]> git.tdb.fi Git - libs/gl.git/blobdiff - source/backends/opengl/commands_backend.cpp
Support compute shaders and compute operations
[libs/gl.git] / source / backends / opengl / commands_backend.cpp
index 97b4f12c7400857cb9f31162bb5f19180817c686..76469ab395be70ef4da6c8273eacf9604af91159 100644 (file)
@@ -1,4 +1,5 @@
 #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>
@@ -18,6 +19,11 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
+void OpenGLCommands::submit_frame()
+{
+       glFlush();
+}
+
 void OpenGLCommands::use_pipeline(const PipelineState *ps)
 {
        pipeline_state = ps;
@@ -31,6 +37,9 @@ void OpenGLCommands::clear(const ClearValue *values)
        if(!target)
                throw invalid_operation("OpenGLCommands::clear");
 
+       if(!values)
+               return;
+
        static Require _req(MSP_clear_buffer);
 
        pipeline_state->apply();
@@ -70,6 +79,17 @@ void OpenGLCommands::draw_instanced(const Batch &batch, unsigned count)
        glDrawElementsInstanced(batch.gl_prim_type, batch.size(), batch.gl_index_type, data_ptr, count);
 }
 
+void OpenGLCommands::dispatch(unsigned count_x, unsigned count_y, unsigned count_z)
+{
+       if(!pipeline_state)
+               throw invalid_operation("OpenGLCommands::dispatch_compute");
+
+       static Require req(ARB_compute_shader);
+
+       pipeline_state->apply();
+       glDispatchCompute(count_x, count_y, count_z);
+}
+
 void OpenGLCommands::resolve_multisample(Framebuffer &target)
 {
        const Framebuffer *source = (pipeline_state ? pipeline_state->get_framebuffer() : 0);
@@ -83,7 +103,10 @@ void OpenGLCommands::resolve_multisample(Framebuffer &target)
        unsigned buffers = get_gl_buffer_bits(source->get_format())&get_gl_buffer_bits(target.get_format());
 
        if(ARB_direct_state_access)
+       {
+               target.refresh();
                glBlitNamedFramebuffer(source->id, target.id, 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+       }
        else
        {
                glBindFramebuffer(GL_READ_FRAMEBUFFER, source->id);