X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=50d3887369a30cbcdf6b8b1f99e83ea33ca08a94;hb=94cadd1618f93239b1cb0acbd4f958257c035c98;hp=416a0fc89ced4827147982f234ca009fb94576c0;hpb=7aaec9a70b8d7733429bec043f8e33e02956f266;p=libs%2Fgl.git diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index 416a0fc8..50d38873 100644 --- a/source/render/renderer.cpp +++ b/source/render/renderer.cpp @@ -1,373 +1,446 @@ #include "batch.h" #include "buffer.h" #include "camera.h" -#include "clipping.h" #include "error.h" +#include "framebuffer.h" #include "lighting.h" #include "material.h" #include "program.h" #include "programdata.h" #include "renderable.h" #include "renderer.h" +#include "resourcemanager.h" +#include "resources.h" #include "sampler.h" #include "texture.h" -#include "texturing.h" -#include "texunit.h" #include "vertexarray.h" #include "vertexsetup.h" -#include "windingtest.h" using namespace std; namespace Msp { namespace GL { +const Tag Renderer::world_obj_matrix_tag("world_obj_matrix"); +const Tag Renderer::world_obj_normal_matrix_tag("world_obj_normal_matrix"); + Renderer::Renderer(): - default_camera(0) + placeholder_texture(Resources::get_global().get("_placeholder.png")), + default_sampler(Resources::get_global().get("_linear_clamp.samp")) { - init(); + state_stack.reserve(16); + shdata_stack.reserve(32); + texture_stack.reserve(32); } -Renderer::Renderer(const Camera *c): - default_camera(c) +void Renderer::begin() { - init(); + if(current_state) + throw invalid_operation("Renderer::begin"); + + ++frame_index; + state_stack.emplace_back(); + current_state = &state_stack.back(); + + RendererBackend::begin(); - if(c) - set_camera(*c); + commands.begin_frame(frame_index); } -void Renderer::init() +void Renderer::end() { - state_stack.reserve(16); - state_stack.push_back(State()); - shdata_stack.reserve(32); - state = &state_stack.back(); + if(!current_state || state_stack.size()>1) + throw invalid_operation("Renderer::end"); + + RendererBackend::end(); - standard_shdata.uniform("projection_matrix", Matrix()); - standard_shdata.uniform("eye_world_matrix", Matrix()); + current_state = 0; + state_stack.clear(); + texture_stack.clear(); + shdata_stack.clear(); } -Renderer::~Renderer() +void Renderer::push_state() { - end(); + if(state_stack.empty()) + throw invalid_operation("Renderer::push_state"); + + state_stack.push_back(state_stack.back()); + current_state = &state_stack.back(); } -void Renderer::set_camera(const Camera &c) +void Renderer::pop_state() { - state->camera = &c; - standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix()); - standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix()); - changed |= STANDARD_SHDATA; - set_matrix(state->camera->get_view_matrix()); + if(state_stack.size()==1) + throw stack_underflow("Renderer::pop_state"); + + uintptr_t old_pipeline = current_state->pipeline_key; + + state_stack.pop_back(); + current_state = &state_stack.back(); + changed |= MATRIX; + + if(current_state->pipeline_key!=old_pipeline) + changed |= PIPELINE_KEY; } -void Renderer::set_matrix(const Matrix &matrix) +Renderer::State &Renderer::get_state() const { - state->modelview_matrix = matrix; - changed |= MATRIX; +#ifdef DEBUG + if(!current_state) + throw invalid_operation("Renderer::get_state"); +#endif + return *current_state; +} + +void Renderer::set_pipeline_key(uintptr_t key) +{ + State &state = get_state(); + if(key!=state.pipeline_key) + { + state.pipeline_key = key; + changed |= PIPELINE_KEY; + } } -void Renderer::transform(const Matrix &matrix) +void Renderer::set_camera(const Camera &c) { - state->modelview_matrix *= matrix; + get_state().camera = &c; + set_matrix(Matrix()); +} + +void Renderer::set_matrix(const Matrix &matrix) +{ + get_state().model_matrix = matrix; changed |= MATRIX; } -void Renderer::set_texture(const Texture *t, const Sampler *s) +void Renderer::set_framebuffer(const Framebuffer *f) { - state->texture = t; - state->sampler = s; - state->texturing = 0; + get_state().framebuffer = f; } -void Renderer::set_texturing(const Texturing *t) +void Renderer::set_viewport(const Rect *v) { - state->texturing = t; - state->texture = 0; - state->sampler = 0; + get_state().viewport = v; } -unsigned Renderer::allocate_effect_texunit() +void Renderer::set_scissor(const Rect *s) { - return --state->lowest_effect_texunit; + get_state().scissor = s; } -void Renderer::set_material(const Material *m) +void Renderer::set_shader_program(const Program *p, const ProgramData *d) { - state->material = m; - changed |= MATERIAL_SHDATA; + get_state().shprog = p; + if(p && d) + add_shader_data(*d); } -void Renderer::set_lighting(const Lighting *l) +void Renderer::add_shader_data(const ProgramData &d) { - state->lighting = l; - state->lighting_matrix = state->modelview_matrix; - if(l) + State &state = get_state(); + + if(state.shdata_countupdate_shader_data(standard_shdata, state->lighting_matrix); - changed |= STANDARD_SHDATA; + const BoundProgramData &top = shdata_stack.back(); + if(top.shdata==&d && top.generation==d.get_generation()) + { + ++state.shdata_count; + return; + } } + + flush_shader_data(); + shdata_stack.push_back(&d); + state.shdata_count = shdata_stack.size(); + changed |= SHADER_DATA; +} + +void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp) +{ + set_texture(tag, tex, -1, samp); } -void Renderer::set_clipping(const Clipping *c) +void Renderer::set_texture(Tag tag, const Texture *tex, int level, const Sampler *samp) { - state->clipping = c; - state->clipping_matrix = state->modelview_matrix; - if(c) + State &state = get_state(); + + if(tex) { - c->update_shader_data(standard_shdata, state->clipping_matrix); - changed |= STANDARD_SHDATA; + if(ResourceManager *res_mgr = tex->get_manager()) + res_mgr->resource_used(*tex); + if(!tex->is_loaded()) + tex = &placeholder_texture; + if(!samp) + samp = &default_sampler; } + else + samp = 0; + + set_resource(texture_stack, state.texture_count, tag, { tex, samp, level }); } -void Renderer::set_shader_program(const Program *p, const ProgramData *d) +void Renderer::set_storage_texture(Tag tag, const Texture *tex) { - state->shprog = p; - if(p && d) - add_shader_data(*d); + State &state = get_state(); + set_resource(texture_stack, state.texture_count, tag, { tex, 0, 0 }); } -void Renderer::add_shader_data(const ProgramData &d) +template +void Renderer::set_resource(vector> &stack, unsigned &count, Tag tag, const T &res) { - if(state->shdata_countshdata_count]==&d) - ++state->shdata_count; - else + if(stack.size()>count) { - flush_shader_data(); - shdata_stack.push_back(&d); - state->shdata_count = shdata_stack.size(); - changed |= SHADER_DATA; + BoundResource &top = stack[count]; + if(top.tag==tag && top.resource==res) + { + ++count; + return; + } + else + flush_resources(stack, count); } + + for(auto i=stack.end(); i!=stack.begin(); ) + if((--i)->tag==tag) + { + i->replaced = stack.size(); + break; + } + + stack.emplace_back(); + BoundResource &bound_res = stack.back(); + bound_res.tag = tag; + bound_res.resource = res; + count = stack.size(); } void Renderer::flush_shader_data() { - if(shdata_stack.size()>state->shdata_count) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); + const State &state = get_state(); + + if(shdata_stack.size()>state.shdata_count) + shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end()); +} + +template +void Renderer::flush_resources(vector> &stack, unsigned &count) +{ + for(unsigned i=0; i=static_cast(count)) + stack[i].replaced = -1; + + stack.erase(stack.begin()+count, stack.end()); } void Renderer::set_vertex_setup(const VertexSetup *vs) { - state->vertex_setup = vs; + get_state().vertex_setup = vs; } -void Renderer::set_winding_test(const WindingTest *w) +void Renderer::set_front_face(FaceWinding winding) { - state->winding_test = w; + get_state().front_face = winding; } -void Renderer::set_reverse_winding(bool r) +void Renderer::set_face_cull(CullMode cull) { - state->reverse_winding = r; + get_state().face_cull = cull; } -void Renderer::set_object_lod_bias(unsigned b) +void Renderer::set_depth_test(const DepthTest *dt) { - state->object_lod_bias = b; + get_state().depth_test = dt; } -void Renderer::push_state() +void Renderer::set_stencil_test(const StencilTest *st) { - state_stack.push_back(state_stack.back()); - state = &state_stack.back(); + get_state().stencil_test = st; } -void Renderer::pop_state() +void Renderer::set_blend(const Blend *b) { - if(state_stack.size()==1) - throw stack_underflow("Renderer::pop_state"); + get_state().blend = b; +} - const Camera *old_camera = state->camera; - const Lighting *old_lighting = state->lighting; - const Clipping *old_clipping = state->clipping; - state_stack.pop_back(); - state = &state_stack.back(); - changed |= MATRIX; - bool camera_changed = (state->camera!=old_camera); - if(camera_changed) - { - if(state->camera) - { - standard_shdata.uniform("projection_matrix", state->camera->get_projection_matrix()); - standard_shdata.uniform("eye_world_matrix", state->camera->get_view_matrix()); - } - else - { - standard_shdata.uniform("projection_matrix", Matrix()); - standard_shdata.uniform("eye_world_matrix", Matrix()); - } - changed |= STANDARD_SHDATA; - } - /* This actually should compare the relevant matrices rather than check for - camera, but in practice lighting and clipping is set right after the camera - and a boolean check is much faster than matrix comparison. */ - if(state->lighting!=old_lighting || camera_changed) - { - if(state->lighting) - { - state->lighting->update_shader_data(standard_shdata, state->lighting_matrix); - changed |= STANDARD_SHDATA; - } - } - if(state->clipping!=old_clipping || camera_changed) - { - if(state->clipping) - { - state->clipping->update_shader_data(standard_shdata, state->clipping_matrix); - changed |= STANDARD_SHDATA; - } - } +void Renderer::set_object_lod_bias(unsigned b) +{ + get_state().object_lod_bias = b; } -void Renderer::end() +void Renderer::clear(const ClearValue *values) { - if(state_stack.size()>1) - throw invalid_operation("Renderer::end"); + apply_framebuffer(); + commands.use_pipeline(&get_pipeline_state()); + commands.clear(values); +} - *state = State(); - if(default_camera) - set_camera(*default_camera); - else - standard_shdata.uniform("projection_matrix", Matrix()); - shdata_stack.clear(); - excluded.clear(); +void Renderer::draw(const Batch &batch) +{ + apply_state(); + batch.refresh(frame_index); + PipelineState &ps = get_pipeline_state(); + ps.set_primitive_type(batch.get_type()); + commands.use_pipeline(&ps); + commands.draw(batch); +} - Texturing::unbind(); - Texture::unbind_from(0); - Clipping::unbind(); - Program::unbind(); - VertexSetup::unbind(); - Buffer::unbind_from(ELEMENT_ARRAY_BUFFER); - WindingTest::unbind(); +void Renderer::draw_instanced(const Batch &batch, unsigned count) +{ + apply_state(); + batch.refresh(frame_index); + PipelineState &ps = get_pipeline_state(); + ps.set_primitive_type(batch.get_type()); + commands.use_pipeline(&ps); + commands.draw_instanced(batch, count); } -void Renderer::exclude(const Renderable &renderable) +void Renderer::dispatch(unsigned count_x, unsigned count_y, unsigned count_z) { - excluded.insert(&renderable); + apply_state(); + PipelineState &ps = get_pipeline_state(); + commands.use_pipeline(&ps); + commands.dispatch(count_x, count_y, count_z); } -void Renderer::include(const Renderable &renderable) +void Renderer::resolve_multisample() { - excluded.erase(&renderable); + const State &state = get_state(); + + if(!state.framebuffer) + throw invalid_operation("Renderer::resolve_multisample"); + + apply_framebuffer(); + commands.use_pipeline(&get_pipeline_state()); + commands.resolve_multisample(); } -void Renderer::render(const Renderable &renderable, const Tag &tag) +void Renderer::begin_query(const QueryPool &pool, unsigned index) { - if(!excluded.count(&renderable)) - renderable.render(*this, tag); + commands.begin_query(pool, index); } -void Renderer::draw(const Batch &batch) +void Renderer::end_query(const QueryPool &pool, unsigned index) { - apply_state(); + commands.end_query(pool, index); +} - batch.draw(); +PipelineState &Renderer::get_pipeline_state() +{ + if(changed&PIPELINE_KEY) + { + RendererBackend::set_pipeline_key(current_state->pipeline_key); + changed &= ~PIPELINE_KEY; + } + + return RendererBackend::get_pipeline_state(); } -void Renderer::draw_instanced(const Batch &batch, unsigned count) +void Renderer::apply_framebuffer() { - apply_state(); + const State &state = get_state(); + + PipelineState &ps = get_pipeline_state(); - batch.draw_instanced(count); + ps.set_framebuffer(state.framebuffer); + static const Rect default_rect = Rect::max(); + ps.set_viewport(state.viewport ? *state.viewport : default_rect); + ps.set_scissor(state.scissor ? *state.scissor : default_rect); } void Renderer::apply_state() { - if(!state->shprog) + State &state = get_state(); + + if(!state.shprog) throw invalid_operation("Renderer::apply_state"); - /* We (mostly) let the objects themselves figure out if the binding has - changed */ + apply_framebuffer(); - if(state->texturing) - state->texturing->bind(); - else - { - Texturing::unbind(); - if(state->texture) - { - if(state->sampler) - state->sampler->bind_to(0); - else - Sampler::unbind_from(0); - state->texture->bind_to(0); - } - else - Texture::unbind_from(0); - } + PipelineState &ps = get_pipeline_state(); + bool pipeline_changed = (&ps!=last_pipeline); + last_pipeline = &ps; - if(state->clipping) - state->clipping->bind(); - else - Clipping::unbind(); + bool shprog_changed = (state.shprog!=ps.get_shader_program()); + ps.set_shader_program(state.shprog); + + bool shdata_changed = changed&SHADER_DATA; + for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i) + shdata_changed = (i->shdata->get_generation()!=i->generation); + bool extra_shdata = (shdata_stack.size()>state.shdata_count); - bool shprog_changed = (state->shprog!=Program::current()); - state->shprog->bind(); + if(changed&CAMERA) + { + shdata_changed = true; + changed &= ~CAMERA; + } if(changed&MATRIX) { - standard_shdata.uniform("eye_obj_matrix", state->modelview_matrix); - LinAl::SquareMatrix nm = state->modelview_matrix.block<3, 3>(0, 0); + standard_shdata.uniform(world_obj_matrix_tag, state.model_matrix); + LinAl::Matrix nm = state.model_matrix.block<3, 3>(0, 0); nm = transpose(invert(nm)); - standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0)); - changed = (changed&~MATRIX)|STANDARD_SHDATA; + standard_shdata.uniform(world_obj_normal_matrix_tag, nm); + changed &= ~MATRIX; + shdata_changed = true; } - if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed)) + if(shdata_changed || shprog_changed || pipeline_changed || extra_shdata) { - state->material->get_shader_data().apply(); - changed &= ~MATERIAL_SHDATA; + if(extra_shdata) + shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end()); + standard_shdata.apply(*state.shprog, ps, frame_index); + if(state.camera) + state.camera->get_shader_data().apply(*state.shprog, ps, frame_index); + for(const BoundProgramData &d: shdata_stack) + { + d.shdata->apply(*state.shprog, ps, frame_index); + d.generation = d.shdata->get_generation(); + } + changed &= ~SHADER_DATA; } - if((changed&STANDARD_SHDATA) || shprog_changed) + if(state.vertex_setup) { - standard_shdata.apply(); - changed &= ~STANDARD_SHDATA; + if(const VertexArray *array = state.vertex_setup->get_vertex_array()) + array->refresh(frame_index); + if(const VertexArray *array = state.vertex_setup->get_instance_array()) + array->refresh(frame_index); } + ps.set_vertex_setup(state.vertex_setup); - bool extra_shdata = (shdata_stack.size()>state->shdata_count); + ps.set_front_face(state.front_face); + ps.set_face_cull(state.face_cull); - if((changed&SHADER_DATA) || shprog_changed || extra_shdata) - { - if(extra_shdata) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); - for(vector::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i) - (*i)->apply(); - changed &= ~SHADER_DATA; - } + if(state.texture_countvertex_setup) - state->vertex_setup->bind(); - else - VertexSetup::unbind(); + for(const BoundResource &t: texture_stack) + if(t.resource.texture && t.replaced<0) + { + if(t.binding<0 || shprog_changed) + t.binding = state.shprog->get_uniform_binding(t.tag); + if(t.binding>=0) + { + if(t.resource.sampler) + ps.set_texture(t.binding, t.resource.texture, t.resource.level, t.resource.sampler); + else + ps.set_storage_texture(t.binding, t.resource.texture); + } + } - if(state->winding_test) - { - if(state->reverse_winding) - state->winding_test->get_reverse().bind(); - else - state->winding_test->bind(); - } - else - WindingTest::unbind(); -} - - -Renderer::State::State(): - camera(0), - texture(0), - texturing(0), - lowest_effect_texunit(TexUnit::get_n_units()), - material(0), - lighting(0), - clipping(0), - shprog(0), - shdata_count(0), - vertex_setup(0), - winding_test(0), - reverse_winding(false), - object_lod_bias(0) + static const DepthTest default_depth_test; + ps.set_depth_test(state.depth_test ? *state.depth_test : default_depth_test); + static const StencilTest default_stencil_test; + ps.set_stencil_test(state.stencil_test ? *state.stencil_test : default_stencil_test); + static const Blend default_blend; + ps.set_blend(state.blend ? *state.blend : default_blend); +} + + +Renderer::BoundProgramData::BoundProgramData(const ProgramData *d): + shdata(d) { } } // namespace GL