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resources_gl.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 */
#pragma once
#include "resources.hpp"
#include <nv_helpers_gl/glresources.hpp>
#include <nv_helpers_gl/profilertimersgl.hpp>
#include "nvcommandlist.h"
#include <main.h>
namespace csfthreaded {
class ResourcesGL : public Resources
{
public:
typedef Token<GLuint,UniformAddressCommandNV,GL_UNIFORM_ADDRESS_COMMAND_NV,ResourcesGL> tokenUbo;
typedef Token<GLuint,AttributeAddressCommandNV,GL_ATTRIBUTE_ADDRESS_COMMAND_NV,ResourcesGL> tokenVbo;
typedef Token<GLuint,ElementAddressCommandNV,GL_ELEMENT_ADDRESS_COMMAND_NV,ResourcesGL> tokenIbo;
typedef Token<GLuint,PolygonOffsetCommandNV,GL_POLYGON_OFFSET_COMMAND_NV,ResourcesGL> tokenPolyOffset;
typedef Token<GLuint,DrawElementsCommandNV,GL_DRAW_ELEMENTS_COMMAND_NV,ResourcesGL> tokenDrawElems;
enum NVTokenShaderStage {
NVTOKEN_STAGE_VERTEX,
NVTOKEN_STAGE_TESS_CONTROL,
NVTOKEN_STAGE_TESS_EVALUATION,
NVTOKEN_STAGE_GEOMETRY,
NVTOKEN_STAGE_FRAGMENT,
NVTOKEN_STAGES,
};
static const int GL_TOKENS = GL_FRONT_FACE_COMMAND_NV+1;
static GLuint s_token_headers[GL_TOKENS];
static size_t s_token_sizes[GL_TOKENS];
static GLushort s_token_stages[NVTOKEN_STAGES];
static inline void encodeAddress(GLuint* low, GLuint64 address){
low[0] = GLuint(address & 0xFFFFFFFF);
low[1] = GLuint(address >> 32);
}
static inline GLenum nvtokenHeaderCommand(GLuint header)
{
for (int i = 0; i < GL_TOKENS; i++){
if (header == s_token_headers[i]) return i;
}
assert(0 && "can't find header");
return -1;
}
static void nvtokenGetStats( const void* NVP_RESTRICT stream, size_t streamSize, int stats[GL_TOKENS] );
static const char* nvtokenCommandToString(GLenum type);
#define UBOSTAGE_VERTEX (ResourcesGL::s_token_stages[ResourcesGL::NVTOKEN_STAGE_VERTEX])
#define UBOSTAGE_FRAGMENT (ResourcesGL::s_token_stages[ResourcesGL::NVTOKEN_STAGE_FRAGMENT])
struct {
nv_helpers_gl::ProgramManager::ProgramID
draw_object_tris,
draw_object_line,
compute_animation;
} programids;
struct {
Nulled<GLuint>
draw_solid,
draw_line,
compute_animation;
} programs;
struct {
Nulled<GLuint>
scene;
} fbos;
struct {
Nulled<GLuint>
scene,
anim,
materials,
matrices,
matricesOrig;
} buffers;
struct {
GLuint64
scene,
materials,
matrices,
matricesOrig;
} addresses;
struct {
Nulled<GLuint>
scene_color,
scene_depthstencil;
} textures;
struct {
GLuint
draw_tris,
draw_line_tris,
draw_line;
} stateobjects;
struct Geometry {
GLuint vboGL;
GLuint iboGL;
GLuint64 vboADDR;
GLuint64 iboADDR;
GLsizei vboSize;
GLsizei iboSize;
int cloneIdx;
};
struct StateIncarnation {
GLuint programs;
GLuint fbos;
StateIncarnation() {
programs = 0;
fbos = 0;
}
};
int m_numMatrices;
std::vector<Geometry> m_geometry;
bool m_bindless_ubo;
bool m_cmdlist;
nv_helpers_gl::ProfilerTimersGL m_gltimers;
StateIncarnation m_state;
void synchronize()
{
glFinish();
}
void init();
void deinit(nv_helpers_gl::ProgramManager &mgr);
bool initPrograms(nv_helpers_gl::ProgramManager &mgr);
void updatedPrograms(nv_helpers_gl::ProgramManager &mgr);
void deinitPrograms(nv_helpers_gl::ProgramManager &mgr);
bool initFramebuffer(int width, int height, int msaa);
void deinitFramebuffer();
bool initScene(const CadScene&);
void deinitScene();
void animation(Global& global);
void animationReset();
void rebuildStateObjects() const;
nv_helpers::Profiler::GPUInterface* getTimerInterface() { return &m_gltimers; }
static void enableVertexFormat(int attrPos, int attrNormal)
{
glVertexAttribFormat(attrPos, 3,GL_FLOAT,GL_FALSE,offsetof(CadScene::Vertex,position));
glVertexAttribFormat(attrNormal, 3,GL_FLOAT,GL_FALSE,offsetof(CadScene::Vertex,normal));
glVertexAttribBinding(attrPos,0);
glVertexAttribBinding(attrNormal,0);
glEnableVertexAttribArray(attrPos);
glEnableVertexAttribArray(attrNormal);
glBindVertexBuffer(0,0,0,sizeof(CadScene::Vertex));
}
static void disableVertexFormat(int attrPos, int attrNormal)
{
glDisableVertexAttribArray(attrPos);
glDisableVertexAttribArray(attrNormal);
glBindVertexBuffer(0,0,0,16);
}
static ResourcesGL* get() {
static ResourcesGL resGL;
return &resGL;
}
};
}