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renderer.hpp
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/*-----------------------------------------------------------------------
Copyright (c) 2014-2016, NVIDIA. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Neither the name of its contributors may be used to endorse
or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
/* Contact [email protected] (Christoph Kubisch) for feedback */
#ifndef RENDERER_H__
#define RENDERER_H__
// bindless UBO
#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E
#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F
#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370
#include "resources.hpp"
#include <nv_helpers_gl/programmanager.hpp>
#include <nv_helpers/profiler.hpp>
#include "threadpool.hpp"
// disable state filtering for buffer binds
#define USE_NOFILTER 0
// print per-thread stats
#define PRINT_TIMER_STATS 1
namespace csfthreaded {
enum Strategy { // per-object
STRATEGY_GROUPS, // sorted and combined parts by material
STRATEGY_INDIVIDUAL, // keep all parts individual
STRATEGY_JOIN, // combine drawcalls if same material and next to each other
};
const char* toString(enum ShadeType st);
class Renderer {
public:
struct DrawItem {
bool solid;
int materialIndex;
int geometryIndex;
int matrixIndex;
int objectIndex;
CadScene::DrawRange range;
};
static inline bool DrawItem_compare_groups(const DrawItem& a, const DrawItem& b)
{
int diff = 0;
diff = diff != 0 ? diff : (a.solid == b.solid ? 0 : ( a.solid ? -1 : 1 ));
diff = diff != 0 ? diff : (a.materialIndex - b.materialIndex);
diff = diff != 0 ? diff : (a.geometryIndex - b.geometryIndex);
diff = diff != 0 ? diff : (a.matrixIndex - b.matrixIndex);
return diff < 0;
}
class Type {
public:
Type() {
getRegistry().push_back(this);
}
public:
virtual bool loadPrograms( nv_helpers_gl::ProgramManager &mgr ) { return true; }
virtual void updatedPrograms( nv_helpers_gl::ProgramManager &mgr ) { }
virtual bool isAvailable() const = 0;
virtual const char* name() const = 0;
virtual Renderer* create() const = 0;
virtual unsigned int priority() const { return 0xFF; }
virtual Resources* resources() = 0;
};
typedef std::vector<Type*> Registry;
static Registry& getRegistry()
{
static Registry s_registry;
return s_registry;
}
static ThreadPool s_threadpool;
public:
virtual void init(const CadScene* NVP_RESTRICT scene, Resources* resources) {}
virtual void deinit() {}
virtual void draw(ShadeType shadetype, Resources* NVP_RESTRICT resources, const Resources::Global& global, nv_helpers::Profiler& profiler, nv_helpers_gl::ProgramManager &progManager ) {}
virtual void blit(ShadeType shadetype, Resources* NVP_RESTRICT resources, const Resources::Global& global) {}
virtual ~Renderer() {}
void fillDrawItems( std::vector<DrawItem>& drawItems, double percentage, bool solid, bool wire);
Strategy m_strategy;
const CadScene* NVP_RESTRICT m_scene;
};
}
#endif