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622 lines
26 KiB
622 lines
26 KiB
// BE VERY VERY CAREFUL what you do in these function. They are extremely hot, and calling the wrong GL API's in here will crush perf. (especially on NVidia threaded drivers).
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FORCEINLINE uint32 bitmix32(uint32 a)
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{
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a -= (a<<6);
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//a ^= (a>>17);
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//a -= (a<<9);
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a ^= (a<<4);
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//a -= (a<<3);
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//a ^= (a<<10);
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a ^= (a>>15);
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return a;
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}
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#ifndef OSX
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FORCEINLINE GLuint GLMContext::FindSamplerObject( const GLMTexSamplingParams &desiredParams )
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{
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int h = bitmix32( desiredParams.m_bits + desiredParams.m_borderColor ) & ( cSamplerObjectHashSize - 1 );
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while ( ( m_samplerObjectHash[h].m_params.m_bits != desiredParams.m_bits ) || ( m_samplerObjectHash[h].m_params.m_borderColor != desiredParams.m_borderColor ) )
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{
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if ( !m_samplerObjectHash[h].m_params.m_packed.m_isValid )
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break;
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if ( ++h >= cSamplerObjectHashSize )
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h = 0;
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}
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if ( !m_samplerObjectHash[h].m_params.m_packed.m_isValid )
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{
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GLMTexSamplingParams &hashParams = m_samplerObjectHash[h].m_params;
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hashParams = desiredParams;
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hashParams.SetToSamplerObject( m_samplerObjectHash[h].m_samplerObject );
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if ( ++m_nSamplerObjectHashNumEntries == cSamplerObjectHashSize )
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{
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// TODO: Support resizing
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Error( "Sampler object hash is full, increase cSamplerObjectHashSize" );
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}
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}
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return m_samplerObjectHash[h].m_samplerObject;
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}
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#endif // !OSX
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// BE VERY CAREFUL WHAT YOU DO IN HERE. This is called on every batch, even seemingly simple changes can kill perf.
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FORCEINLINE void GLMContext::FlushDrawStates( uint nStartIndex, uint nEndIndex, uint nBaseVertex ) // shadersOn = true for draw calls, false for clear calls
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{
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Assert( m_drawingLang == kGLMGLSL ); // no support for ARB shaders right now (and NVidia reports that they aren't worth targeting under Windows/Linux for various reasons anyway)
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Assert( ( m_drawingFBO == m_boundDrawFBO ) && ( m_drawingFBO == m_boundReadFBO ) ); // this check MUST succeed
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Assert( m_pDevice->m_pVertDecl );
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#if GLMDEBUG
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GLM_FUNC;
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#endif
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GL_BATCH_PERF( m_FlushStats.m_nTotalBatchFlushes++; )
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#if GLMDEBUG
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bool tex0_srgb = (m_boundDrawFBO[0].m_attach[0].m_tex->m_layout->m_key.m_texFlags & kGLMTexSRGB) != 0;
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// you can only actually use the sRGB FB state on some systems.. check caps
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if (m_caps.m_hasGammaWrites)
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{
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GLBlendEnableSRGB_t writeSRGBState;
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m_BlendEnableSRGB.Read( &writeSRGBState, 0 ); // the client set value, not the API-written value yet..
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bool draw_srgb = writeSRGBState.enable != 0;
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if (draw_srgb)
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{
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if (tex0_srgb)
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{
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// good - draw mode and color tex agree
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}
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else
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{
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// bad
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// Client has asked to write sRGB into a texture that can't do it.
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// there is no way to satisfy this unless we change the RT tex and we avoid doing that.
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// (although we might consider a ** ONE TIME ** promotion.
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// this shouldn't be a big deal if the tex format is one where it doesn't matter like 32F.
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GLMPRINTF(("-Z- srgb-enabled FBO conflict: attached tex %08x [%s] is not SRGB", m_boundDrawFBO[0].m_attach[0].m_tex, m_boundDrawFBO[0].m_attach[0].m_tex->m_layout->m_layoutSummary ));
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// do we shoot down the srgb-write state for this batch?
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// I think the runtime will just ignore it.
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}
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}
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else
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{
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if (tex0_srgb)
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{
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// odd - client is not writing sRGB into a texture which *can* do it.
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//GLMPRINTF(( "-Z- srgb-disabled FBO conflict: attached tex %08x [%s] is SRGB", m_boundFBO[0].m_attach[0].m_tex, m_boundFBO[0].m_attach[0].m_tex->m_layout->m_layoutSummary ));
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//writeSRGBState.enable = true;
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//m_BlendEnableSRGB.Write( &writeSRGBState );
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}
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else
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{
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// good - draw mode and color tex agree
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}
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}
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}
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#endif
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Assert( m_drawingProgram[ kGLMVertexProgram ] );
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Assert( m_drawingProgram[ kGLMFragmentProgram ] );
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Assert( ( m_drawingProgram[kGLMVertexProgram]->m_type == kGLMVertexProgram ) && ( m_drawingProgram[kGLMFragmentProgram]->m_type == kGLMFragmentProgram ) );
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Assert( m_drawingProgram[ kGLMVertexProgram ]->m_bTranslatedProgram && m_drawingProgram[ kGLMFragmentProgram ]->m_bTranslatedProgram );
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#if GLMDEBUG
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// Depth compare mode check
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uint nCurMask = 1, nShaderSamplerMask = m_drawingProgram[kGLMFragmentProgram]->m_samplerMask;
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for ( int nSamplerIndex = 0; nSamplerIndex < GLM_SAMPLER_COUNT; ++nSamplerIndex, nCurMask <<= 1 )
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{
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if ( !m_samplers[nSamplerIndex].m_pBoundTex )
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continue;
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if ( m_samplers[nSamplerIndex].m_pBoundTex->m_layout->m_mipCount == 1 )
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{
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if ( m_samplers[nSamplerIndex].m_samp.m_packed.m_mipFilter == D3DTEXF_LINEAR )
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{
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GLMDebugPrintf( "Sampler %u has mipmap filtering enabled on a texture without mipmaps! (texture name: %s, pixel shader: %s)!\n",
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nSamplerIndex,
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m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
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m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
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}
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}
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if ( ( nShaderSamplerMask & nCurMask ) == 0 )
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continue;
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if ( m_samplers[nSamplerIndex].m_pBoundTex->m_layout->m_mipCount == 1 )
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{
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if ( m_samplers[nSamplerIndex].m_samp.m_packed.m_mipFilter == D3DTEXF_LINEAR )
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{
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// Note this is not always an error - shadow buffer debug visualization shaders purposely want to read shadow depths (and not do the comparison)
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GLMDebugPrintf( "Sampler %u has mipmap filtering enabled on a texture without mipmaps! (texture name: %s, pixel shader: %s)!\n",
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nSamplerIndex,
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m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
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m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
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}
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}
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bool bSamplerIsDepth = ( m_samplers[nSamplerIndex].m_pBoundTex->m_layout->m_key.m_texFlags & kGLMTexIsDepth ) != 0;
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bool bSamplerShadow = m_samplers[nSamplerIndex].m_samp.m_packed.m_compareMode != 0;
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bool bShaderShadow = ( m_drawingProgram[kGLMFragmentProgram]->m_nShadowDepthSamplerMask & nCurMask ) != 0;
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if ( bShaderShadow )
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{
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// Shader expects shadow depth sampling at this sampler index
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// Must have a depth texture and compare mode must be enabled
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if ( !bSamplerIsDepth || !bSamplerShadow )
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{
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// FIXME: This occasionally occurs in L4D2 when CShaderAPIDx8::ExecuteCommandBuffer() sets the TEXTURE_WHITE texture in the flashlight depth texture slot.
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GLMDebugPrintf( "Sampler %u's compare mode (%u) or format (depth=%u) is not consistent with pixel shader's compare mode (%u) (texture name: %s, pixel shader: %s)!\n",
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nSamplerIndex, bSamplerShadow, bSamplerIsDepth, bShaderShadow,
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m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
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m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
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}
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}
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else
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{
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// Shader does not expect shadow depth sampling as this sampler index
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// We don't care if comparemode is enabled, but we can't have a depth texture in this sampler
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if ( bSamplerIsDepth )
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{
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GLMDebugPrintf( "Sampler %u is a depth texture but the pixel shader's shadow depth sampler mask does not expect depth here (texture name: %s, pixel shader: %s)!\n",
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nSamplerIndex,
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m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
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m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
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}
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}
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}
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#endif
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if ( m_bDirtyPrograms )
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{
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m_bDirtyPrograms = false;
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CGLMShaderPair *pNewPair = m_pairCache->SelectShaderPair( m_drawingProgram[ kGLMVertexProgram ], m_drawingProgram[ kGLMFragmentProgram ], 0 );
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if ( pNewPair != m_pBoundPair )
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{
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#if GL_BATCH_TELEMETRY_ZONES
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tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "NewProgram" );
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#endif
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if ( !pNewPair->m_valid )
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{
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if ( !pNewPair->ValidateProgramPair() )
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{
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goto flush_error_exit;
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}
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}
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gGL->glUseProgram( (GLuint)pNewPair->m_program );
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GL_BATCH_PERF( m_FlushStats.m_nTotalProgramPairChanges++; )
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if ( !m_pBoundPair )
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{
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GL_BATCH_PERF( m_FlushStats.m_nNewPS++; )
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GL_BATCH_PERF( m_FlushStats.m_nNewVS++; )
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}
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else
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{
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GL_BATCH_PERF( if ( pNewPair->m_fragmentProg != m_pBoundPair->m_fragmentProg ) m_FlushStats.m_nNewPS++; )
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GL_BATCH_PERF( if ( pNewPair->m_vertexProg != m_pBoundPair->m_vertexProg ) m_FlushStats.m_nNewVS++; )
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}
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#if GL_BATCH_PERF_ANALYSIS
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tmMessage( TELEMETRY_LEVEL2, TMMF_ICON_NOTE, "V:%s (V Regs:%u V Bone Regs:%u) F:%s (F Regs:%u)",
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m_drawingProgram[ kGLMVertexProgram ]->m_shaderName,
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m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_highWater,
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m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_VSHighWaterBone,
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m_drawingProgram[ kGLMFragmentProgram ]->m_shaderName,
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m_drawingProgram[ kGLMFragmentProgram ]->m_descs[kGLMGLSL].m_highWater );
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#endif
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m_pBoundPair = pNewPair;
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// set the dirty levels appropriately since the program changed and has never seen any of the current values.
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m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = 0;
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m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_highWater;
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m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone = m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_VSHighWaterBone;
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m_programParamsF[kGLMFragmentProgram].m_firstDirtySlotNonBone = 0;
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m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone = m_drawingProgram[ kGLMFragmentProgram ]->m_descs[kGLMGLSL].m_highWater;
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// bool and int dirty levels get set to max, we don't have actual high water marks for them
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// code which sends the values must clamp on these types.
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m_programParamsB[kGLMVertexProgram].m_dirtySlotCount = kGLMProgramParamBoolLimit;
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m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount = kGLMProgramParamBoolLimit;
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m_programParamsI[kGLMVertexProgram].m_dirtySlotCount = kGLMProgramParamInt4Limit;
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m_programParamsI[kGLMFragmentProgram].m_dirtySlotCount = 0;
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// check fragment buffers used (MRT)
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if( pNewPair->m_fragmentProg->m_fragDataMask != m_fragDataMask )
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{
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gGL->glDrawBuffers( pNewPair->m_fragmentProg->m_numDrawBuffers, pNewPair->m_fragmentProg->m_drawBuffers );
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m_fragDataMask = pNewPair->m_fragmentProg->m_fragDataMask;
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}
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}
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}
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Assert( m_ViewportBox.GetData().width == (int)( m_ViewportBox.GetData().widthheight & 0xFFFF ) );
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Assert( m_ViewportBox.GetData().height == (int)( m_ViewportBox.GetData().widthheight >> 16 ) );
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m_pBoundPair->UpdateScreenUniform( m_ViewportBox.GetData().widthheight );
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GL_BATCH_PERF( m_FlushStats.m_nNumChangedSamplers += m_nNumDirtySamplers );
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#if !defined( OSX ) // no support for sampler objects in OSX 10.6 (GL 2.1 profile)
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if ( m_bUseSamplerObjects)
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{
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while ( m_nNumDirtySamplers )
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{
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const uint nSamplerIndex = m_nDirtySamplers[--m_nNumDirtySamplers];
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Assert( ( nSamplerIndex < GLM_SAMPLER_COUNT ) && ( !m_nDirtySamplerFlags[nSamplerIndex]) );
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m_nDirtySamplerFlags[nSamplerIndex] = 1;
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gGL->glBindSampler( nSamplerIndex, FindSamplerObject( m_samplers[nSamplerIndex].m_samp ) );
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GL_BATCH_PERF( m_FlushStats.m_nNumSamplingParamsChanged++ );
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#if defined( OSX ) // valid for OSX only if using GL 3.3 context
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CGLMTex *pTex = m_samplers[nSamplerIndex].m_pBoundTex;
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if( pTex && !( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) )
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{
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// see if requested SRGB state differs from the known one
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bool texSRGB = ( pTex->m_layout->m_key.m_texFlags & kGLMTexSRGB ) != 0;
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bool glSampSRGB = m_samplers[nSamplerIndex].m_samp.m_packed.m_srgb;
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if ( texSRGB != glSampSRGB ) // mismatch
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{
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pTex->HandleSRGBMismatch( glSampSRGB, pTex->m_srgbFlipCount );
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}
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}
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#endif
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}
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}
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else
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#endif // if !defined( OSX )
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{
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while ( m_nNumDirtySamplers )
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{
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const uint nSamplerIndex = m_nDirtySamplers[--m_nNumDirtySamplers];
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Assert( ( nSamplerIndex < GLM_SAMPLER_COUNT ) && ( !m_nDirtySamplerFlags[nSamplerIndex]) );
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m_nDirtySamplerFlags[nSamplerIndex] = 1;
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CGLMTex *pTex = m_samplers[nSamplerIndex].m_pBoundTex;
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if ( ( pTex ) && ( !( pTex->m_SamplingParams == m_samplers[nSamplerIndex].m_samp ) ) )
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{
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SelectTMU( nSamplerIndex );
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m_samplers[nSamplerIndex].m_samp.DeltaSetToTarget( pTex->m_texGLTarget, pTex->m_SamplingParams );
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pTex->m_SamplingParams = m_samplers[nSamplerIndex].m_samp;
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#if defined( OSX )
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if( pTex && !( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) )
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{
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// see if requested SRGB state differs from the known one
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bool texSRGB = ( pTex->m_layout->m_key.m_texFlags & kGLMTexSRGB ) != 0;
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bool glSampSRGB = m_samplers[nSamplerIndex].m_samp.m_packed.m_srgb;
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if ( texSRGB != glSampSRGB ) // mismatch
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{
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pTex->HandleSRGBMismatch( glSampSRGB, pTex->m_srgbFlipCount );
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}
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}
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#endif
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}
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}
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}
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// vertex stage --------------------------------------------------------------------
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if ( m_bUseBoneUniformBuffers )
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{
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// vertex stage --------------------------------------------------------------------
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if ( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone )
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{
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int firstDirtySlot = m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone;
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int dirtySlotHighWater = MIN( m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_highWater, m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone );
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GLint vconstLoc = m_pBoundPair->m_locVertexParams;
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if ( ( vconstLoc >= 0 ) && ( dirtySlotHighWater > firstDirtySlot ) )
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{
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#if GL_BATCH_TELEMETRY_ZONES
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tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "VSNonBoneUniformUpdate %u %u", firstDirtySlot, dirtySlotHighWater );
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#endif
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int numSlots = dirtySlotHighWater - DXABSTRACT_VS_FIRST_BONE_SLOT;
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// consts after the bones (c217 onwards), since we use the concatenated destination array vc[], upload these consts starting from vc[58]
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if( numSlots > 0 )
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{
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gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMVertexProgram][DXABSTRACT_VS_FIRST_BONE_SLOT], numSlots, &m_programParamsF[kGLMVertexProgram].m_values[(DXABSTRACT_VS_LAST_BONE_SLOT+1)][0] );
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dirtySlotHighWater = DXABSTRACT_VS_FIRST_BONE_SLOT;
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GL_BATCH_PERF( m_nTotalVSUniformCalls++; )
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GL_BATCH_PERF( m_nTotalVSUniformsSet += numSlots; )
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GL_BATCH_PERF( m_FlushStats.m_nFirstVSConstant = DXABSTRACT_VS_FIRST_BONE_SLOT; )
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GL_BATCH_PERF( m_FlushStats.m_nNumVSConstants += numSlots; )
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}
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numSlots = dirtySlotHighWater - firstDirtySlot;
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// consts before the bones (c0-c57)
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if( numSlots > 0 )
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{
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gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMVertexProgram][firstDirtySlot], dirtySlotHighWater - firstDirtySlot, &m_programParamsF[kGLMVertexProgram].m_values[firstDirtySlot][0] );
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GL_BATCH_PERF( m_nTotalVSUniformCalls++; )
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GL_BATCH_PERF( m_nTotalVSUniformsSet += dirtySlotHighWater - firstDirtySlot; )
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GL_BATCH_PERF( m_FlushStats.m_nFirstVSConstant = firstDirtySlot; )
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GL_BATCH_PERF( m_FlushStats.m_nNumVSConstants += (dirtySlotHighWater - firstDirtySlot); )
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}
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}
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m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = 256;
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m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = 0;
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}
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if ( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone )
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{
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const GLint vconstBoneLoc = m_pBoundPair->m_locVertexBoneParams;
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if ( vconstBoneLoc >= 0 )
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{
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int shaderSlotsBone = 0;
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if ( ( m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_VSHighWaterBone > 0 ) && ( m_nMaxUsedVertexProgramConstantsHint > DXABSTRACT_VS_FIRST_BONE_SLOT ) )
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{
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shaderSlotsBone = MIN( m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_VSHighWaterBone, m_nMaxUsedVertexProgramConstantsHint - DXABSTRACT_VS_FIRST_BONE_SLOT );
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}
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int dirtySlotHighWaterBone = MIN( shaderSlotsBone, m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone );
|
|
if ( dirtySlotHighWaterBone )
|
|
{
|
|
uint nNumBoneRegs = dirtySlotHighWaterBone;
|
|
|
|
#if GL_BATCH_TELEMETRY_ZONES
|
|
tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "VSBoneUniformUpdate %u", nNumBoneRegs );
|
|
#endif
|
|
|
|
gGL->glUniform4fv( vconstBoneLoc, nNumBoneRegs, &m_programParamsF[kGLMVertexProgram].m_values[DXABSTRACT_VS_FIRST_BONE_SLOT][0] );
|
|
|
|
GL_BATCH_PERF( m_nTotalVSUniformBoneCalls++; )
|
|
GL_BATCH_PERF( m_nTotalVSUniformsBoneSet += nNumBoneRegs; )
|
|
GL_BATCH_PERF( m_FlushStats.m_nNumVSBoneConstants += nNumBoneRegs; )
|
|
}
|
|
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone = 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if ( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone )
|
|
{
|
|
const int nMaxUsedShaderSlots = m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_highWater;
|
|
|
|
int firstDirtySlot = m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone;
|
|
int dirtySlotHighWater = MIN( nMaxUsedShaderSlots, m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone );
|
|
|
|
GLint vconstLoc = m_pBoundPair->m_locVertexParams;
|
|
if ( ( vconstLoc >= 0 ) && ( dirtySlotHighWater > firstDirtySlot ) )
|
|
{
|
|
#if GL_BATCH_TELEMETRY_ZONES
|
|
tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "VSNonBoneUniformUpdate %u %u", firstDirtySlot, dirtySlotHighWater );
|
|
#endif
|
|
gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMVertexProgram][firstDirtySlot], dirtySlotHighWater - firstDirtySlot, &m_programParamsF[kGLMVertexProgram].m_values[firstDirtySlot][0] );
|
|
|
|
GL_BATCH_PERF( m_nTotalVSUniformCalls++; )
|
|
GL_BATCH_PERF( m_nTotalVSUniformsSet += dirtySlotHighWater - firstDirtySlot; )
|
|
|
|
GL_BATCH_PERF( m_FlushStats.m_nFirstVSConstant = firstDirtySlot; )
|
|
GL_BATCH_PERF( m_FlushStats.m_nNumVSConstants += (dirtySlotHighWater - firstDirtySlot); )
|
|
}
|
|
|
|
m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = 256;
|
|
m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = 0;
|
|
}
|
|
}
|
|
|
|
|
|
// see if VS uses i0, b0, b1, b2, b3.
|
|
// use a glUniform1i to set any one of these if active. skip all of them if no dirties reported.
|
|
// my kingdom for the UBO extension!
|
|
|
|
// ------- bools ---------- //
|
|
if ( m_pBoundPair->m_bHasBoolOrIntUniforms )
|
|
{
|
|
if ( m_programParamsB[kGLMVertexProgram].m_dirtySlotCount ) // optimize this later after the float param pushes are proven out
|
|
{
|
|
const uint nLimit = MIN( CGLMShaderPair::cMaxVertexShaderBoolUniforms, m_programParamsB[kGLMVertexProgram].m_dirtySlotCount );
|
|
for ( uint i = 0; i < nLimit; ++i )
|
|
{
|
|
GLint constBoolLoc = m_pBoundPair->m_locVertexBool[i];
|
|
if ( constBoolLoc >= 0 )
|
|
gGL->glUniform1i( constBoolLoc, m_programParamsB[kGLMVertexProgram].m_values[i] );
|
|
}
|
|
|
|
m_programParamsB[kGLMVertexProgram].m_dirtySlotCount = 0;
|
|
}
|
|
|
|
if ( m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount ) // optimize this later after the float param pushes are proven out
|
|
{
|
|
const uint nLimit = MIN( CGLMShaderPair::cMaxFragmentShaderBoolUniforms, m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount );
|
|
for ( uint i = 0; i < nLimit; ++i )
|
|
{
|
|
GLint constBoolLoc = m_pBoundPair->m_locFragmentBool[i];
|
|
if ( constBoolLoc >= 0 )
|
|
gGL->glUniform1i( constBoolLoc, m_programParamsB[kGLMFragmentProgram].m_values[i] );
|
|
}
|
|
|
|
m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount = 0;
|
|
}
|
|
|
|
if ( m_programParamsI[kGLMVertexProgram].m_dirtySlotCount )
|
|
{
|
|
GLint vconstInt0Loc = m_pBoundPair->m_locVertexInteger0; //glGetUniformLocationARB( prog, "i0");
|
|
if ( vconstInt0Loc >= 0 )
|
|
{
|
|
gGL->glUniform1i( vconstInt0Loc, m_programParamsI[kGLMVertexProgram].m_values[0][0] ); //FIXME magic number
|
|
}
|
|
m_programParamsI[kGLMVertexProgram].m_dirtySlotCount = 0;
|
|
}
|
|
}
|
|
|
|
Assert( ( m_pDevice->m_streams[0].m_vtxBuffer && ( m_pDevice->m_streams[0].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[0] ) ) || ( ( !m_pDevice->m_streams[0].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[0] == m_pDevice->m_pDummy_vtx_buffer ) ) );
|
|
Assert( ( m_pDevice->m_streams[1].m_vtxBuffer && ( m_pDevice->m_streams[1].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[1] ) ) || ( ( !m_pDevice->m_streams[1].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[1] == m_pDevice->m_pDummy_vtx_buffer ) ) );
|
|
Assert( ( m_pDevice->m_streams[2].m_vtxBuffer && ( m_pDevice->m_streams[2].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[2] ) ) || ( ( !m_pDevice->m_streams[2].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[2] == m_pDevice->m_pDummy_vtx_buffer ) ) );
|
|
Assert( ( m_pDevice->m_streams[3].m_vtxBuffer && ( m_pDevice->m_streams[3].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[3] ) ) || ( ( !m_pDevice->m_streams[3].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[3] == m_pDevice->m_pDummy_vtx_buffer ) ) );
|
|
|
|
uint nCurTotalBufferRevision;
|
|
nCurTotalBufferRevision = m_pDevice->m_vtx_buffers[0]->m_nRevision + m_pDevice->m_vtx_buffers[1]->m_nRevision + m_pDevice->m_vtx_buffers[2]->m_nRevision + m_pDevice->m_vtx_buffers[3]->m_nRevision;
|
|
|
|
// If any of these inputs have changed, we need to enumerate through all of the expected GL vertex attribs and modify anything in the GL layer that have changed.
|
|
// This is not always a win, but it is a net win on NVidia (by 1-4.8% depending on whether driver threading is enabled).
|
|
if ( ( nCurTotalBufferRevision != m_CurAttribs.m_nTotalBufferRevision ) ||
|
|
( m_CurAttribs.m_pVertDecl != m_pDevice->m_pVertDecl ) ||
|
|
( m_CurAttribs.m_vtxAttribMap[0] != reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[0] ) ||
|
|
( m_CurAttribs.m_vtxAttribMap[1] != reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[1] ) ||
|
|
( memcmp( m_CurAttribs.m_streams, m_pDevice->m_streams, sizeof( m_pDevice->m_streams ) ) != 0 ) )
|
|
{
|
|
// This branch is taken 52.2% of the time in the L4D2 test1 (long) timedemo.
|
|
|
|
#if GL_BATCH_TELEMETRY_ZONES
|
|
tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "SetVertexAttribs" );
|
|
#endif
|
|
|
|
m_CurAttribs.m_nTotalBufferRevision = nCurTotalBufferRevision;
|
|
m_CurAttribs.m_pVertDecl = m_pDevice->m_pVertDecl;
|
|
m_CurAttribs.m_vtxAttribMap[0] = reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[0];
|
|
m_CurAttribs.m_vtxAttribMap[1] = reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[1];
|
|
memcpy( m_CurAttribs.m_streams, m_pDevice->m_streams, sizeof( m_pDevice->m_streams ) );
|
|
|
|
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;
|
|
|
|
for( int nMask = 1, nIndex = 0; nIndex < nMaxVertexAttributesToCheck; ++nIndex, nMask <<= 1 )
|
|
{
|
|
uint8 vertexShaderAttrib = pVertexShaderAttribMap[ nIndex ];
|
|
|
|
uint nDeclIndex = pVertexAttribDescToStreamIndex[vertexShaderAttrib];
|
|
if ( nDeclIndex == 0xFF )
|
|
{
|
|
// Not good - the vertex shader has an attribute which can't be located in the decl!
|
|
// The D3D9 debug runtime is also going to complain.
|
|
Assert( 0 );
|
|
|
|
if ( m_lastKnownVertexAttribMask & nMask )
|
|
{
|
|
m_lastKnownVertexAttribMask &= ~nMask;
|
|
gGL->glDisableVertexAttribArray( nIndex );
|
|
}
|
|
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 )
|
|
{
|
|
Assert( pStream->m_vtxBuffer == NULL );
|
|
|
|
// this shader doesn't use that pair.
|
|
if ( m_lastKnownVertexAttribMask & nMask )
|
|
{
|
|
m_lastKnownVertexAttribMask &= ~nMask;
|
|
gGL->glDisableVertexAttribArray( nIndex );
|
|
}
|
|
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 );
|
|
if ( pBuf->m_bUsingPersistentBuffer )
|
|
{
|
|
nBufOffset += pBuf->m_nPersistentBufferStartOffset;
|
|
}
|
|
|
|
SetBufAndVertexAttribPointer( nIndex, pBuf->GetHandle(),
|
|
pStream->m_stride, pDeclElem->m_gldecl.m_datatype, pDeclElem->m_gldecl.m_normalized, pDeclElem->m_gldecl.m_nCompCount,
|
|
reinterpret_cast< const GLvoid * >( reinterpret_cast< int >( pBuf->m_pPseudoBuf ) + nBufOffset ),
|
|
pBuf->m_nRevision );
|
|
|
|
if ( !( m_lastKnownVertexAttribMask & nMask ) )
|
|
{
|
|
m_lastKnownVertexAttribMask |= nMask;
|
|
gGL->glEnableVertexAttribArray( nIndex );
|
|
}
|
|
}
|
|
|
|
for( int nIndex = nMaxVertexAttributesToCheck; nIndex < m_nNumSetVertexAttributes; nIndex++ )
|
|
{
|
|
gGL->glDisableVertexAttribArray( nIndex );
|
|
m_lastKnownVertexAttribMask &= ~(1 << nIndex);
|
|
}
|
|
|
|
m_nNumSetVertexAttributes = nMaxVertexAttributesToCheck;
|
|
}
|
|
|
|
// fragment stage --------------------------------------------------------------------
|
|
if ( m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone )
|
|
{
|
|
GLint fconstLoc;
|
|
fconstLoc = m_pBoundPair->m_locFragmentParams;
|
|
if ( fconstLoc >= 0 )
|
|
{
|
|
const int nMaxUsedShaderSlots = m_drawingProgram[kGLMFragmentProgram]->m_descs[kGLMGLSL].m_highWater;
|
|
|
|
int firstDirtySlot = m_programParamsF[kGLMFragmentProgram].m_firstDirtySlotNonBone;
|
|
int dirtySlotHighWater = MIN( nMaxUsedShaderSlots, m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone );
|
|
|
|
if ( dirtySlotHighWater > firstDirtySlot )
|
|
{
|
|
#if GL_BATCH_TELEMETRY_ZONES
|
|
tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "PSUniformUpdate %u %u", firstDirtySlot, dirtySlotHighWater );
|
|
#endif
|
|
|
|
gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMFragmentProgram][firstDirtySlot], dirtySlotHighWater - firstDirtySlot, &m_programParamsF[kGLMFragmentProgram].m_values[firstDirtySlot][0] );
|
|
|
|
GL_BATCH_PERF( m_nTotalPSUniformCalls++; )
|
|
GL_BATCH_PERF( m_nTotalPSUniformsSet += dirtySlotHighWater - firstDirtySlot; )
|
|
|
|
GL_BATCH_PERF( m_FlushStats.m_nFirstPSConstant = firstDirtySlot; )
|
|
GL_BATCH_PERF( m_FlushStats.m_nNumPSConstants += (dirtySlotHighWater - firstDirtySlot); )
|
|
}
|
|
m_programParamsF[kGLMFragmentProgram].m_firstDirtySlotNonBone = 256;
|
|
m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
|
|
flush_error_exit:
|
|
m_pBoundPair = NULL;
|
|
m_bDirtyPrograms = true;
|
|
return;
|
|
}
|