#include <algorithm>
+#include <msp/gl/extensions/arb_compute_shader.h>
#include <msp/gl/extensions/arb_direct_state_access.h>
#include <msp/gl/extensions/arb_draw_instanced.h>
#include <msp/gl/extensions/arb_occlusion_query.h>
namespace Msp {
namespace GL {
-OpenGLCommands::OpenGLCommands():
- pipeline_state(0)
-{ }
+void OpenGLCommands::submit_frame()
+{
+ glFlush();
+}
void OpenGLCommands::use_pipeline(const PipelineState *ps)
{
void OpenGLCommands::clear(const ClearValue *values)
{
- const Framebuffer *target = pipeline_state->get_framebuffer();
+ const Framebuffer *target = (pipeline_state ? pipeline_state->get_framebuffer() : 0);
if(!target)
throw invalid_operation("OpenGLCommands::clear");
- if(!ARB_direct_state_access)
- {
- static Require _req(MSP_clear_buffer);
- pipeline_state->apply();
- }
+ if(!values)
+ return;
+
+ static Require _req(MSP_clear_buffer);
+
+ pipeline_state->apply();
unsigned i = 0;
for(FrameAttachment a: target->get_format())
{
if(get_attach_point(a)==get_attach_point(DEPTH_ATTACHMENT))
- {
- if(ARB_direct_state_access)
- glClearNamedFramebufferfv(target->id, GL_DEPTH, 0, &values->depth_stencil.depth);
- else
- glClearBufferfv(GL_DEPTH, 0, &values->depth_stencil.depth);
- }
+ glClearBufferfv(GL_DEPTH, 0, &values->depth_stencil.depth);
else if(get_attach_point(a)==get_attach_point(STENCIL_ATTACHMENT))
- {
- if(ARB_direct_state_access)
- glClearNamedFramebufferiv(target->id, GL_STENCIL, 0, &values->depth_stencil.stencil);
- else
- glClearBufferiv(GL_STENCIL, 0, &values->depth_stencil.stencil);
- }
+ glClearBufferiv(GL_STENCIL, 0, &values->depth_stencil.stencil);
else
- {
- if(ARB_direct_state_access)
- glClearNamedFramebufferfv(target->id, GL_COLOR, i++, &values->color.r);
- else
- glClearBufferfv(GL_COLOR, i++, &values->color.r);
- }
+ glClearBufferfv(GL_COLOR, i++, &values->color.r);
++values;
}
}
void OpenGLCommands::draw(const Batch &batch)
{
+ if(!pipeline_state)
+ throw invalid_operation("OpenGLCommands::draw");
+
pipeline_state->apply();
void *data_ptr = reinterpret_cast<void *>(batch.get_offset());
glDrawElements(batch.gl_prim_type, batch.size(), batch.gl_index_type, data_ptr);
void OpenGLCommands::draw_instanced(const Batch &batch, unsigned count)
{
+ if(!pipeline_state)
+ throw invalid_operation("OpenGLCommands::draw_instanced");
+
static Require req(ARB_draw_instanced);
pipeline_state->apply();
glDrawElementsInstanced(batch.gl_prim_type, batch.size(), batch.gl_index_type, data_ptr, count);
}
-void OpenGLCommands::resolve_multisample(Framebuffer &target)
+void OpenGLCommands::dispatch(unsigned count_x, unsigned count_y, unsigned count_z)
{
- static Require _req(EXT_framebuffer_blit);
+ if(!pipeline_state)
+ throw invalid_operation("OpenGLCommands::dispatch_compute");
+
+ static Require req(ARB_compute_shader);
- const Framebuffer *source = pipeline_state->get_framebuffer();
+ pipeline_state->apply();
+ glDispatchCompute(count_x, count_y, count_z);
+}
- unsigned width = min(source->get_width(), target.get_width());
- unsigned height = min(source->get_height(), target.get_height());
- unsigned buffers = get_gl_buffer_bits(source->get_format())&get_gl_buffer_bits(target.get_format());
+void OpenGLCommands::resolve_multisample()
+{
+ const Framebuffer *framebuffer = (pipeline_state ? pipeline_state->get_framebuffer() : 0);
+ if(!framebuffer)
+ throw invalid_operation("OpenGLCommands::resolve_multisample");
+
+ static Require _req(EXT_framebuffer_blit);
+
+ unsigned width = framebuffer->get_width();
+ unsigned height = framebuffer->get_height();
+ unsigned buffers = get_gl_buffer_bits(framebuffer->get_format());
if(ARB_direct_state_access)
- glBlitNamedFramebuffer(source->id, target.id, 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+ {
+ framebuffer->refresh();
+ glBlitNamedFramebuffer(framebuffer->id, framebuffer->resolve_id, 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+ }
else
{
- glBindFramebuffer(GL_READ_FRAMEBUFFER, source->id);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target.id);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->id);
- target.refresh();
+ framebuffer->refresh();
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer->resolve_id);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
-
- glBindFramebuffer(GL_FRAMEBUFFER, source->id);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer->id);
}
}