]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/renderer.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / render / renderer.cpp
index 416a0fc89ced4827147982f234ca009fb94576c0..7e010b3f917b0a22a34d5bf1de66a7408e29259e 100644 (file)
 #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<Texture>("_placeholder.png")),
+       default_sampler(Resources::get_global().get<Sampler>("_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_count<shdata_stack.size())
        {
-               l->update_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_clipping(const Clipping *c)
+void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
 {
-       state->clipping = c;
-       state->clipping_matrix = state->modelview_matrix;
-       if(c)
+       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)
        {
-               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<typename T>
+void Renderer::set_resource(vector<BoundResource<T>> &stack, unsigned &count, Tag tag, const T &res)
 {
-       if(state->shdata_count<shdata_stack.size() && shdata_stack[state->shdata_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<T> &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<T> &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<typename T>
+void Renderer::flush_resources(vector<BoundResource<T>> &stack, unsigned &count)
+{
+       for(unsigned i=0; i<count; ++i)
+               if(stack[i].replaced>=static_cast<int>(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();
+       apply_batch(batch);
+       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();
+       apply_batch(batch);
+       commands.draw_instanced(batch, count);
 }
 
-void Renderer::exclude(const Renderable &renderable)
+void Renderer::apply_batch(const Batch &batch)
 {
-       excluded.insert(&renderable);
+       batch.refresh(frame_index);
+       PipelineState &ps = get_pipeline_state();
+       ps.set_primitive_type(batch.get_type());
+       if(batch.get_type()==PATCHES)
+               ps.set_patch_size(batch.get_patch_size());
+       commands.use_pipeline(&ps);
 }
 
-void Renderer::include(const Renderable &renderable)
+void Renderer::dispatch(unsigned count_x, unsigned count_y, unsigned count_z)
 {
-       excluded.erase(&renderable);
+       apply_state();
+       PipelineState &ps = get_pipeline_state();
+       commands.use_pipeline(&ps);
+       commands.dispatch(count_x, count_y, count_z);
 }
 
-void Renderer::render(const Renderable &renderable, const Tag &tag)
+void Renderer::resolve_multisample()
 {
-       if(!excluded.count(&renderable))
-               renderable.render(*this, tag);
+       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::draw(const Batch &batch)
+void Renderer::begin_query(const QueryPool &pool, unsigned index)
 {
-       apply_state();
+       commands.begin_query(pool, index);
+}
 
-       batch.draw();
+void Renderer::end_query(const QueryPool &pool, unsigned index)
+{
+       commands.end_query(pool, index);
 }
 
-void Renderer::draw_instanced(const Batch &batch, unsigned count)
+PipelineState &Renderer::get_pipeline_state()
 {
-       apply_state();
+       if(changed&PIPELINE_KEY)
+       {
+               RendererBackend::set_pipeline_key(current_state->pipeline_key);
+               changed &= ~PIPELINE_KEY;
+       }
 
-       batch.draw_instanced(count);
+       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");
 
-       /* 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<float, 3> nm = state->modelview_matrix.block<3, 3>(0, 0);
+               standard_shdata.uniform(world_obj_matrix_tag, state.model_matrix);
+               LinAl::Matrix<float, 3, 3> 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 ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
-                       (*i)->apply();
-               changed &= ~SHADER_DATA;
-       }
+       if(state.texture_count<texture_stack.size())
+               flush_resources(texture_stack, state.texture_count);
 
-       if(state->vertex_setup)
-               state->vertex_setup->bind();
-       else
-               VertexSetup::unbind();
+       for(const BoundResource<SampledTexture> &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