 );
CheckGLError("stdsetup ortho");
// activate debug font
ctx->GenDebugFontTex();
}
void GLMTester::StdCleanup( void )
{
GLMContext *ctx = m_params.m_ctx;
// unbind
ctx->BindFBOToCtx( NULL, GL_FRAMEBUFFER );
// del FBO
if (m_drawFBO)
{
ctx->DelFBO( m_drawFBO );
m_drawFBO = NULL;
}
// del tex
if (m_drawColorTex)
{
ctx->DelTex( m_drawColorTex );
m_drawColorTex = NULL;
}
if (m_drawDepthTex)
{
ctx->DelTex( m_drawDepthTex );
m_drawDepthTex = NULL;
}
}
void GLMTester::Clear( void )
{
GLMContext *ctx = m_params.m_ctx;
ctx->MakeCurrent();
gGL->glViewport(0, 0, (GLsizei) m_drawWidth, (GLsizei) m_drawHeight );
gGL->glScissor( 0,0, (GLsizei) m_drawWidth, (GLsizei) m_drawHeight );
//gGL->glOrtho( -1,1, -1,1, -1,1 );
CheckGLError("clearing viewport");
// clear to black
gGL->glClearColor(0.0f, 0.0f, 0.0, 1.0f);
CheckGLError("clearing color");
gGL->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
CheckGLError("clearing");
//glFinish();
//CheckGLError("clear finish");
}
void GLMTester::Present( int seed )
{
GLMContext *ctx = m_params.m_ctx;
ctx->Present( m_drawColorTex );
}
void GLMTester::CheckGLError( const char *comment )
{
return;
char errbuf[1024];
//borrowed from GLMCheckError.. slightly different
if (!comment)
{
comment = "";
}
GLenum errorcode = (GLenum)gGL->glGetError();
GLenum errorcode2 = 0;
if ( errorcode != GL_NO_ERROR )
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
const char *decodedStr2 = "";
if ( errorcode == GL_INVALID_FRAMEBUFFER_OPERATION )
{
// dig up the more detailed FBO status
errorcode2 = gGL->glCheckFramebufferStatus( GL_FRAMEBUFFER );
decodedStr2 = GLMDecode( eGL_ERROR, errorcode2 );
sprintf( errbuf, "\n%s - GL Error %08x/%08x = '%s / %s'\n", comment, errorcode, errorcode2, decodedStr, decodedStr2 );
}
else
{
sprintf( errbuf, "\n%s - GL Error %08x = '%s'\n", comment, errorcode, decodedStr );
}
if ( m_params.m_glErrToConsole )
{
printf("%s", errbuf );
}
if ( m_params.m_glErrToDebugger )
{
DebuggerBreak();
}
}
}
void GLMTester::InternalError( int errcode, char *comment )
{
if (errcode)
{
if (m_params.m_intlErrToConsole)
{
printf("%s - error %d\n", comment, errcode );
}
if (m_params.m_intlErrToDebugger)
{
DebuggerBreak();
}
}
}
void GLMTester::RunTests( void )
{
int *testList = m_params.m_testList;
while( (*testList >=0) && (*testList < 20) )
{
RunOneTest( *testList++ );
}
}
void GLMTester::RunOneTest( int testindex )
{
// this might be better with 'ptmf' style
switch(testindex)
{
case 0: Test0(); break;
case 1: Test1(); break;
case 2: Test2(); break;
case 3: Test3(); break;
default:
DebuggerBreak(); // unrecognized
}
}
// #####################################################################################################################
// some fixed lists which may be useful to all tests
D3DFORMAT g_drawTexFormatsGLMT[] = // -1 terminated
{
D3DFMT_A8R8G8B8,
D3DFMT_A4R4G4B4,
D3DFMT_X8R8G8B8,
D3DFMT_X1R5G5B5,
D3DFMT_A1R5G5B5,
D3DFMT_L8,
D3DFMT_A8L8,
D3DFMT_R8G8B8,
D3DFMT_A8,
D3DFMT_R5G6B5,
D3DFMT_DXT1,
D3DFMT_DXT3,
D3DFMT_DXT5,
D3DFMT_A32B32G32R32F,
D3DFMT_A16B16G16R16,
(D3DFORMAT)-1
};
D3DFORMAT g_fboColorTexFormatsGLMT[] = // -1 terminated
{
D3DFMT_A8R8G8B8,
//D3DFMT_A4R4G4B4, //unsupported
D3DFMT_X8R8G8B8,
D3DFMT_X1R5G5B5,
//D3DFMT_A1R5G5B5, //unsupported
D3DFMT_A16B16G16R16F,
D3DFMT_A32B32G32R32F,
D3DFMT_R5G6B5,
(D3DFORMAT)-1
};
D3DFORMAT g_fboDepthTexFormatsGLMT[] = // -1 terminated, but note 0 for "no depth" mode
{
(D3DFORMAT)0,
D3DFMT_D16,
D3DFMT_D24X8,
D3DFMT_D24S8,
(D3DFORMAT)-1
};
// #####################################################################################################################
void GLMTester::Test0( void )
{
// make and delete a bunch of textures.
// lock and unlock them.
// use various combos of -
// √texel format
// √2D | 3D | cube map
// √mipped / not
// √POT / NPOT
// large / small / square / rect
// square / rect
GLMContext *ctx = m_params.m_ctx;
ctx->MakeCurrent();
CUtlVector< CGLMTex* > testTextures; // will hold all the built textures
// test stage loop
// 0 is creation
// 1 is lock/unlock
// 2 is deletion
for( int teststage = 0; teststage < 3; teststage++)
{
int innerindex = 0; // increment at stage switch
// format loop
for( D3DFORMAT *fmtPtr = g_drawTexFormatsGLMT; *fmtPtr != ((D3DFORMAT)-1); fmtPtr++ )
{
// form loop
GLenum forms[] = { GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, (GLenum)-1 };
for( GLenum *formPtr = forms; *formPtr != ((GLenum)-1); formPtr++ )
{
// mip loop
for( int mipped = 0; mipped < 2; mipped++ )
{
// large / square / pot loop
// &4 == large &2 == square &1 == POT
// NOTE you *have to be square* for cube maps.
for( int aspect = 0; aspect < 8; aspect++ )
{
switch( teststage )
{
case 0:
{
GLMTexLayoutKey key;
memset( &key, 0, sizeof(key) );
key.m_texGLTarget = *formPtr;
key.m_texFormat = *fmtPtr;
if (mipped)
key.m_texFlags |= kGLMTexMipped;
// assume big, square, POT, and 3D, then adjust as needed
key.m_xSize = key.m_ySize = key.m_zSize = 256;
if ( !(aspect&4) ) // big or little ?
{
// little
key.m_xSize >>= 2;
key.m_ySize >>= 2;
key.m_zSize >>= 2;
}
if ( key.m_texGLTarget != GL_TEXTURE_CUBE_MAP )
{
if ( !(aspect & 2) ) // square or rect?
{
// rect
key.m_ySize >>= 1;
key.m_zSize >>= 2;
}
}
if ( !(aspect&1) ) // POT or NPOT?
{
// NPOT
key.m_xSize += 56;
key.m_ySize += 56;
key.m_zSize += 56;
}
// 2D, 3D, cube map ?
if (key.m_texGLTarget!=GL_TEXTURE_3D)
{
// 2D or cube map: flatten Z extent to one texel
key.m_zSize = 1;
}
else
{
// 3D: knock down Z quite a bit so our test case does not run out of RAM
key.m_zSize >>= 3;
if (!key.m_zSize)
{
key.m_zSize = 1;
}
}
CGLMTex *newtex = ctx->NewTex( &key );
CheckGLError( "tex create test");
InternalError( newtex==NULL, "tex create test" );
testTextures.AddToTail( newtex );
printf("\n[%5d] created tex %s",innerindex,newtex->m_layout->m_layoutSummary );
}
break;
case 1:
{
CGLMTex *ptex = testTextures[innerindex];
for( int face=0; face <ptex->m_layout->m_faceCount; face++)
{
for( int mip=0; mip <ptex->m_layout->m_mipCount; mip++)
{
GLMTexLockParams lockreq;
lockreq.m_tex = ptex;
lockreq.m_face = face;
lockreq.m_mip = mip;
GLMTexLayoutSlice *slice = &ptex->m_layout->m_slices[ ptex->CalcSliceIndex( face, mip ) ];
lockreq.m_region.xmin = lockreq.m_region.ymin = lockreq.m_region.zmin = 0;
lockreq.m_region.xmax = slice->m_xSize;
lockreq.m_region.ymax = slice->m_ySize;
lockreq.m_region.zmax = slice->m_zSize;
char *lockAddress;
int yStride;
int zStride;
ptex->Lock( &lockreq, &lockAddress, &yStride, &zStride );
CheckGLError( "tex lock test");
InternalError( lockAddress==NULL, "null lock address");
// write some texels of this flavor:
// red 75% green 40% blue 15% alpha 80%
GLMGenTexelParams gtp;
gtp.m_format = ptex->m_layout->m_format->m_d3dFormat;
gtp.m_dest = lockAddress;
gtp.m_chunkCount = (slice->m_xSize * slice->m_ySize * slice->m_zSize) / (ptex->m_layout->m_format->m_chunkSize * ptex->m_layout->m_format->m_chunkSize);
gtp.m_byteCountLimit = slice->m_storageSize;
gtp.r = 0.75;
gtp.g = 0.40;
gtp.b = 0.15;
gtp.a = 0.80;
GLMGenTexels( &gtp );
InternalError( gtp.m_bytesWritten != gtp.m_byteCountLimit, "byte count mismatch from GLMGenTexels" );
}
}
for( int face=0; face <ptex->m_layout->m_faceCount; face++)
{
for( int mip=0; mip <ptex->m_layout->m_mipCount; mip++)
{
GLMTexLockParams unlockreq;
unlockreq.m_tex = ptex;
unlockreq.m_face = face;
unlockreq.m_mip = mip;
// region need not matter for unlocks
unlockreq.m_region.xmin = unlockreq.m_region.ymin = unlockreq.m_region.zmin = 0;
unlockreq.m_region.xmax = unlockreq.m_region.ymax = unlockreq.m_region.zmax = 0;
//char *lockAddress;
//int yStride;
//int zStride;
ptex->Unlock( &unlockreq );
CheckGLError( "tex unlock test");
}
}
printf("\n[%5d] locked/wrote/unlocked tex %s",innerindex, ptex->m_layout->m_layoutSummary );
}
break;
case 2:
{
CGLMTex *dtex = testTextures[innerindex];
printf("\n[%5d] deleting tex %s",innerindex, dtex->m_layout->m_layoutSummary );
ctx->DelTex( dtex );
CheckGLError( "tex delete test");
}
break;
} // end stage switch
innerindex++;
} // end aspect loop
} // end mip loop
} // end form loop
} // end format loop
} // end stage loop
}
// #####################################################################################################################
void GLMTester::Test1( void )
{
// FBO exercises
GLMContext *ctx = m_params.m_ctx;
ctx->MakeCurrent();
// FBO color format loop
for( D3DFORMAT *colorFmtPtr = g_fboColorTexFormatsGLMT; *colorFmtPtr != ((D3DFORMAT)-1); colorFmtPtr++ )
{
// FBO depth format loop
for( D3DFORMAT *depthFmtPtr = g_fboDepthTexFormatsGLMT; *depthFmtPtr != ((D3DFORMAT)-1); depthFmtPtr++ )
{
// mip loop
for( int mipped = 0; mipped < 2; mipped++ )
{
GLenum forms[] = { GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, (GLenum)-1 };
// form loop
for( GLenum *formPtr = forms; *formPtr != ((GLenum)-1); formPtr++ )
{
//=============================================== make an FBO
CGLMFBO *fbo = ctx->NewFBO();
//=============================================== make a color texture
GLMTexLayoutKey colorkey;
memset( &colorkey, 0, sizeof(colorkey) );
switch(*formPtr)
{
case GL_TEXTURE_2D:
colorkey.m_texGLTarget = GL_TEXTURE_2D;
colorkey.m_xSize = 800;
colorkey.m_ySize = 600;
colorkey.m_zSize = 1;
break;
case GL_TEXTURE_3D:
colorkey.m_texGLTarget = GL_TEXTURE_3D;
colorkey.m_xSize = 800;
colorkey.m_ySize = 600;
colorkey.m_zSize = 32;
break;
case GL_TEXTURE_CUBE_MAP:
colorkey.m_texGLTarget = GL_TEXTURE_CUBE_MAP;
colorkey.m_xSize = 800;
colorkey.m_ySize = 800; // heh, cube maps have to have square sides...
colorkey.m_zSize = 1;
break;
}
colorkey.m_texFormat = *colorFmtPtr;
colorkey.m_texFlags = kGLMTexRenderable;
// decide if we want mips
if (mipped)
{
colorkey.m_texFlags |= kGLMTexMipped;
}
CGLMTex *colorTex = ctx->NewTex( &colorkey );
// Note that GLM will notice the renderable flag, and force texels to be written
// so the FBO will be complete
//=============================================== attach color
GLMFBOTexAttachParams colorParams;
memset( &colorParams, 0, sizeof(colorParams) );
colorParams.m_tex = colorTex;
colorParams.m_face = (colorkey.m_texGLTarget == GL_TEXTURE_CUBE_MAP) ? 2 : 0; // just steer to an alternate face as a test
colorParams.m_mip = (colorkey.m_texFlags & kGLMTexMipped) ? 2 : 0; // pick non-base mip slice
colorParams.m_zslice= (colorkey.m_texGLTarget == GL_TEXTURE_3D) ? 3 : 0; // just steer to an alternate slice as a test;
fbo->TexAttach( &colorParams, kAttColor0 );
//=============================================== optional depth tex
CGLMTex *depthTex = NULL;
if (*depthFmtPtr > 0 )
{
GLMTexLayoutKey depthkey;
memset( &depthkey, 0, sizeof(depthkey) );
depthkey.m_texGLTarget = GL_TEXTURE_2D;
depthkey.m_xSize = colorkey.m_xSize >> colorParams.m_mip; // scale depth tex to match color tex
depthkey.m_ySize = colorkey.m_ySize >> colorParams.m_mip;
depthkey.m_zSize = 1;
depthkey.m_texFormat = *depthFmtPtr;
depthkey.m_texFlags = kGLMTexRenderable | kGLMTexIsDepth; // no mips.
if (depthkey.m_texFormat==D3DFMT_D24S8)
{
depthkey.m_texFlags |= kGLMTexIsStencil;
}
depthTex = ctx->NewTex( &depthkey );
//=============================================== attach depth
GLMFBOTexAttachParams depthParams;
memset( &depthParams, 0, sizeof(depthParams) );
depthParams.m_tex = depthTex;
depthParams.m_face = 0;
depthParams.m_mip = 0;
depthParams.m_zslice= 0;
EGLMFBOAttachment depthAttachIndex = (depthkey.m_texFlags & kGLMTexIsStencil) ? kAttDepthStencil : kAttDepth;
fbo->TexAttach( &depthParams, depthAttachIndex );
}
printf("\n FBO:\n color tex %s\n depth tex %s",
colorTex->m_layout->m_layoutSummary,
depthTex ? depthTex->m_layout->m_layoutSummary : "none"
);
// see if FBO is happy
bool ready = fbo->IsReady();
printf("\n -> %s\n", ready ? "pass" : "fail" );
// unbind
ctx->BindFBOToCtx( NULL, GL_FRAMEBUFFER );
// del FBO
ctx->DelFBO(fbo);
// del texes
ctx->DelTex( colorTex );
if (depthTex) ctx->DelTex( depthTex );
} // end form loop
} // end mip loop
} // end depth loop
} // end color loop
}
// #####################################################################################################################
static int selftest2_seed = 0; // inc this every run to force main thread to teardown/reset display view
void GLMTester::Test2( void )
{
GLMContext *ctx = m_params.m_ctx;
ctx->MakeCurrent();
StdSetup(); // default test case drawing setup
// draw stuff (loop...)
for( int i=0; i<m_params.m_frameCount; i++)
{
// ramping shades of blue...
GLfloat clear_color[4] = { 0.50f, 0.05f, ((float)(i%100)) / 100.0f, 1.0f };
gGL->glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
CheckGLError("test2 clear color");
gGL->glClear(GL_COLOR_BUFFER_BIT+GL_DEPTH_BUFFER_BIT+GL_STENCIL_BUFFER_BIT);
CheckGLError("test2 clearing");
// try out debug text
for( int j=0; j<16; j++)
{
char text[256];
sprintf(text, "The quick brown fox jumped over the lazy dog %d times", i );
float theta = ( (i*0.10f) + (j * 6.28f) ) / 16.0f;
float posx = cos(theta) * 0.5;
float posy = sin(theta) * 0.5;
float charwidth = 6.0 * (2.0 / 1024.0);
float charheight = 11.0 * (2.0 / 768.0);
ctx->DrawDebugText( posx, posy, 0.0f, charwidth, charheight, text );
}
gGL->glFinish();
CheckGLError("test2 finish");
Present( selftest2_seed );
}
StdCleanup();
selftest2_seed++;
}
// #####################################################################################################################
static char g_testVertexProgram01 [] =
{
"!!ARBvp1.0 \n"
"TEMP vertexClip; \n"
"DP4 vertexClip.x, state.matrix.mvp.row[0], vertex.position; \n"
"DP4 vertexClip.y, state.matrix.mvp.row[1], vertex.position; \n"
"DP4 vertexClip.z, state.matrix.mvp.row[2], vertex.position; \n"
"DP4 vertexClip.w, state.matrix.mvp.row[3], vertex.position; \n"
"ADD vertexClip.y, vertexClip.x, vertexClip.y; \n"
"MOV result.position, vertexClip; \n"
"MOV result.color, vertex.color; \n"
"MOV result.texcoord[0], vertex.texcoord; \n"
"END \n"
};
static char g_testFragmentProgram01 [] =
{
"!!ARBfp1.0 \n"
"TEMP color; \n"
"MUL color, fragment.texcoord[0].y, 2.0; \n"
"ADD color, 1.0, -color; \n"
"ABS color, color; \n"
"ADD result.color, 1.0, -color; \n"
"MOV result.color.a, 1.0; \n"
"END \n"
};
// generic attrib versions..
static char g_testVertexProgram01_GA [] =
{
"!!ARBvp1.0 \n"
"TEMP vertexClip; \n"
"DP4 vertexClip.x, state.matrix.mvp.row[0], vertex.attrib[0]; \n"
"DP4 vertexClip.y, state.matrix.mvp.row[1], vertex.attrib[0]; \n"
"DP4 vertexClip.z, state.matrix.mvp.row[2], vertex.attrib[0]; \n"
"DP4 vertexClip.w, state.matrix.mvp.row[3], vertex.attrib[0]; \n"
"ADD vertexClip.y, vertexClip.x, vertexClip.y; \n"
"MOV result.position, vertexClip; \n"
"MOV result.color, vertex.attrib[3]; \n"
"MOV result.texcoord[0], vertex.attrib[8]; \n"
"END \n"
};
static char g_testFragmentProgram01_GA [] =
{
"!!ARBfp1.0 \n"
"TEMP color; \n"
"TEX color, fragment.texcoord[0], texture[0], 2D;"
//"MUL color, fragment.texcoord[0].y, 2.0; \n"
//"ADD color, 1.0, -color; \n"
//"ABS color, color; \n"
//"ADD result.color, 1.0, -color; \n"
//"MOV result.color.a, 1.0; \n"
"MOV result.color, color; \n"
"END \n"
};
void GLMTester::Test3( void )
{
/**************************
XXXXXXXXXXXXXXXXXXXXXX stale test code until we revise the program interface
GLMContext *ctx = m_params.m_ctx;
ctx->MakeCurrent();
StdSetup(); // default test case drawing setup
// make vertex&pixel shader
CGLMProgram *vprog = ctx->NewProgram( kGLMVertexProgram, g_testVertexProgram01_GA );
ctx->BindProgramToCtx( kGLMVertexProgram, vprog );
CGLMProgram *fprog = ctx->NewProgram( kGLMFragmentProgram, g_testFragmentProgram01_GA );
ctx->BindProgramToCtx( kGLMFragmentProgram, fprog );
// draw stuff (loop...)
for( int i=0; i<m_params.m_frameCount; i++)
{
// ramping shades of blue...
GLfloat clear_color[4] = { 0.50f, 0.05f, ((float)(i%100)) / 100.0, 1.0f };
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
CheckGLError("test3 clear color");
glClear(GL_COLOR_BUFFER_BIT+GL_DEPTH_BUFFER_BIT+GL_STENCIL_BUFFER_BIT);
CheckGLError("test3 clearing");
// try out debug text
for( int j=0; j<16; j++)
{
char text[256];
sprintf(text, "This here is running through a trivial vertex shader");
float theta = ( (i*0.10f) + (j * 6.28f) ) / 16.0f;
float posx = cos(theta) * 0.5;
float posy = sin(theta) * 0.5;
float charwidth = 6.0 * (2.0 / 800.0);
float charheight = 11.0 * (2.0 / 640.0);
ctx->DrawDebugText( posx, posy, 0.0f, charwidth, charheight, text );
}
glFinish();
CheckGLError("test3 finish");
Present( 3333 );
}
StdCleanup();
*****************************/
}
#if GLMDEBUG
void GLMTriggerDebuggerBreak()
{
// we call an obscure GL function which we know has been breakpointed in the OGLP function list
// What the fuck is that?
// static signed short nada[] = { -1,-1,-1,-1 };
// gGL->glColor4sv( nada );
}
#endif