axmol/core/renderer/backend/opengl/CommandBufferGL.cpp

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/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2021-2022 Bytedance Inc.
https://axis-project.github.io/
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.
****************************************************************************/
#include "CommandBufferGL.h"
#include "BufferGL.h"
#include "RenderPipelineGL.h"
#include "TextureGL.h"
#include "DepthStencilStateGL.h"
#include "ProgramGL.h"
#include "base/CCEventDispatcher.h"
#include "base/CCEventType.h"
#include "base/CCDirector.h"
#include "renderer/backend/opengl/MacrosGL.h"
#include "renderer/backend/opengl/UtilsGL.h"
#include "RenderTargetGL.h"
#include <algorithm>
NS_AX_BACKEND_BEGIN
namespace
{
void applyTexture(TextureBackend* texture, int slot, int index)
{
switch (texture->getTextureType())
{
case TextureType::TEXTURE_2D:
static_cast<Texture2DGL*>(texture)->apply(slot, index);
break;
case TextureType::TEXTURE_CUBE:
static_cast<TextureCubeGL*>(texture)->apply(slot, index);
break;
default:
assert(false);
return;
}
}
} // namespace
CommandBufferGL::CommandBufferGL() {}
CommandBufferGL::~CommandBufferGL()
{
cleanResources();
}
bool CommandBufferGL::beginFrame()
{
return true;
}
void CommandBufferGL::beginRenderPass(const RenderTarget* rt, const RenderPassDescriptor& descirptor)
{
auto rtGL = static_cast<const RenderTargetGL*>(rt);
rtGL->bindFrameBuffer();
rtGL->update();
auto clearFlags = descirptor.flags.clear;
// set clear color, depth and stencil
GLbitfield mask = 0;
if (bitmask::any(clearFlags, TargetBufferFlags::COLOR))
{
mask |= GL_COLOR_BUFFER_BIT;
const auto& clearColor = descirptor.clearColorValue;
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
}
CHECK_GL_ERROR_DEBUG();
GLboolean oldDepthWrite = GL_FALSE;
GLboolean oldDepthTest = GL_FALSE;
GLfloat oldDepthClearValue = 0.f;
GLint oldDepthFunc = GL_LESS;
if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
{
glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
glGetBooleanv(GL_DEPTH_TEST, &oldDepthTest);
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
mask |= GL_DEPTH_BUFFER_BIT;
glClearDepth(descirptor.clearDepthValue);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
}
CHECK_GL_ERROR_DEBUG();
if (bitmask::any(clearFlags, TargetBufferFlags::STENCIL))
{
mask |= GL_STENCIL_BUFFER_BIT;
glClearStencil(descirptor.clearStencilValue);
}
if (mask)
glClear(mask);
CHECK_GL_ERROR_DEBUG();
// restore depth test
if (bitmask::any(clearFlags, TargetBufferFlags::DEPTH))
{
if (!oldDepthTest)
glDisable(GL_DEPTH_TEST);
glDepthMask(oldDepthWrite);
glDepthFunc(oldDepthFunc);
glClearDepth(oldDepthClearValue);
}
CHECK_GL_ERROR_DEBUG();
}
void CommandBufferGL::setDepthStencilState(DepthStencilState* depthStencilState)
{
_depthStencilStateGL = static_cast<DepthStencilStateGL*>(depthStencilState);
}
void CommandBufferGL::setRenderPipeline(RenderPipeline* renderPipeline)
{
_renderPipeline = static_cast<RenderPipelineGL*>(renderPipeline);
}
/**
* Update depthStencil status, improvment: for metal backend cache it
* @param depthStencilState Specifies the depth and stencil status
*/
void CommandBufferGL::updateDepthStencilState(const DepthStencilDescriptor& descriptor)
{
_depthStencilStateGL->update(descriptor);
}
/**
* Update render pipeline status
* @param depthStencilState Specifies the depth and stencil status
*/
void CommandBufferGL::updatePipelineState(const RenderTarget* rt, const PipelineDescriptor& descriptor)
{
_renderPipeline->update(rt, descriptor);
}
void CommandBufferGL::setViewport(int x, int y, unsigned int w, unsigned int h)
{
glViewport(x, y, w, h);
_viewPort.x = x;
_viewPort.y = y;
_viewPort.w = w;
_viewPort.h = h;
}
void CommandBufferGL::setCullMode(CullMode mode)
{
_cullMode = mode;
}
void CommandBufferGL::setWinding(Winding winding)
{
glFrontFace(UtilsGL::toGLFrontFace(winding));
}
void CommandBufferGL::setIndexBuffer(Buffer* buffer)
{
assert(buffer != nullptr);
if (buffer == nullptr || _indexBuffer == buffer)
return;
buffer->retain();
AX_SAFE_RELEASE(_indexBuffer);
_indexBuffer = static_cast<BufferGL*>(buffer);
}
void CommandBufferGL::setVertexBuffer(Buffer* buffer)
{
assert(buffer != nullptr);
if (buffer == nullptr || _vertexBuffer == buffer)
return;
buffer->retain();
AX_SAFE_RELEASE(_vertexBuffer);
_vertexBuffer = static_cast<BufferGL*>(buffer);
}
void CommandBufferGL::setProgramState(ProgramState* programState)
{
AX_SAFE_RETAIN(programState);
AX_SAFE_RELEASE(_programState);
_programState = programState;
}
void CommandBufferGL::drawArrays(PrimitiveType primitiveType, std::size_t start, std::size_t count)
{
prepareDrawing();
glDrawArrays(UtilsGL::toGLPrimitiveType(primitiveType), start, count);
cleanResources();
}
void CommandBufferGL::drawElements(PrimitiveType primitiveType,
IndexFormat indexType,
std::size_t count,
std::size_t offset)
{
prepareDrawing();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer->getHandler());
glDrawElements(UtilsGL::toGLPrimitiveType(primitiveType), count, UtilsGL::toGLIndexType(indexType),
(GLvoid*)offset);
CHECK_GL_ERROR_DEBUG();
cleanResources();
}
void CommandBufferGL::endRenderPass()
{
AX_SAFE_RELEASE_NULL(_indexBuffer);
AX_SAFE_RELEASE_NULL(_vertexBuffer);
}
void CommandBufferGL::endFrame() {}
void CommandBufferGL::prepareDrawing() const
{
const auto& program = _renderPipeline->getProgram();
glUseProgram(program->getHandler());
bindVertexBuffer(program);
setUniforms(program);
// Set depth/stencil state.
if (_depthStencilStateGL->isEnabled())
_depthStencilStateGL->apply(_stencilReferenceValueFront, _stencilReferenceValueBack);
else
DepthStencilStateGL::reset();
// Set cull mode.
if (CullMode::NONE == _cullMode)
{
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(UtilsGL::toGLCullMode(_cullMode));
}
}
void CommandBufferGL::bindVertexBuffer(ProgramGL* program) const
{
// Bind vertex buffers and set the attributes.
auto vertexLayout = _programState->getVertexLayout();
if (!vertexLayout->isValid())
return;
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer->getHandler());
const auto& attributes = vertexLayout->getAttributes();
for (const auto& attributeInfo : attributes)
{
const auto& attribute = attributeInfo.second;
glEnableVertexAttribArray(attribute.index);
glVertexAttribPointer(attribute.index, UtilsGL::getGLAttributeSize(attribute.format),
UtilsGL::toGLAttributeType(attribute.format), attribute.needToBeNormallized,
vertexLayout->getStride(), (GLvoid*)attribute.offset);
}
}
void CommandBufferGL::setUniforms(ProgramGL* program) const
{
if (_programState)
{
auto& callbacks = _programState->getCallbackUniforms();
for (auto&& cb : callbacks)
cb.second(_programState, cb.first);
auto& uniformInfos = _programState->getProgram()->getAllActiveUniformInfo(ShaderStage::VERTEX);
std::size_t bufferSize = 0;
char* buffer = nullptr;
_programState->getVertexUniformBuffer(&buffer, bufferSize);
int i = 0;
for (auto&& iter : uniformInfos)
{
auto& uniformInfo = iter.second;
if (uniformInfo.size <= 0)
continue;
int elementCount = uniformInfo.count;
setUniform(uniformInfo.isArray, uniformInfo.location, elementCount, uniformInfo.type,
(void*)(buffer + uniformInfo.bufferOffset));
}
const auto& textureInfo = _programState->getVertexTextureInfos();
for (const auto& iter : textureInfo)
{
/* About mutli textures support
* a. sampler2DArray, sampler2D[2], bind BackendTexture one by one, not use GL_TEXTURE_2D_ARRAY, not used
* at all engine interanl b. texture slot, one BackendTexture, multi GPU texture handlers, used by etc1,
* restrict: textures must have same size c. Bind multi BackendTexture to 1 Shader Program, see the
* ShaderTest
*/
auto& textures = iter.second.textures;
auto& slots = iter.second.slots;
auto& indexs = iter.second.indexs;
auto location = iter.first;
#if AX_ENABLE_CACHE_TEXTURE_DATA
location = iter.second.location;
#endif
int i = 0;
for (const auto& texture : textures)
{
applyTexture(texture, slots[i], indexs[i]);
++i;
}
auto arrayCount = slots.size();
if (arrayCount == 1) // Most of the time not use sampler2DArray, should be 1
glUniform1i(location, slots[0]);
else
glUniform1iv(location, static_cast<GLsizei>(arrayCount), static_cast<const GLint*>(slots.data()));
}
}
}
#define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index))
#define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index))
void CommandBufferGL::setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) const
{
GLsizei count = size;
switch (uniformType)
{
case GL_INT:
case GL_BOOL:
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
if (isArray)
glUniform1iv(location, count, (GLint*)data);
else
glUniform1i(location, DEF_TO_INT(data, 0));
break;
case GL_INT_VEC2:
case GL_BOOL_VEC2:
if (isArray)
glUniform2iv(location, count, (GLint*)data);
else
glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1));
break;
case GL_INT_VEC3:
case GL_BOOL_VEC3:
if (isArray)
glUniform3iv(location, count, (GLint*)data);
else
glUniform3i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1), DEF_TO_INT(data, 2));
break;
case GL_INT_VEC4:
case GL_BOOL_VEC4:
if (isArray)
glUniform4iv(location, count, (GLint*)data);
else
glUniform4i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1), DEF_TO_INT(data, 2), DEF_TO_INT(data, 4));
break;
case GL_FLOAT:
if (isArray)
glUniform1fv(location, count, (GLfloat*)data);
else
glUniform1f(location, DEF_TO_FLOAT(data, 0));
break;
case GL_FLOAT_VEC2:
if (isArray)
glUniform2fv(location, count, (GLfloat*)data);
else
glUniform2f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1));
break;
case GL_FLOAT_VEC3:
if (isArray)
glUniform3fv(location, count, (GLfloat*)data);
else
glUniform3f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1), DEF_TO_FLOAT(data, 2));
break;
case GL_FLOAT_VEC4:
if (isArray)
glUniform4fv(location, count, (GLfloat*)data);
else
glUniform4f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1), DEF_TO_FLOAT(data, 2),
DEF_TO_FLOAT(data, 3));
break;
case GL_FLOAT_MAT2:
glUniformMatrix2fv(location, count, GL_FALSE, (GLfloat*)data);
break;
case GL_FLOAT_MAT3:
glUniformMatrix3fv(location, count, GL_FALSE, (GLfloat*)data);
break;
case GL_FLOAT_MAT4:
glUniformMatrix4fv(location, count, GL_FALSE, (GLfloat*)data);
break;
break;
default:
AXASSERT(false, "invalidate Uniform data type");
break;
}
}
void CommandBufferGL::cleanResources()
{
AX_SAFE_RELEASE_NULL(_programState);
}
void CommandBufferGL::setLineWidth(float lineWidth)
{
if (lineWidth > 0.0f)
glLineWidth(lineWidth);
else
glLineWidth(1.0f);
}
void CommandBufferGL::setScissorRect(bool isEnabled, float x, float y, float width, float height)
{
if (isEnabled)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, width, height);
}
else
{
glDisable(GL_SCISSOR_TEST);
}
}
void CommandBufferGL::readPixels(RenderTarget* rt, std::function<void(const PixelBufferDescriptor&)> callback)
{
PixelBufferDescriptor pbd;
if (rt->isDefaultRenderTarget())
{ // read pixels from screen
readPixels(rt, _viewPort.x, _viewPort.y, _viewPort.w, _viewPort.h, _viewPort.w * 4, pbd);
}
else
{
// we only readPixels from the COLOR0 attachment.
auto colorAttachment = rt->_color[0].texture;
if (colorAttachment)
{
readPixels(rt, 0, 0, colorAttachment->getWidth(), colorAttachment->getHeight(),
colorAttachment->getWidth() * 4, pbd);
}
}
callback(pbd);
}
void CommandBufferGL::readPixels(RenderTarget* rt,
int x,
int y,
uint32_t width,
uint32_t height,
uint32_t bytesPerRow,
PixelBufferDescriptor& pbd)
{
auto rtGL = static_cast<RenderTargetGL*>(rt);
rtGL->bindFrameBuffer();
glPixelStorei(GL_PACK_ALIGNMENT, 1);
auto bufferSize = bytesPerRow * height;
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 && defined(GL_ES_VERSION_3_0)) || \
(AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID && defined(GL_PIXEL_PACK_BUFFER))
GLuint pbo;
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, bufferSize, nullptr, GL_STATIC_DRAW);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
auto buffer = (uint8_t*)glMapBufferRange(GL_PIXEL_PACK_BUFFER, 0, bufferSize, GL_MAP_READ_BIT);
#else
std::unique_ptr<uint8_t[]> bufferStorage(new uint8_t[bufferSize]);
auto buffer = bufferStorage.get();
memset(buffer, 0, bufferSize);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
#endif
uint8_t* wptr = nullptr;
if (buffer && (wptr = pbd._data.resize(bufferSize)))
{
auto rptr = buffer + (height - 1) * bytesPerRow;
for (int row = 0; row < height; ++row)
{
memcpy(wptr, rptr, bytesPerRow);
wptr += bytesPerRow;
rptr -= bytesPerRow;
}
pbd._width = width;
pbd._height = height;
}
#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32 && defined(GL_ES_VERSION_3_0)) || \
(AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID && defined(GL_PIXEL_PACK_BUFFER))
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &pbo);
#endif
if (!rtGL->isDefaultRenderTarget())
rtGL->unbindFrameBuffer();
}
NS_AX_BACKEND_END