| // Copyright 2017 The NXT Authors | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| #include "OpenGLBackend.h" | |
| #include "CommandBufferGL.h" | |
| #include "PipelineGL.h" | |
| #include "PipelineLayoutGL.h" | |
| #include "ShaderModuleGL.h" | |
| #include "SamplerGL.h" | |
| #include "TextureGL.h" | |
| namespace backend { | |
| namespace opengl { | |
| nxtProcTable GetNonValidatingProcs(); | |
| nxtProcTable GetValidatingProcs(); | |
| void HACKCLEAR() { | |
| glClearColor(0, 0, 0, 1); | |
| glStencilMask(0xff); | |
| glClearStencil(0); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
| } | |
| void Init(void* (*getProc)(const char*), nxtProcTable* procs, nxtDevice* device) { | |
| *device = nullptr; | |
| gladLoadGLLoader(reinterpret_cast<GLADloadproc>(getProc)); | |
| glEnable(GL_DEPTH_TEST); | |
| HACKCLEAR(); | |
| *procs = GetValidatingProcs(); | |
| *device = reinterpret_cast<nxtDevice>(new Device); | |
| } | |
| static GLuint OpenGLCompareFunction(nxt::CompareFunction compareFunction) { | |
| switch (compareFunction) { | |
| case nxt::CompareFunction::Never: | |
| return GL_NEVER; | |
| case nxt::CompareFunction::Less: | |
| return GL_LESS; | |
| case nxt::CompareFunction::LessEqual: | |
| return GL_LEQUAL; | |
| case nxt::CompareFunction::Greater: | |
| return GL_GREATER; | |
| case nxt::CompareFunction::GreaterEqual: | |
| return GL_GEQUAL; | |
| case nxt::CompareFunction::NotEqual: | |
| return GL_NOTEQUAL; | |
| case nxt::CompareFunction::Equal: | |
| return GL_EQUAL; | |
| case nxt::CompareFunction::Always: | |
| return GL_ALWAYS; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| static GLuint OpenGLStencilOperation(nxt::StencilOperation stencilOperation) { | |
| switch (stencilOperation) { | |
| case nxt::StencilOperation::Keep: | |
| return GL_KEEP; | |
| case nxt::StencilOperation::Zero: | |
| return GL_ZERO; | |
| case nxt::StencilOperation::Replace: | |
| return GL_REPLACE; | |
| case nxt::StencilOperation::Invert: | |
| return GL_INVERT; | |
| case nxt::StencilOperation::IncrementClamp: | |
| return GL_INCR; | |
| case nxt::StencilOperation::DecrementClamp: | |
| return GL_DECR; | |
| case nxt::StencilOperation::IncrementWrap: | |
| return GL_INCR_WRAP; | |
| case nxt::StencilOperation::DecrementWrap: | |
| return GL_DECR_WRAP; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| // Device | |
| BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) { | |
| return new BindGroup(this, builder); | |
| } | |
| BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) { | |
| return new BindGroupLayout(this, builder); | |
| } | |
| BufferBase* Device::CreateBuffer(BufferBuilder* builder) { | |
| return new Buffer(this, builder); | |
| } | |
| BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) { | |
| return new BufferView(this, builder); | |
| } | |
| CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) { | |
| return new CommandBuffer(this, builder); | |
| } | |
| DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) { | |
| return new DepthStencilState(this, builder); | |
| } | |
| InputStateBase* Device::CreateInputState(InputStateBuilder* builder) { | |
| return new InputState(this, builder); | |
| } | |
| FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) { | |
| return new Framebuffer(this, builder); | |
| } | |
| PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) { | |
| return new Pipeline(this, builder); | |
| } | |
| PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) { | |
| return new PipelineLayout(this, builder); | |
| } | |
| QueueBase* Device::CreateQueue(QueueBuilder* builder) { | |
| return new Queue(this, builder); | |
| } | |
| RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) { | |
| return new RenderPass(this, builder); | |
| } | |
| SamplerBase* Device::CreateSampler(SamplerBuilder* builder) { | |
| return new Sampler(this, builder); | |
| } | |
| ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) { | |
| return new ShaderModule(this, builder); | |
| } | |
| TextureBase* Device::CreateTexture(TextureBuilder* builder) { | |
| return new Texture(this, builder); | |
| } | |
| TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) { | |
| return new TextureView(this, builder); | |
| } | |
| void Device::Reference() { | |
| } | |
| void Device::Release() { | |
| } | |
| // Bind Group | |
| BindGroup::BindGroup(Device* device, BindGroupBuilder* builder) | |
| : BindGroupBase(builder), device(device) { | |
| } | |
| // Bind Group Layout | |
| BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder) | |
| : BindGroupLayoutBase(builder), device(device) { | |
| } | |
| // Buffer | |
| Buffer::Buffer(Device* device, BufferBuilder* builder) | |
| : BufferBase(builder), device(device) { | |
| glGenBuffers(1, &buffer); | |
| glBindBuffer(GL_ARRAY_BUFFER, buffer); | |
| glBufferData(GL_ARRAY_BUFFER, GetSize(), nullptr, GL_STATIC_DRAW); | |
| } | |
| GLuint Buffer::GetHandle() const { | |
| return buffer; | |
| } | |
| void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) { | |
| glBindBuffer(GL_ARRAY_BUFFER, buffer); | |
| glBufferSubData(GL_ARRAY_BUFFER, start * sizeof(uint32_t), count * sizeof(uint32_t), data); | |
| } | |
| // BufferView | |
| BufferView::BufferView(Device* device, BufferViewBuilder* builder) | |
| : BufferViewBase(builder), device(device) { | |
| } | |
| // DepthStencilState | |
| DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder) | |
| : DepthStencilStateBase(builder), device(device) { | |
| } | |
| void DepthStencilState::ApplyNow() { | |
| if (DepthIsEnabled()) { | |
| glEnable(GL_DEPTH_TEST); | |
| auto& depth = GetDepth(); | |
| glDepthFunc(OpenGLCompareFunction(depth.compareFunction)); | |
| switch (depth.depthWriteMode) { | |
| case nxt::DepthWriteMode::Disabled: | |
| glDepthMask(GL_FALSE); | |
| break; | |
| case nxt::DepthWriteMode::Enabled: | |
| glDepthMask(GL_TRUE); | |
| break; | |
| default: | |
| ASSERT(false); | |
| break; | |
| } | |
| } | |
| else { | |
| glDisable(GL_DEPTH_TEST); | |
| } | |
| if (StencilIsEnabled()) { | |
| glEnable(GL_STENCIL_TEST); | |
| auto& back = GetStencil(nxt::Face::Back); | |
| auto& front = GetStencil(nxt::Face::Front); | |
| glStencilOpSeparate(GL_BACK, | |
| OpenGLStencilOperation(back.stencilFail), | |
| OpenGLStencilOperation(back.depthFail), | |
| OpenGLStencilOperation(back.stencilPass) | |
| ); | |
| glStencilOpSeparate(GL_FRONT, | |
| OpenGLStencilOperation(front.stencilFail), | |
| OpenGLStencilOperation(front.depthFail), | |
| OpenGLStencilOperation(front.stencilPass) | |
| ); | |
| glStencilMaskSeparate(GL_BACK, back.writeMask); | |
| glStencilMaskSeparate(GL_FRONT, front.writeMask); | |
| } | |
| else { | |
| glDisable(GL_STENCIL_TEST); | |
| } | |
| } | |
| void DepthStencilState::ApplyStencilReferenceNow(uint32_t backReference, uint32_t frontReference) { | |
| if (StencilIsEnabled()) { | |
| auto& back = GetStencil(nxt::Face::Back); | |
| auto& front = GetStencil(nxt::Face::Front); | |
| glStencilFuncSeparate(GL_BACK, | |
| OpenGLCompareFunction(back.compareFunction), | |
| backReference, | |
| back.readMask | |
| ); | |
| glStencilFuncSeparate(GL_FRONT, | |
| OpenGLCompareFunction(front.compareFunction), | |
| frontReference, | |
| front.readMask | |
| ); | |
| } | |
| } | |
| // InputState | |
| InputState::InputState(Device* device, InputStateBuilder* builder) | |
| : InputStateBase(builder), device(device) { | |
| glGenVertexArrays(1, &vertexArrayObject); | |
| glBindVertexArray(vertexArrayObject); | |
| auto& attributesSetMask = GetAttributesSetMask(); | |
| for (uint32_t location = 0; location < attributesSetMask.size(); ++location) { | |
| if (!attributesSetMask[location]) { | |
| continue; | |
| } | |
| auto attribute = GetAttribute(location); | |
| glEnableVertexAttribArray(location); | |
| auto input = GetInput(attribute.bindingSlot); | |
| if (input.stride == 0) { | |
| // Emulate a stride of zero (constant vertex attribute) by | |
| // setting the attribute instance divisor to a huge number. | |
| glVertexAttribDivisor(location, 0xffffffff); | |
| } else { | |
| switch (input.stepMode) { | |
| case nxt::InputStepMode::Vertex: | |
| break; | |
| case nxt::InputStepMode::Instance: | |
| glVertexAttribDivisor(location, 1); | |
| break; | |
| default: | |
| ASSERT(false); | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| GLuint InputState::GetVAO() { | |
| return vertexArrayObject; | |
| } | |
| // Framebuffer | |
| Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder) | |
| : FramebufferBase(builder), device(device) { | |
| } | |
| // Queue | |
| Queue::Queue(Device* device, QueueBuilder* builder) | |
| : QueueBase(builder), device(device) { | |
| } | |
| void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) { | |
| for (uint32_t i = 0; i < numCommands; ++i) { | |
| commands[i]->Execute(); | |
| } | |
| } | |
| // RenderPass | |
| RenderPass::RenderPass(Device* device, RenderPassBuilder* builder) | |
| : RenderPassBase(builder), device(device) { | |
| } | |
| } | |
| } |