]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/renderer.cpp
Support multiple PipelineStates in Renderer
[libs/gl.git] / source / render / renderer.cpp
index d86b78046eb24454f954155f687d0c2ec9c710c0..336b631aaf91c467dbca5577abd81f2b79ebaebe 100644 (file)
 #include "batch.h"
 #include "buffer.h"
 #include "camera.h"
-#include "clipping.h"
-#include "deviceinfo.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 "texunit.h"
 #include "vertexarray.h"
 #include "vertexsetup.h"
-#include "windingtest.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Renderer::Renderer()
+Renderer::Renderer():
+       placeholder_texture(Resources::get_global().get<Texture>("_placeholder.png"))
 {
        state_stack.reserve(16);
-       state_stack.push_back(State());
        shdata_stack.reserve(32);
-       state = &state_stack.back();
+       texture_stack.reserve(32);
+}
+
+void Renderer::begin()
+{
+       if(current_state)
+               throw invalid_operation("Renderer::begin");
+
+       ++frame_index;
+       state_stack.emplace_back();
+       current_state = &state_stack.back();
+
+       RendererBackend::begin();
+
        add_shader_data(standard_shdata);
+       commands.begin_frame(frame_index);
+}
+
+void Renderer::end()
+{
+       if(!current_state || state_stack.size()>1)
+               throw invalid_operation("Renderer::end");
+
+       RendererBackend::end();
+
+       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());
+       current_state = &state_stack.back();
+}
+
+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();
+       current_state = &state_stack.back();
+       changed |= MATRIX;
+
+       if(current_state->pipeline_key!=old_pipeline)
+               changed |= PIPELINE_KEY;
 }
 
-Renderer::~Renderer()
+Renderer::State &Renderer::get_state() const
 {
-       end();
+#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::set_camera(const Camera &c)
 {
-       state->camera = &c;
+       get_state().camera = &c;
        add_shader_data(c.get_shader_data());
        set_matrix(Matrix());
 }
 
 void Renderer::set_matrix(const Matrix &matrix)
 {
-       state->model_matrix = matrix;
+       get_state().model_matrix = matrix;
        changed |= MATRIX;
 }
 
-void Renderer::transform(const Matrix &matrix)
+void Renderer::set_framebuffer(const Framebuffer *f)
 {
-       state->model_matrix *= matrix;
-       changed |= MATRIX;
+       get_state().framebuffer = f;
+}
+
+void Renderer::set_viewport(const Rect *v)
+{
+       get_state().viewport = v;
+}
+
+void Renderer::set_scissor(const Rect *s)
+{
+       get_state().scissor = s;
+}
+
+void Renderer::set_shader_program(const Program *p, const ProgramData *d)
+{
+       get_state().shprog = p;
+       if(p && d)
+               add_shader_data(*d);
+}
+
+void Renderer::add_shader_data(const ProgramData &d)
+{
+       State &state = get_state();
+
+       if(state.shdata_count<shdata_stack.size())
+       {
+               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)
 {
-       if(texture_stack.size()>state->texture_count)
+       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)
        {
-               BoundTexture &bt = texture_stack[state->texture_count];
+               if(ResourceManager *res_mgr = tex->get_manager())
+                       res_mgr->resource_used(*tex);
+               if(!tex->is_loaded())
+                       tex = &placeholder_texture;
+       }
+
+       if(texture_stack.size()>state.texture_count)
+       {
+               BoundTexture &bt = texture_stack[state.texture_count];
                if(bt.tag==tag && bt.texture==tex && bt.sampler==samp)
                {
-                       ++state->texture_count;
+                       ++state.texture_count;
                        return;
                }
                else
                        flush_textures();
        }
 
-       for(vector<BoundTexture>::iterator i=texture_stack.end(); i!=texture_stack.begin(); )
+       for(auto i=texture_stack.end(); i!=texture_stack.begin(); )
                if((--i)->tag==tag)
                {
                        i->replaced = texture_stack.size();
                        break;
                }
 
-       texture_stack.push_back(BoundTexture());
+       texture_stack.emplace_back();
        BoundTexture &bound_tex = texture_stack.back();
        bound_tex.tag = tag;
        bound_tex.texture = tex;
        bound_tex.sampler = samp;
-       state->texture_count = texture_stack.size();
+       bound_tex.level = level;
+       state.texture_count = texture_stack.size();
 }
 
-void Renderer::flush_textures()
+void Renderer::flush_shader_data()
 {
-       for(unsigned i=0; i<texture_stack.size(); ++i)
-       {
-               BoundTexture &bt = texture_stack[i];
-               if(i>=state->texture_count && bt.unit>=0)
-               {
-                       Texture::unbind_from(bt.unit);
-                       Sampler::unbind_from(bt.unit);
-               }
-               else if(bt.replaced>=static_cast<int>(state->texture_count))
-                       bt.replaced = -1;
-       }
+       const State &state = get_state();
 
-       texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
+       if(shdata_stack.size()>state.shdata_count)
+               shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
 }
 
-void Renderer::set_material(const Material *m)
+void Renderer::flush_textures()
 {
-       if(m)
-               add_shader_data(m->get_shader_data());
-}
+       const State &state = get_state();
 
-void Renderer::set_lighting(const Lighting *l)
-{
-       if(l)
-               add_shader_data(l->get_shader_data());
-}
+       for(unsigned i=0; i<state.texture_count; ++i)
+               if(texture_stack[i].replaced>=static_cast<int>(state.texture_count))
+                       texture_stack[i].replaced = -1;
 
-void Renderer::set_clipping(const Clipping *c)
-{
-       state->clipping = c;
-       if(c)
-               add_shader_data(c->get_shader_data());
+       texture_stack.erase(texture_stack.begin()+state.texture_count, texture_stack.end());
 }
 
-void Renderer::set_shader_program(const Program *p, const ProgramData *d)
+void Renderer::set_vertex_setup(const VertexSetup *vs)
 {
-       state->shprog = p;
-       if(p && d)
-               add_shader_data(*d);
+       get_state().vertex_setup = vs;
 }
 
-void Renderer::add_shader_data(const ProgramData &d)
+void Renderer::set_front_face(FaceWinding winding)
 {
-       if(state->shdata_count<shdata_stack.size())
-       {
-               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;
+       get_state().front_face = winding;
 }
 
-void Renderer::flush_shader_data_()
+void Renderer::set_face_cull(CullMode cull)
 {
-       if(shdata_stack.size()>state->shdata_count)
-               shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
+       get_state().face_cull = cull;
 }
 
-void Renderer::set_vertex_setup(const VertexSetup *vs)
+void Renderer::set_depth_test(const DepthTest *dt)
 {
-       state->vertex_setup = vs;
+       get_state().depth_test = dt;
 }
 
-void Renderer::set_winding_test(const WindingTest *w)
+void Renderer::set_stencil_test(const StencilTest *st)
 {
-       state->winding_test = w;
+       get_state().stencil_test = st;
 }
 
-void Renderer::set_reverse_winding(bool r)
+void Renderer::set_blend(const Blend *b)
 {
-       state->reverse_winding = r;
+       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::push_state()
+void Renderer::clear(const ClearValue *values)
 {
-       state_stack.push_back(state_stack.back());
-       state = &state_stack.back();
+       apply_framebuffer();
+       commands.use_pipeline(&get_pipeline_state());
+       commands.clear(values);
 }
 
-void Renderer::pop_state()
+void Renderer::draw(const Batch &batch)
 {
-       if(state_stack.size()==1)
-               throw stack_underflow("Renderer::pop_state");
+       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);
+}
 
-       state_stack.pop_back();
-       state = &state_stack.back();
-       changed |= MATRIX;
+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::end()
+void Renderer::resolve_multisample(Framebuffer &target)
 {
-       if(state_stack.size()>1)
-               throw invalid_operation("Renderer::end");
+       const State &state = get_state();
 
-       *state = State();
-       shdata_stack.clear();
-       excluded.clear();
+       if(!state.framebuffer)
+               throw invalid_operation("Renderer::resolve_multisample");
 
-       for(vector<BoundTexture>::iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
-               if(i->unit>=0)
-               {
-                       Texture::unbind_from(i->unit);
-                       Sampler::unbind_from(i->unit);
-               }
-       Clipping::unbind();
-       Program::unbind();
-       VertexSetup::unbind();
-       Buffer::unbind_from(ELEMENT_ARRAY_BUFFER);
-       WindingTest::unbind();
-}
+       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");
 
-void Renderer::exclude(const Renderable &renderable)
-{
-       excluded.insert(&renderable);
+       apply_framebuffer();
+       commands.use_pipeline(&get_pipeline_state());
+       commands.resolve_multisample(target);
 }
 
-void Renderer::include(const Renderable &renderable)
+void Renderer::begin_query(const QueryPool &pool, unsigned index)
 {
-       excluded.erase(&renderable);
+       commands.begin_query(pool, index);
 }
 
-void Renderer::render(const Renderable &renderable, Tag tag)
+void Renderer::end_query(const QueryPool &pool, unsigned index)
 {
-       if(!excluded.count(&renderable))
-               renderable.render(*this, tag);
+       commands.end_query(pool, index);
 }
 
-void Renderer::draw(const Batch &batch)
+PipelineState &Renderer::get_pipeline_state()
 {
-       apply_state();
+       if(changed&PIPELINE_KEY)
+       {
+               RendererBackend::set_pipeline_key(current_state->pipeline_key);
+               changed &= ~PIPELINE_KEY;
+       }
 
-       batch.draw();
+       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)
-               throw invalid_operation("Renderer::apply_state");
-
-       /* We (mostly) let the objects themselves figure out if the binding has
-       changed */
+       const State &state = get_state();
 
-       if(state->texture_count<texture_stack.size())
-               flush_textures();
+       if(!state.shprog)
+               throw invalid_operation("Renderer::apply_state");
 
-       for(vector<BoundTexture>::const_iterator i=texture_stack.begin(); i!=texture_stack.end(); ++i)
-       {
-               int unit = state->shprog->get_uniform_binding(i->tag);
-               if(unit>=0)
-               {
-                       if(i->texture)
-                               i->texture->bind_to(unit);
-                       if(i->sampler)
-                               i->sampler->bind_to(unit);
-                       i->unit = unit;
-               }
-       }
+       apply_framebuffer();
 
-       if(state->clipping)
-               state->clipping->bind();
-       else
-               Clipping::unbind();
+       PipelineState &ps = get_pipeline_state();
+       bool pipeline_changed = (&ps!=last_pipeline);
+       last_pipeline = &ps;
 
-       bool shprog_changed = (state->shprog!=Program::current());
-       state->shprog->bind();
+       bool shprog_changed = (state.shprog!=ps.get_shader_program());
+       ps.set_shader_program(state.shprog);
 
        if(changed&MATRIX)
        {
-               standard_shdata.uniform("world_obj_matrix", state->model_matrix);
-               LinAl::SquareMatrix<float, 3> nm = state->model_matrix.block<3, 3>(0, 0);
+               standard_shdata.uniform("world_obj_matrix", state.model_matrix);
+               LinAl::SquareMatrix<float, 3> nm = state.model_matrix.block<3, 3>(0, 0);
                nm = transpose(invert(nm));
                standard_shdata.uniform("world_obj_normal_matrix", nm);
                changed &= ~MATRIX;
        }
 
        bool shdata_changed = changed&SHADER_DATA;
-       for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)
+       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 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());
-               for(vector<BoundProgramData>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
+                       shdata_stack.erase(shdata_stack.begin()+state.shdata_count, shdata_stack.end());
+               for(const BoundProgramData &d: shdata_stack)
                {
-                       i->shdata->apply();
-                       i->generation = i->shdata->get_generation();
+                       d.shdata->apply(*state.shprog, ps, frame_index);
+                       d.generation = d.shdata->get_generation();
                }
                changed &= ~SHADER_DATA;
        }
 
-       if(state->vertex_setup)
-               state->vertex_setup->bind();
-       else
-               VertexSetup::unbind();
-
-       if(state->winding_test)
+       if(state.vertex_setup)
        {
-               if(state->reverse_winding)
-                       state->winding_test->get_reverse().bind();
-               else
-                       state->winding_test->bind();
+               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);
        }
-       else
-               WindingTest::unbind();
-}
+       ps.set_vertex_setup(state.vertex_setup);
 
+       ps.set_front_face(state.front_face);
+       ps.set_face_cull(state.face_cull);
 
-Renderer::BoundTexture::BoundTexture():
-       unit(-1),
-       texture(0),
-       sampler(0),
-       replaced(-1)
-{ }
+       if(state.texture_count<texture_stack.size())
+               flush_textures();
 
+       for(const BoundTexture &t: texture_stack)
+               if(t.texture && t.replaced<0)
+               {
+                       if(t.binding<0 || shprog_changed)
+                               t.binding = state.shprog->get_uniform_binding(t.tag);
+                       if(t.binding>=0)
+                               ps.set_texture(t.binding, t.texture, t.level, t.sampler);
+               }
 
-Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
-       shdata(d),
-       generation(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::State::State():
-       camera(0),
-       texture_count(0),
-       lowest_effect_texunit(Limits::get_global().max_texture_bindings),
-       clipping(0),
-       shprog(0),
-       shdata_count(0),
-       vertex_setup(0),
-       winding_test(0),
-       reverse_winding(false),
-       object_lod_bias(0)
+Renderer::BoundProgramData::BoundProgramData(const ProgramData *d):
+       shdata(d)
 { }
 
 } // namespace GL