X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frender%2Frenderer.cpp;h=5262d09a90ee2862e6c0db07dcd02e71044241fd;hp=447ab4e35de83faaad278b5df44e8861c7ea5d18;hb=HEAD;hpb=8544116298d7a1be176f52be48c9952529f5c446 diff --git a/source/render/renderer.cpp b/source/render/renderer.cpp index 447ab4e3..7e010b3f 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" @@ -20,257 +21,303 @@ 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::set_camera(const Camera &c) +void Renderer::end() { - state->camera = &c; - add_shader_data(c.get_shader_data()); - set_matrix(Matrix()); + 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::set_matrix(const Matrix &matrix) +void Renderer::push_state() { - state->model_matrix = matrix; - changed |= MATRIX; + if(state_stack.empty()) + throw invalid_operation("Renderer::push_state"); + + state_stack.push_back(state_stack.back()); + current_state = &state_stack.back(); } -void Renderer::transform(const Matrix &matrix) +void Renderer::pop_state() { - state->model_matrix *= 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_framebuffer(const Framebuffer *f) +Renderer::State &Renderer::get_state() const { - state->framebuffer = f; +#ifdef DEBUG + if(!current_state) + throw invalid_operation("Renderer::get_state"); +#endif + return *current_state; } -void Renderer::set_viewport(const Rect *v) +void Renderer::set_pipeline_key(uintptr_t key) { - state->viewport = v; + State &state = get_state(); + if(key!=state.pipeline_key) + { + state.pipeline_key = key; + changed |= PIPELINE_KEY; + } } -void Renderer::set_scissor(const Rect *s) +void Renderer::set_camera(const Camera &c) { - state->scissor = s; + get_state().camera = &c; + set_matrix(Matrix()); } -void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp) +void Renderer::set_matrix(const Matrix &matrix) { - if(tex) - if(ResourceManager *res_mgr = tex->get_manager()) - res_mgr->resource_used(*tex); - - 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; - return; - } - else - flush_textures(); - } - - 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()); - BoundTexture &bound_tex = texture_stack.back(); - bound_tex.tag = tag; - bound_tex.texture = tex; - bound_tex.sampler = samp; - state->texture_count = texture_stack.size(); + get_state().model_matrix = matrix; + changed |= MATRIX; } -void Renderer::flush_textures() +void Renderer::set_framebuffer(const Framebuffer *f) { - for(unsigned i=0; itexture_count; ++i) - if(texture_stack[i].replaced>=static_cast(state->texture_count)) - texture_stack[i].replaced = -1; - - texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end()); + get_state().framebuffer = f; } -void Renderer::set_material(const Material *m) +void Renderer::set_viewport(const Rect *v) { - if(m) - add_shader_data(m->get_shader_data()); + get_state().viewport = v; } -void Renderer::set_lighting(const Lighting *l) +void Renderer::set_scissor(const Rect *s) { - if(l) - add_shader_data(l->get_shader_data()); + 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_(); + 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::flush_shader_data_() +void Renderer::set_texture(Tag tag, const Texture *tex, const Sampler *samp) { - if(shdata_stack.size()>state->shdata_count) - shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end()); + set_texture(tag, tex, -1, samp); } -void Renderer::set_vertex_setup(const VertexSetup *vs) +void Renderer::set_texture(Tag tag, const Texture *tex, int level, const Sampler *samp) { - state->vertex_setup = vs; -} + State &state = get_state(); -void Renderer::set_front_face(FaceWinding winding) -{ - state->front_face = winding; + 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_face_cull(CullMode cull) +void Renderer::set_storage_texture(Tag tag, const Texture *tex) { - state->face_cull = cull; + State &state = get_state(); + set_resource(texture_stack, state.texture_count, tag, { tex, 0, 0 }); } -void Renderer::set_depth_test(const DepthTest *dt) +template +void Renderer::set_resource(vector> &stack, unsigned &count, Tag tag, const T &res) { - state->depth_test = dt; + if(stack.size()>count) + { + 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::set_stencil_test(const StencilTest *st) +void Renderer::flush_shader_data() { - state->stencil_test = st; + 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::set_blend(const Blend *b) +template +void Renderer::flush_resources(vector> &stack, unsigned &count) { - state->blend = b; + for(unsigned i=0; i=static_cast(count)) + stack[i].replaced = -1; + + stack.erase(stack.begin()+count, stack.end()); } -void Renderer::set_object_lod_bias(unsigned b) +void Renderer::set_vertex_setup(const VertexSetup *vs) { - state->object_lod_bias = b; + get_state().vertex_setup = vs; } -void Renderer::push_state() +void Renderer::set_front_face(FaceWinding winding) { - state_stack.push_back(state_stack.back()); - state = &state_stack.back(); + get_state().front_face = winding; } -void Renderer::pop_state() +void Renderer::set_face_cull(CullMode cull) { - if(state_stack.size()==1) - throw stack_underflow("Renderer::pop_state"); - - state_stack.pop_back(); - state = &state_stack.back(); - changed |= MATRIX; + get_state().face_cull = cull; } -void Renderer::end() +void Renderer::set_depth_test(const DepthTest *dt) { - if(state_stack.size()>1) - throw invalid_operation("Renderer::end"); - - *state = State(); - shdata_stack.clear(); - add_shader_data(standard_shdata); - excluded.clear(); - - commands.use_pipeline(0); + get_state().depth_test = dt; } -void Renderer::exclude(const Renderable &renderable) +void Renderer::set_stencil_test(const StencilTest *st) { - excluded.insert(&renderable); + get_state().stencil_test = st; } -void Renderer::include(const Renderable &renderable) +void Renderer::set_blend(const Blend *b) { - excluded.erase(&renderable); + get_state().blend = b; } -void Renderer::render(const Renderable &renderable, Tag tag) +void Renderer::set_object_lod_bias(unsigned b) { - if(!excluded.count(&renderable)) - renderable.render(*this, tag); + 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); + apply_batch(batch); commands.draw(batch); } void Renderer::draw_instanced(const Batch &batch, unsigned count) { apply_state(); - batch.refresh(); - commands.use_pipeline(&pipeline_state); + apply_batch(batch); commands.draw_instanced(batch, count); } -void Renderer::resolve_multisample(Framebuffer &target) +void Renderer::apply_batch(const Batch &batch) { - if(!state->framebuffer) - throw invalid_operation("Renderer::resolve_multisample"); + 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); +} - 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::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() +{ + const State &state = get_state(); + + if(!state.framebuffer) + throw invalid_operation("Renderer::resolve_multisample"); - pipeline_state.set_framebuffer(state->framebuffer); - commands.use_pipeline(&pipeline_state); - commands.resolve_multisample(target); + apply_framebuffer(); + commands.use_pipeline(&get_pipeline_state()); + commands.resolve_multisample(); } void Renderer::begin_query(const QueryPool &pool, unsigned index) @@ -283,69 +330,116 @@ void Renderer::end_query(const QueryPool &pool, unsigned index) commands.end_query(pool, index); } -void Renderer::apply_state() +PipelineState &Renderer::get_pipeline_state() { - if(!state->shprog) - throw invalid_operation("Renderer::apply_state"); - - if(changed&MATRIX) + if(changed&PIPELINE_KEY) { - standard_shdata.uniform("world_obj_matrix", state->model_matrix); - LinAl::SquareMatrix nm = state->model_matrix.block<3, 3>(0, 0); - nm = transpose(invert(nm)); - standard_shdata.uniform("world_obj_normal_matrix", nm); - changed &= ~MATRIX; + RendererBackend::set_pipeline_key(current_state->pipeline_key); + changed &= ~PIPELINE_KEY; } - pipeline_state.set_framebuffer(state->framebuffer); - pipeline_state.set_viewport(state->viewport); - pipeline_state.set_scissor(state->scissor); + return RendererBackend::get_pipeline_state(); +} - bool shprog_changed = (state->shprog!=pipeline_state.get_shader_program()); - pipeline_state.set_shader_program(state->shprog); +void Renderer::apply_framebuffer() +{ + const State &state = get_state(); - 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(); - } - pipeline_state.set_vertex_setup(state->vertex_setup); + PipelineState &ps = get_pipeline_state(); - pipeline_state.set_front_face(state->front_face); - pipeline_state.set_face_cull(state->face_cull); + 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); +} - if(state->texture_countshprog->get_uniform_binding(t.tag) : t.unit); - if(unit>=0) - pipeline_state.set_texture(unit, t.texture, t.sampler); - } + if(!state.shprog) + throw invalid_operation("Renderer::apply_state"); + + 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 extra_shdata = (shdata_stack.size()>state.shdata_count); + + if(changed&CAMERA) + { + shdata_changed = true; + changed &= ~CAMERA; + } + + if(changed&MATRIX) + { + 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_tag, nm); + changed &= ~MATRIX; + shdata_changed = true; + } - 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; } - pipeline_state.set_depth_test(state->depth_test); - pipeline_state.set_stencil_test(state->stencil_test); - pipeline_state.set_blend(state->blend); + if(state.vertex_setup) + { + 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); + + 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); + 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); + } + } + + 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); }