X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=ce0b3447b2b02a43df1029db2b358cd4f8aa2cb8;hb=cebf1330ef6773b7b4496dc279ec02a7ca4351bb;hp=3b28d8545b668b75fe2b0d580232dfe96a22e06b;hpb=3930e89d1dab90a27542c3798782216499b3ab44;p=libs%2Fgl.git diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index 3b28d854..ce0b3447 100644 --- a/source/render/renderer.cpp +++ b/source/render/renderer.cpp @@ -10,6 +10,7 @@ #include "renderable.h" #include "renderer.h" #include "resourcemanager.h" +#include "resources.h" #include "sampler.h" #include "texture.h" #include "vertexarray.h" @@ -20,36 +21,52 @@ using namespace std; namespace Msp { namespace GL { -Renderer::Renderer() +const Tag Renderer::world_obj_matrix_tag("world_obj_matrix"); +const Tag Renderer::world_obj_normal_matrix_tag("world_obj_normal_matrix"); + +Renderer::Renderer(): + placeholder_texture(Resources::get_global().get("_placeholder.png")), + default_sampler(Resources::get_global().get("_linear_clamp.samp")) { state_stack.reserve(16); - state_stack.push_back(State()); shdata_stack.reserve(32); - state = &state_stack.back(); - add_shader_data(standard_shdata); + texture_stack.reserve(32); } -Renderer::~Renderer() +void Renderer::begin() { - end(); + if(current_state) + throw invalid_operation("Renderer::begin"); + + ++frame_index; + state_stack.emplace_back(); + current_state = &state_stack.back(); + + RendererBackend::begin(); + + commands.begin_frame(frame_index); } void Renderer::end() { - if(state_stack.size()>1) + if(!current_state || state_stack.size()>1) throw invalid_operation("Renderer::end"); - *state = State(); - shdata_stack.clear(); - add_shader_data(standard_shdata); + RendererBackend::end(); - commands.use_pipeline(0); + current_state = 0; + state_stack.clear(); + texture_stack.clear(); + shdata_stack.clear(); } void Renderer::push_state() { + if(state_stack.empty()) + throw invalid_operation("Renderer::push_state"); + state_stack.push_back(state_stack.back()); - state = &state_stack.back(); + current_state = &state_stack.back(); } void Renderer::pop_state() @@ -57,190 +74,250 @@ void Renderer::pop_state() if(state_stack.size()==1) throw stack_underflow("Renderer::pop_state"); + uintptr_t old_pipeline = current_state->pipeline_key; + state_stack.pop_back(); - state = &state_stack.back(); + current_state = &state_stack.back(); changed |= MATRIX; + + if(current_state->pipeline_key!=old_pipeline) + changed |= PIPELINE_KEY; } -void Renderer::set_camera(const Camera &c) +Renderer::State &Renderer::get_state() const { - state->camera = &c; - add_shader_data(c.get_shader_data()); - set_matrix(Matrix()); +#ifdef DEBUG + if(!current_state) + throw invalid_operation("Renderer::get_state"); +#endif + return *current_state; } -void Renderer::set_matrix(const Matrix &matrix) +void Renderer::set_pipeline_key(uintptr_t key) { - state->model_matrix = matrix; - changed |= MATRIX; + State &state = get_state(); + if(key!=state.pipeline_key) + { + state.pipeline_key = key; + changed |= PIPELINE_KEY; + } +} + +void Renderer::set_camera(const Camera &c) +{ + get_state().camera = &c; + set_matrix(Matrix()); } -void Renderer::transform(const Matrix &matrix) +void Renderer::set_matrix(const Matrix &matrix) { - state->model_matrix *= matrix; + get_state().model_matrix = matrix; changed |= MATRIX; } void Renderer::set_framebuffer(const Framebuffer *f) { - state->framebuffer = f; + get_state().framebuffer = f; } void Renderer::set_viewport(const Rect *v) { - state->viewport = v; + get_state().viewport = v; } void Renderer::set_scissor(const Rect *s) { - state->scissor = s; + get_state().scissor = s; } void Renderer::set_shader_program(const Program *p, const ProgramData *d) { - state->shprog = p; + get_state().shprog = p; if(p && d) add_shader_data(*d); } void Renderer::add_shader_data(const ProgramData &d) { - if(state->shdata_countshdata_count; + ++state.shdata_count; return; } } flush_shader_data(); shdata_stack.push_back(&d); - state->shdata_count = shdata_stack.size(); + 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_texture(Tag tag, const Texture *tex, int level, const Sampler *samp) +{ + State &state = get_state(); + if(tex) + { 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_storage_texture(Tag tag, const Texture *tex) +{ + State &state = get_state(); + set_resource(texture_stack, state.texture_count, tag, { tex, 0, 0 }); +} - if(texture_stack.size()>state->texture_count) +template +void Renderer::set_resource(vector> &stack, unsigned &count, Tag tag, const T &res) +{ + if(stack.size()>count) { - BoundTexture &bt = texture_stack[state->texture_count]; - if(bt.tag==tag && bt.texture==tex && bt.sampler==samp) + BoundResource &top = stack[count]; + if(top.tag==tag && top.resource==res) { - ++state->texture_count; + ++count; return; } else - flush_textures(); + flush_resources(stack, count); } - for(auto i=texture_stack.end(); i!=texture_stack.begin(); ) + for(auto i=stack.end(); i!=stack.begin(); ) if((--i)->tag==tag) { - i->replaced = texture_stack.size(); + i->replaced = stack.size(); break; } - texture_stack.push_back(BoundTexture()); - BoundTexture &bound_tex = texture_stack.back(); - bound_tex.tag = tag; - bound_tex.texture = tex; - bound_tex.sampler = samp; - state->texture_count = texture_stack.size(); + 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()); } -void Renderer::flush_textures() +template +void Renderer::flush_resources(vector> &stack, unsigned &count) { - for(unsigned i=0; itexture_count; ++i) - if(texture_stack[i].replaced>=static_cast(state->texture_count)) - texture_stack[i].replaced = -1; + for(unsigned i=0; i=static_cast(count)) + stack[i].replaced = -1; - texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end()); + 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_front_face(FaceWinding winding) { - state->front_face = winding; + get_state().front_face = winding; } void Renderer::set_face_cull(CullMode cull) { - state->face_cull = cull; + get_state().face_cull = cull; } void Renderer::set_depth_test(const DepthTest *dt) { - state->depth_test = dt; + get_state().depth_test = dt; } void Renderer::set_stencil_test(const StencilTest *st) { - state->stencil_test = st; + get_state().stencil_test = st; } void Renderer::set_blend(const Blend *b) { - state->blend = b; + get_state().blend = b; } void Renderer::set_object_lod_bias(unsigned b) { - state->object_lod_bias = b; + get_state().object_lod_bias = b; } void Renderer::clear(const ClearValue *values) { - pipeline_state.set_framebuffer(state->framebuffer); - pipeline_state.set_viewport(state->viewport); - pipeline_state.set_scissor(state->scissor); - commands.use_pipeline(&pipeline_state); + apply_framebuffer(); + commands.use_pipeline(&get_pipeline_state()); commands.clear(values); } void Renderer::draw(const Batch &batch) { apply_state(); - batch.refresh(); - commands.use_pipeline(&pipeline_state); + batch.refresh(frame_index); + PipelineState &ps = get_pipeline_state(); + ps.set_primitive_type(batch.get_type()); + commands.use_pipeline(&ps); commands.draw(batch); } void Renderer::draw_instanced(const Batch &batch, unsigned count) { apply_state(); - batch.refresh(); - commands.use_pipeline(&pipeline_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::dispatch(unsigned count_x, unsigned count_y, unsigned count_z) +{ + apply_state(); + PipelineState &ps = get_pipeline_state(); + commands.use_pipeline(&ps); + commands.dispatch(count_x, count_y, count_z); +} + void Renderer::resolve_multisample(Framebuffer &target) { - if(!state->framebuffer) + const State &state = get_state(); + + if(!state.framebuffer) throw invalid_operation("Renderer::resolve_multisample"); - unsigned width = state->framebuffer->get_width(); - unsigned height = state->framebuffer->get_height(); + unsigned width = state.framebuffer->get_width(); + unsigned height = state.framebuffer->get_height(); if(target.get_width()!=width || target.get_height()!=height) throw incompatible_data("Renderer::resolve_multisample"); - pipeline_state.set_framebuffer(state->framebuffer); - commands.use_pipeline(&pipeline_state); + apply_framebuffer(); + commands.use_pipeline(&get_pipeline_state()); commands.resolve_multisample(target); } @@ -254,71 +331,116 @@ void Renderer::end_query(const QueryPool &pool, unsigned index) commands.end_query(pool, index); } +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::apply_framebuffer() +{ + const State &state = get_state(); + + PipelineState &ps = get_pipeline_state(); + + 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"); - pipeline_state.set_framebuffer(state->framebuffer); - pipeline_state.set_viewport(state->viewport); - pipeline_state.set_scissor(state->scissor); + apply_framebuffer(); + + PipelineState &ps = get_pipeline_state(); + bool pipeline_changed = (&ps!=last_pipeline); + last_pipeline = &ps; + + 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!=pipeline_state.get_shader_program()); - pipeline_state.set_shader_program(state->shprog); + if(changed&CAMERA) + { + shdata_changed = true; + changed &= ~CAMERA; + } if(changed&MATRIX) { - standard_shdata.uniform("world_obj_matrix", state->model_matrix); - LinAl::SquareMatrix nm = state->model_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("world_obj_normal_matrix", nm); + standard_shdata.uniform(world_obj_normal_matrix_tag, nm); changed &= ~MATRIX; + shdata_changed = true; } - 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); - - if(shdata_changed || shprog_changed || extra_shdata) + if(shdata_changed || shprog_changed || pipeline_changed || extra_shdata) { if(extra_shdata) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); + 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, pipeline_state); + d.shdata->apply(*state.shprog, ps, frame_index); d.generation = d.shdata->get_generation(); } changed &= ~SHADER_DATA; } - if(state->vertex_setup) + if(state.vertex_setup) { - if(const VertexArray *array = state->vertex_setup->get_vertex_array()) - array->refresh(); - if(const VertexArray *array = state->vertex_setup->get_instance_array()) - array->refresh(); + 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); } - pipeline_state.set_vertex_setup(state->vertex_setup); + ps.set_vertex_setup(state.vertex_setup); - pipeline_state.set_front_face(state->front_face); - pipeline_state.set_face_cull(state->face_cull); + ps.set_front_face(state.front_face); + ps.set_face_cull(state.face_cull); - if(state->texture_count &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); + t.binding = state.shprog->get_uniform_binding(t.tag); if(t.binding>=0) - pipeline_state.set_texture(t.binding, t.texture, t.sampler); + { + 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); + } } - pipeline_state.set_depth_test(state->depth_test); - pipeline_state.set_stencil_test(state->stencil_test); - pipeline_state.set_blend(state->blend); + 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); }