OpenGLRenderer/CommandBuffer: Replace std::visit by a switch (to improve performance)

This commit is contained in:
SirLynix 2023-04-30 21:12:33 +02:00
parent 97f1c2c56c
commit 3957687a31
3 changed files with 339 additions and 296 deletions

View File

@ -8,6 +8,7 @@
#define NAZARA_OPENGLRENDERER_OPENGLCOMMANDBUFFER_HPP
#include <NazaraUtils/Prerequisites.hpp>
#include <NazaraUtils/TypeList.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/OpenGLRenderer/Config.hpp>
@ -79,17 +80,57 @@ namespace Nz
struct DrawStates;
struct ShaderBindings;
#define NAZARA_OPENGL_FOREACH_COMMANDS(cb, lastCb) \
cb(BeginDebugRegionCommand) \
cb(BlitTextureCommand) \
cb(CopyBufferCommand) \
cb(CopyBufferFromMemoryCommand) \
cb(CopyTextureCommand) \
cb(DispatchCommand) \
cb(DrawCommand) \
cb(DrawIndexedCommand) \
cb(EndDebugRegionCommand) \
cb(MemoryBarrier) \
lastCb(SetFrameBufferCommand) \
#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) struct Command;
NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK)
#undef NAZARA_OPENGL_COMMAND_CALLBACK
using CommandList = TypeList<
#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) Command,
#define NAZARA_OPENGL_COMMAND_CALLBACK_LAST(Command) Command
NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK_LAST)
#undef NAZARA_OPENGL_COMMAND_CALLBACK_LAST
#undef NAZARA_OPENGL_COMMAND_CALLBACK
>;
void ApplyBindings(const GL::Context& context, const ShaderBindings& bindings);
void ApplyStates(const GL::Context& context, const DrawStates& states);
inline void Execute(const GL::Context* context, const BeginDebugRegionCommand& command);
inline void Execute(const GL::Context* context, const BlitTextureCommand& command);
inline void Execute(const GL::Context* context, const CopyBufferCommand& command);
inline void Execute(const GL::Context* context, const CopyBufferFromMemoryCommand& command);
inline void Execute(const GL::Context* context, const CopyTextureCommand& command);
inline void Execute(const GL::Context* context, const DispatchCommand& command);
inline void Execute(const GL::Context* context, const DrawCommand& command);
inline void Execute(const GL::Context* context, const DrawIndexedCommand& command);
inline void Execute(const GL::Context* context, const EndDebugRegionCommand& command);
inline void Execute(const GL::Context* context, const MemoryBarrier& command);
inline void Execute(const GL::Context*& context, const SetFrameBufferCommand& command);
void Release() override;
struct BeginDebugRegionData
struct BeginDebugRegionCommand
{
std::string regionName;
Color color;
};
struct BlitTextureData
struct BlitTextureCommand
{
const OpenGLTexture* source;
const OpenGLTexture* target;
@ -103,7 +144,7 @@ namespace Nz
const OpenGLComputePipeline* pipeline = nullptr;
};
struct CopyBufferData
struct CopyBufferCommand
{
GLuint source;
GLuint target;
@ -112,7 +153,7 @@ namespace Nz
UInt64 targetOffset;
};
struct CopyTextureData
struct CopyTextureCommand
{
const OpenGLTexture* source;
const OpenGLTexture* target;
@ -120,7 +161,7 @@ namespace Nz
Vector3ui targetPoint;
};
struct CopyBufferFromMemoryData
struct CopyBufferFromMemoryCommand
{
const void* memory;
GLuint target;
@ -133,7 +174,7 @@ namespace Nz
std::vector<std::pair<const OpenGLRenderPipelineLayout*, const OpenGLShaderBinding*>> shaderBindings;
};
struct DispatchData
struct DispatchCommand
{
ComputeStates states;
ShaderBindings bindings;
@ -160,7 +201,7 @@ namespace Nz
bool shouldFlipY = false;
};
struct DrawData
struct DrawCommand
{
DrawStates states;
ShaderBindings bindings;
@ -170,7 +211,7 @@ namespace Nz
UInt32 vertexCount;
};
struct DrawIndexedData
struct DrawIndexedCommand
{
DrawStates states;
ShaderBindings bindings;
@ -180,7 +221,7 @@ namespace Nz
UInt32 instanceCount;
};
struct EndDebugRegionData
struct EndDebugRegionCommand
{
};
@ -189,26 +230,14 @@ namespace Nz
GLbitfield barriers;
};
struct SetFrameBufferData
struct SetFrameBufferCommand
{
std::array<CommandBufferBuilder::ClearValues, 16> clearValues; //< TODO: Remove hard limit?
const OpenGLFramebuffer* framebuffer;
const OpenGLRenderPass* renderpass;
};
using CommandData = std::variant<
BeginDebugRegionData,
BlitTextureData,
CopyBufferData,
CopyBufferFromMemoryData,
CopyTextureData,
DispatchData,
DrawData,
DrawIndexedData,
EndDebugRegionData,
MemoryBarrier,
SetFrameBufferData
>;
using CommandData = TypeListInstantiate<CommandList, std::variant>;
ComputeStates m_currentComputeStates;
DrawStates m_currentDrawStates;

View File

@ -25,7 +25,7 @@ namespace Nz
inline void OpenGLCommandBuffer::BeginDebugRegion(const std::string_view& regionName, const Color& color)
{
BeginDebugRegionData beginDebugRegion;
BeginDebugRegionCommand beginDebugRegion;
beginDebugRegion.color = color;
beginDebugRegion.regionName = regionName;
@ -77,7 +77,7 @@ namespace Nz
inline void OpenGLCommandBuffer::BlitTexture(const OpenGLTexture& source, const Boxui& sourceBox, const OpenGLTexture& target, const Boxui& targetBox, SamplerFilter filter)
{
BlitTextureData blitTexture = {
BlitTextureCommand blitTexture = {
&source,
&target,
sourceBox,
@ -90,7 +90,7 @@ namespace Nz
inline void OpenGLCommandBuffer::CopyBuffer(GLuint source, GLuint target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
{
CopyBufferData copyBuffer = {
CopyBufferCommand copyBuffer = {
source,
target,
size,
@ -103,7 +103,7 @@ namespace Nz
inline void OpenGLCommandBuffer::CopyBuffer(const UploadPool::Allocation& allocation, GLuint target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset)
{
CopyBufferFromMemoryData copyBuffer = {
CopyBufferFromMemoryCommand copyBuffer = {
static_cast<const UInt8*>(allocation.mappedPtr) + sourceOffset,
target,
size,
@ -115,7 +115,7 @@ namespace Nz
inline void OpenGLCommandBuffer::CopyTexture(const OpenGLTexture& source, const Boxui& sourceBox, const OpenGLTexture& target, const Vector3ui& targetPoint)
{
CopyTextureData copyTexture = {
CopyTextureCommand copyTexture = {
&source,
&target,
sourceBox,
@ -130,7 +130,7 @@ namespace Nz
if (!m_currentComputeStates.pipeline)
throw std::runtime_error("no pipeline bound");
DispatchData dispatch;
DispatchCommand dispatch;
dispatch.bindings = m_currentComputeShaderBindings;
dispatch.states = m_currentComputeStates;
dispatch.numGroupsX = numGroupsX;
@ -145,7 +145,7 @@ namespace Nz
if (!m_currentDrawStates.pipeline)
throw std::runtime_error("no pipeline bound");
DrawData draw;
DrawCommand draw;
draw.bindings = m_currentGraphicsShaderBindings;
draw.states = m_currentDrawStates;
draw.firstInstance = firstInstance;
@ -161,7 +161,7 @@ namespace Nz
if (!m_currentDrawStates.pipeline)
throw std::runtime_error("no pipeline bound");
DrawIndexedData draw;
DrawIndexedCommand draw;
draw.bindings = m_currentGraphicsShaderBindings;
draw.states = m_currentDrawStates;
draw.firstIndex = firstIndex;
@ -174,7 +174,7 @@ namespace Nz
inline void OpenGLCommandBuffer::EndDebugRegion()
{
m_commands.emplace_back(EndDebugRegionData{});
m_commands.emplace_back(EndDebugRegionCommand{});
}
inline std::size_t OpenGLCommandBuffer::GetBindingIndex() const
@ -214,7 +214,7 @@ namespace Nz
{
m_maxColorBufferCount = std::max(m_maxColorBufferCount, framebuffer.GetColorBufferCount());
SetFrameBufferData setFramebuffer;
SetFrameBufferCommand setFramebuffer;
setFramebuffer.framebuffer = &framebuffer;
setFramebuffer.renderpass = &renderPass;

View File

@ -62,273 +62,18 @@ namespace Nz
{
const GL::Context* context = GL::Context::GetCurrentContext();
StackArray<std::size_t> colorIndexes = NazaraStackArrayNoInit(std::size_t, m_maxColorBufferCount);
for (const auto& commandVariant : m_commands)
{
std::visit([&](auto&& command)
switch (commandVariant.index())
{
using T = std::decay_t<decltype(command)>;
#define NAZARA_OPENGL_COMMAND_CALLBACK(Command) \
case TypeListFind<CommandList, Command>: \
Execute(context, std::get<TypeListFind<CommandList, Command>>(commandVariant)); \
break;
if constexpr (std::is_same_v<T, BeginDebugRegionData>)
{
if (context->glPushDebugGroup)
context->glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, GLsizei(command.regionName.size()), command.regionName.data());
}
else if constexpr (std::is_same_v<T, BlitTextureData>)
{
context->BlitTexture(*command.source, *command.target, command.sourceBox, command.targetBox, command.filter);
}
else if constexpr (std::is_same_v<T, CopyBufferData>)
{
context->BindBuffer(GL::BufferTarget::CopyRead, command.source);
context->BindBuffer(GL::BufferTarget::CopyWrite, command.target);
context->glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, command.sourceOffset, command.targetOffset, command.size);
}
else if constexpr (std::is_same_v<T, CopyBufferFromMemoryData>)
{
context->BindBuffer(GL::BufferTarget::CopyWrite, command.target);
context->glBufferSubData(GL_COPY_WRITE_BUFFER, command.targetOffset, command.size, command.memory);
}
else if constexpr (std::is_same_v<T, CopyTextureData>)
{
context->CopyTexture(*command.source, *command.target, command.sourceBox, command.targetPoint);
}
else if constexpr (std::is_same_v<T, DispatchData>)
{
if (!context->glDispatchCompute)
throw std::runtime_error("compute shaders are not supported on this device");
command.states.pipeline->Apply(*context);
ApplyBindings(*context, command.bindings);
context->glDispatchCompute(command.numGroupsX, command.numGroupsY, command.numGroupsZ);
}
else if constexpr (std::is_same_v<T, DrawData>)
{
ApplyStates(*context, command.states);
ApplyBindings(*context, command.bindings);
context->glDrawArraysInstanced(ToOpenGL(command.states.pipeline->GetPipelineInfo().primitiveMode), command.firstVertex, command.vertexCount, command.instanceCount);
}
else if constexpr (std::is_same_v<T, DrawIndexedData>)
{
const UInt8* origin = 0; //< For an easy way to cast an integer to a pointer
origin += command.states.indexBufferOffset;
switch (command.states.indexBufferType)
{
case IndexType::U8: origin += command.firstIndex * sizeof(UInt8); break;
case IndexType::U16: origin += command.firstIndex * sizeof(UInt16); break;
case IndexType::U32: origin += command.firstIndex * sizeof(UInt32); break;
}
ApplyStates(*context, command.states);
ApplyBindings(*context, command.bindings);
context->glDrawElementsInstanced(ToOpenGL(command.states.pipeline->GetPipelineInfo().primitiveMode), command.indexCount, ToOpenGL(command.states.indexBufferType), origin, command.instanceCount);
}
else if constexpr (std::is_same_v<T, EndDebugRegionData>)
{
if (context->glPopDebugGroup)
context->glPopDebugGroup();
}
else if constexpr (std::is_same_v<T, MemoryBarrier>)
{
if (context->glMemoryBarrier)
context->glMemoryBarrier(command.barriers);
}
else if constexpr (std::is_same_v<T, SetFrameBufferData>)
{
command.framebuffer->Activate();
context = GL::Context::GetCurrentContext();
std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
assert(colorBufferCount <= colorIndexes.size());
colorIndexes.fill(0);
std::size_t colorIndex = 0;
GLbitfield clearFields = 0;
std::optional<std::size_t> depthStencilIndex;
std::size_t attachmentCount = command.renderpass->GetAttachmentCount();
for (std::size_t i = 0; i < attachmentCount; ++i)
{
const auto& attachmentInfo = command.renderpass->GetAttachment(i);
switch (PixelFormatInfo::GetContent(attachmentInfo.format))
{
case PixelFormatContent::Undefined:
break;
case PixelFormatContent::ColorRGBA:
colorIndexes[colorIndex++] = i;
break;
case PixelFormatContent::Depth:
if (!depthStencilIndex)
depthStencilIndex = i;
break;
case PixelFormatContent::DepthStencil:
if (!depthStencilIndex)
depthStencilIndex = i;
break;
case PixelFormatContent::Stencil:
//FIXME: I'm not sure stencil is properly handled here
if (!depthStencilIndex)
depthStencilIndex = i;
break;
}
}
StackVector<GLenum> invalidateAttachments;
if (command.framebuffer->GetType() == FramebufferType::Texture)
{
const OpenGLFboFramebuffer& fboFramebuffer = static_cast<const OpenGLFboFramebuffer&>(*command.framebuffer);
invalidateAttachments = NazaraStackVector(GLenum, colorBufferCount + 1);
for (std::size_t i = 0; i < colorBufferCount; ++i)
{
std::size_t attachmentIndex = colorIndexes[i];
Color color = command.clearValues[attachmentIndex].color;
std::array<GLfloat, 4> clearColor = { color.r, color.g, color.b, color.a };
const auto& attachmentInfo = command.renderpass->GetAttachment(attachmentIndex);
if (attachmentInfo.loadOp == AttachmentLoadOp::Clear)
{
context->ResetColorWriteMasks();
// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
const Vector2ui& attachmentSize = fboFramebuffer.GetAttachmentSize(i);
context->SetScissorBox(0, 0, attachmentSize.x, attachmentSize.y);
context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data());
}
else if (attachmentInfo.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + i));
}
if (depthStencilIndex)
{
std::size_t attachmentIndex = *depthStencilIndex;
const auto& clearValues = command.clearValues[attachmentIndex];
const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear || depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
const Vector2ui& attachmentSize = fboFramebuffer.GetAttachmentSize(attachmentIndex);
context->SetScissorBox(0, 0, attachmentSize.x, attachmentSize.y);
}
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear && depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->ResetStencilWriteMasks();
context->glClearBufferfi(GL_DEPTH_STENCIL, 0, clearValues.depth, clearValues.stencil);
}
else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->glClearBufferfv(GL_DEPTH, 0, &clearValues.depth);
if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_STENCIL_ATTACHMENT);
}
else if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
context->ResetStencilWriteMasks();
context->glClearBufferuiv(GL_STENCIL, 0, &clearValues.stencil);
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_DEPTH_ATTACHMENT);
}
else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Discard && depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT);
}
}
else
{
assert(command.framebuffer->GetType() == FramebufferType::Window);
// glDrawBuffers doesn't accept GL_BACK on OpenGL non-ES, and glDrawBuffer must be used instead
if (context->GetParams().type != GL::ContextType::OpenGL_ES && context->glDrawBuffer)
context->glDrawBuffer(GL_BACK);
else
{
GLenum buffer = GL_BACK;
context->glDrawBuffers(1, &buffer);
}
invalidateAttachments = NazaraStackVector(GLenum, 3); //< color + depth + stencil
if (colorIndex > 0)
{
assert(colorBufferCount <= 1);
std::size_t colorAttachmentIndex = colorIndexes.front();
const auto& colorAttachment = command.renderpass->GetAttachment(colorAttachmentIndex);
if (colorAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetColorWriteMasks();
const Color& color = command.clearValues[colorAttachmentIndex].color;
context->glClearColor(color.r, color.g, color.b, color.a);
clearFields |= GL_COLOR_BUFFER_BIT;
}
else if (colorAttachment.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_COLOR);
}
if (depthStencilIndex)
{
std::size_t attachmentIndex = *depthStencilIndex;
const auto& clearValues = command.clearValues[attachmentIndex];
const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->glClearDepthf(clearValues.depth);
clearFields |= GL_DEPTH_BUFFER_BIT;
}
else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_DEPTH);
if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear && PixelFormatInfo::GetContent(depthStencilAttachment.format) == PixelFormatContent::DepthStencil)
{
context->ResetStencilWriteMasks();
context->glClearStencil(clearValues.stencil);
clearFields |= GL_STENCIL_BUFFER_BIT;
}
else if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_STENCIL);
}
if (clearFields)
{
// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
const Vector2ui& size = command.framebuffer->GetSize();
context->SetScissorBox(0, 0, size.x, size.y);
context->glClear(clearFields);
}
}
if (!invalidateAttachments.empty())
context->glInvalidateFramebuffer(GL_FRAMEBUFFER, GLsizei(invalidateAttachments.size()), invalidateAttachments.data());
}
else
static_assert(AlwaysFalse<T>::value, "non-exhaustive visitor");
}, commandVariant);
NAZARA_OPENGL_FOREACH_COMMANDS(NAZARA_OPENGL_COMMAND_CALLBACK, NAZARA_OPENGL_COMMAND_CALLBACK)
#undef NAZARA_OPENGL_COMMAND_CALLBACK
}
}
}
@ -389,6 +134,275 @@ namespace Nz
context.BindVertexArray(vao.GetObjectId());
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const BeginDebugRegionCommand& command)
{
if (context->glPushDebugGroup)
context->glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, GLsizei(command.regionName.size()), command.regionName.data());
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const BlitTextureCommand& command)
{
context->BlitTexture(*command.source, *command.target, command.sourceBox, command.targetBox, command.filter);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const CopyBufferCommand& command)
{
context->BindBuffer(GL::BufferTarget::CopyRead, command.source);
context->BindBuffer(GL::BufferTarget::CopyWrite, command.target);
context->glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, command.sourceOffset, command.targetOffset, command.size);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const CopyBufferFromMemoryCommand& command)
{
context->BindBuffer(GL::BufferTarget::CopyWrite, command.target);
context->glBufferSubData(GL_COPY_WRITE_BUFFER, command.targetOffset, command.size, command.memory);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const CopyTextureCommand& command)
{
context->CopyTexture(*command.source, *command.target, command.sourceBox, command.targetPoint);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const DispatchCommand& command)
{
if (!context->glDispatchCompute)
throw std::runtime_error("compute shaders are not supported on this device");
command.states.pipeline->Apply(*context);
ApplyBindings(*context, command.bindings);
context->glDispatchCompute(command.numGroupsX, command.numGroupsY, command.numGroupsZ);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const DrawCommand& command)
{
ApplyStates(*context, command.states);
ApplyBindings(*context, command.bindings);
context->glDrawArraysInstanced(ToOpenGL(command.states.pipeline->GetPipelineInfo().primitiveMode), command.firstVertex, command.vertexCount, command.instanceCount);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const DrawIndexedCommand& command)
{
const UInt8* origin = 0; //< For an easy way to cast an integer to a pointer
origin += command.states.indexBufferOffset;
switch (command.states.indexBufferType)
{
case IndexType::U8: origin += command.firstIndex * sizeof(UInt8); break;
case IndexType::U16: origin += command.firstIndex * sizeof(UInt16); break;
case IndexType::U32: origin += command.firstIndex * sizeof(UInt32); break;
}
ApplyStates(*context, command.states);
ApplyBindings(*context, command.bindings);
context->glDrawElementsInstanced(ToOpenGL(command.states.pipeline->GetPipelineInfo().primitiveMode), command.indexCount, ToOpenGL(command.states.indexBufferType), origin, command.instanceCount);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const EndDebugRegionCommand& command)
{
if (context->glPopDebugGroup)
context->glPopDebugGroup();
}
inline void OpenGLCommandBuffer::Execute(const GL::Context* context, const MemoryBarrier& command)
{
if (context->glMemoryBarrier)
context->glMemoryBarrier(command.barriers);
}
inline void OpenGLCommandBuffer::Execute(const GL::Context*& context, const SetFrameBufferCommand& command)
{
command.framebuffer->Activate();
StackArray<std::size_t> colorIndexes = NazaraStackArrayNoInit(std::size_t, m_maxColorBufferCount);
std::size_t colorBufferCount = command.framebuffer->GetColorBufferCount();
assert(colorBufferCount <= colorIndexes.size());
colorIndexes.fill(0);
std::size_t colorIndex = 0;
GLbitfield clearFields = 0;
std::optional<std::size_t> depthStencilIndex;
std::size_t attachmentCount = command.renderpass->GetAttachmentCount();
for (std::size_t i = 0; i < attachmentCount; ++i)
{
const auto& attachmentInfo = command.renderpass->GetAttachment(i);
switch (PixelFormatInfo::GetContent(attachmentInfo.format))
{
case PixelFormatContent::Undefined:
break;
case PixelFormatContent::ColorRGBA:
colorIndexes[colorIndex++] = i;
break;
case PixelFormatContent::Depth:
if (!depthStencilIndex)
depthStencilIndex = i;
break;
case PixelFormatContent::DepthStencil:
if (!depthStencilIndex)
depthStencilIndex = i;
break;
case PixelFormatContent::Stencil:
//FIXME: I'm not sure stencil is properly handled here
if (!depthStencilIndex)
depthStencilIndex = i;
break;
}
}
StackVector<GLenum> invalidateAttachments;
if (command.framebuffer->GetType() == FramebufferType::Texture)
{
const OpenGLFboFramebuffer& fboFramebuffer = static_cast<const OpenGLFboFramebuffer&>(*command.framebuffer);
invalidateAttachments = NazaraStackVector(GLenum, colorBufferCount + 1);
for (std::size_t i = 0; i < colorBufferCount; ++i)
{
std::size_t attachmentIndex = colorIndexes[i];
Color color = command.clearValues[attachmentIndex].color;
std::array<GLfloat, 4> clearColor = { color.r, color.g, color.b, color.a };
const auto& attachmentInfo = command.renderpass->GetAttachment(attachmentIndex);
if (attachmentInfo.loadOp == AttachmentLoadOp::Clear)
{
context->ResetColorWriteMasks();
// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
const Vector2ui& attachmentSize = fboFramebuffer.GetAttachmentSize(i);
context->SetScissorBox(0, 0, attachmentSize.x, attachmentSize.y);
context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data());
}
else if (attachmentInfo.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(static_cast<GLenum>(GL_COLOR_ATTACHMENT0 + i));
}
if (depthStencilIndex)
{
std::size_t attachmentIndex = *depthStencilIndex;
const auto& clearValues = command.clearValues[attachmentIndex];
const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear || depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
const Vector2ui& attachmentSize = fboFramebuffer.GetAttachmentSize(attachmentIndex);
context->SetScissorBox(0, 0, attachmentSize.x, attachmentSize.y);
}
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear && depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->ResetStencilWriteMasks();
context->glClearBufferfi(GL_DEPTH_STENCIL, 0, clearValues.depth, clearValues.stencil);
}
else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->glClearBufferfv(GL_DEPTH, 0, &clearValues.depth);
if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_STENCIL_ATTACHMENT);
}
else if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
{
context->ResetStencilWriteMasks();
context->glClearBufferuiv(GL_STENCIL, 0, &clearValues.stencil);
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_DEPTH_ATTACHMENT);
}
else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Discard && depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT);
}
}
else
{
assert(command.framebuffer->GetType() == FramebufferType::Window);
// Window framebuffers have their own contexts
context = GL::Context::GetCurrentContext();
// glDrawBuffers doesn't accept GL_BACK on OpenGL non-ES, and glDrawBuffer must be used instead
if (context->GetParams().type != GL::ContextType::OpenGL_ES && context->glDrawBuffer)
context->glDrawBuffer(GL_BACK);
else
{
GLenum buffer = GL_BACK;
context->glDrawBuffers(1, &buffer);
}
invalidateAttachments = NazaraStackVector(GLenum, 3); //< color + depth + stencil
if (colorIndex > 0)
{
assert(colorBufferCount <= 1);
std::size_t colorAttachmentIndex = colorIndexes.front();
const auto& colorAttachment = command.renderpass->GetAttachment(colorAttachmentIndex);
if (colorAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetColorWriteMasks();
const Color& color = command.clearValues[colorAttachmentIndex].color;
context->glClearColor(color.r, color.g, color.b, color.a);
clearFields |= GL_COLOR_BUFFER_BIT;
}
else if (colorAttachment.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_COLOR);
}
if (depthStencilIndex)
{
std::size_t attachmentIndex = *depthStencilIndex;
const auto& clearValues = command.clearValues[attachmentIndex];
const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear)
{
context->ResetDepthWriteMasks();
context->glClearDepthf(clearValues.depth);
clearFields |= GL_DEPTH_BUFFER_BIT;
}
else if (depthStencilAttachment.loadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_DEPTH);
if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear && PixelFormatInfo::GetContent(depthStencilAttachment.format) == PixelFormatContent::DepthStencil)
{
context->ResetStencilWriteMasks();
context->glClearStencil(clearValues.stencil);
clearFields |= GL_STENCIL_BUFFER_BIT;
}
else if (depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Discard)
invalidateAttachments.push_back(GL_STENCIL);
}
if (clearFields)
{
// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
const Vector2ui& size = command.framebuffer->GetSize();
context->SetScissorBox(0, 0, size.x, size.y);
context->glClear(clearFields);
}
}
if (!invalidateAttachments.empty())
context->glInvalidateFramebuffer(GL_FRAMEBUFFER, GLsizei(invalidateAttachments.size()), invalidateAttachments.data());
}
void OpenGLCommandBuffer::Release()
{
assert(m_owner);