/****************************************************************************** Copyright (C) 2013 by Hugh Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #include "graphics/matrix3.h" #include "gl-subsystem.h" static void clear_textures(struct gs_device *device) { GLenum i; for (i = 0; i < GS_MAX_TEXTURES; i++) { if (device->cur_textures[i]) { gl_active_texture(GL_TEXTURE0 + i); gl_bind_texture(device->cur_textures[i]->gl_target, 0); device->cur_textures[i] = NULL; } } } void convert_sampler_info(struct gs_sampler_state *sampler, struct gs_sampler_info *info) { convert_filter(info->filter, &sampler->min_filter, &sampler->mag_filter); sampler->address_u = convert_address_mode(info->address_u); sampler->address_v = convert_address_mode(info->address_v); sampler->address_w = convert_address_mode(info->address_w); sampler->max_anisotropy = info->max_anisotropy; } device_t device_create(struct gs_init_data *info) { struct gs_device *device = bmalloc(sizeof(struct gs_device)); memset(device, 0, sizeof(struct gs_device)); device->plat = gl_platform_create(device, info); if (!device->plat) goto fail; glGenProgramPipelines(1, &device->pipeline); if (!gl_success("glGenProgramPipelines")) goto fail; glBindProgramPipeline(device->pipeline); if (!gl_success("glBindProgramPipeline")) goto fail; #ifdef _DEBUG glEnable(GL_DEBUG_OUTPUT); if (glGetError() == GL_INVALID_ENUM) blog(LOG_DEBUG, "OpenGL debug information not available"); #endif return device; fail: blog(LOG_ERROR, "device_create (GL) failed"); bfree(device); return NULL; } void device_destroy(device_t device) { if (device) { size_t i; for (i = 0; i < device->fbos.num; i++) fbo_info_destroy(device->fbos.array[i]); if (device->pipeline) glDeleteProgramPipelines(1, &device->pipeline); da_free(device->proj_stack); da_free(device->fbos); gl_platform_destroy(device->plat); bfree(device); } } swapchain_t device_create_swapchain(device_t device, struct gs_init_data *info) { struct gs_swap_chain *swap = bmalloc(sizeof(struct gs_swap_chain)); memset(swap, 0, sizeof(struct gs_swap_chain)); swap->device = device; swap->info = *info; swap->wi = gl_windowinfo_create(info); if (!swap->wi) { blog(LOG_ERROR, "device_create_swapchain (GL) failed"); swapchain_destroy(swap); return NULL; } return swap; } void device_resize(device_t device, uint32_t cx, uint32_t cy) { /* GL automatically resizes the device, so it doesn't do much */ device->cur_swap->info.cx = cx; device->cur_swap->info.cy = cy; } void device_getsize(device_t device, uint32_t *cx, uint32_t *cy) { *cx = device->cur_swap->info.cx; *cy = device->cur_swap->info.cy; } uint32_t device_getwidth(device_t device) { return device->cur_swap->info.cx; } uint32_t device_getheight(device_t device) { return device->cur_swap->info.cy; } texture_t device_create_volumetexture(device_t device, uint32_t width, uint32_t height, uint32_t depth, enum gs_color_format color_format, uint32_t levels, void **data, uint32_t flags) { /* TODO */ return NULL; } samplerstate_t device_create_samplerstate(device_t device, struct gs_sampler_info *info) { struct gs_sampler_state *sampler; sampler = bmalloc(sizeof(struct gs_sampler_state)); memset(sampler, 0, sizeof(struct gs_sampler_state)); sampler->device = device; sampler->ref = 1; convert_sampler_info(sampler, info); return sampler; } enum gs_texture_type device_gettexturetype(device_t device, texture_t texture) { return texture->type; } static bool load_texture_sampler(texture_t tex, samplerstate_t ss) { bool success = true; if (tex->cur_sampler == ss) return true; if (tex->cur_sampler) samplerstate_release(tex->cur_sampler); tex->cur_sampler = ss; if (!ss) return true; samplerstate_addref(ss); if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_MIN_FILTER, ss->min_filter)) success = false; if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_MAG_FILTER, ss->mag_filter)) success = false; if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_WRAP_S, ss->address_u)) success = false; if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_WRAP_T, ss->address_v)) success = false; if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_WRAP_R, ss->address_w)) success = false; if (!gl_tex_param_i(tex->gl_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, ss->max_anisotropy)) success = false; return success; } static inline struct shader_param *get_texture_param(device_t device, int unit) { struct gs_shader *shader = device->cur_pixel_shader; size_t i; for (i = 0; i < shader->params.num; i++) { struct shader_param *param = shader->params.array+i; if (param->type == SHADER_PARAM_TEXTURE) { if (param->texture_id == unit) return param; } } return NULL; } void device_load_texture(device_t device, texture_t tex, int unit) { struct shader_param *param; struct gs_sampler_state *sampler; struct gs_texture *cur_tex = device->cur_textures[unit]; /* need a pixel shader to properly bind textures */ if (!device->cur_pixel_shader) tex = NULL; if (cur_tex == tex) return; if (cur_tex && cur_tex->gl_target != tex->gl_target) gl_bind_texture(cur_tex->gl_target, 0); device->cur_textures[unit] = tex; param = get_texture_param(device, unit); if (!param) return; param->texture = tex; if (!tex) return; sampler = device->cur_samplers[param->sampler_id]; if (!gl_active_texture(GL_TEXTURE0 + unit)) goto fail; if (!gl_bind_texture(tex->gl_target, tex->texture)) goto fail; if (sampler && !load_texture_sampler(tex, sampler)) goto fail; return; fail: blog(LOG_ERROR, "device_load_texture (GL) failed"); } static bool load_sampler_on_textures(device_t device, samplerstate_t ss, int sampler_unit) { struct gs_shader *shader = device->cur_pixel_shader; size_t i; for (i = 0; i < shader->params.num; i++) { struct shader_param *param = shader->params.array+i; if (param->type == SHADER_PARAM_TEXTURE && param->sampler_id == sampler_unit && param->texture) { if (!gl_active_texture(GL_TEXTURE0 + param->texture_id)) return false; if (!load_texture_sampler(param->texture, ss)) return false; } } return true; } void device_load_samplerstate(device_t device, samplerstate_t ss, int unit) { /* need a pixel shader to properly bind samplers */ if (!device->cur_pixel_shader) ss = NULL; if (device->cur_samplers[unit] == ss) return; device->cur_samplers[unit] = ss; if (!ss) return; if (!load_sampler_on_textures(device, ss, unit)) blog(LOG_ERROR, "device_load_samplerstate (GL) failed"); return; } void device_load_vertexshader(device_t device, shader_t vertshader) { GLuint program = 0; vertbuffer_t cur_vb = device->cur_vertex_buffer; if (device->cur_vertex_shader == vertshader) return; if (vertshader->type != SHADER_VERTEX) { blog(LOG_ERROR, "Specified shader is not a vertex shader"); goto fail; } /* unload and reload the vertex buffer to sync the buffers up with * the specific shader */ if (cur_vb && !vertexbuffer_load(device, NULL)) goto fail; device->cur_vertex_shader = vertshader; if (vertshader) program = vertshader->program; glUseProgramStages(device->pipeline, GL_VERTEX_SHADER, program); if (!gl_success("glUseProgramStages")) goto fail; if (cur_vb && !vertexbuffer_load(device, cur_vb)) goto fail; return; fail: blog(LOG_ERROR, "device_load_vertexshader (GL) failed"); } void device_load_pixelshader(device_t device, shader_t pixelshader) { GLuint program = 0; if (device->cur_pixel_shader == pixelshader) return; if (pixelshader->type != SHADER_PIXEL) { blog(LOG_ERROR, "Specified shader is not a pixel shader"); goto fail; } device->cur_pixel_shader = pixelshader; if (pixelshader) program = pixelshader->program; glUseProgramStages(device->pipeline, GL_FRAGMENT_SHADER, pixelshader->program); if (!gl_success("glUseProgramStages")) goto fail; clear_textures(device); return; fail: blog(LOG_ERROR, "device_load_pixelshader (GL) failed"); } void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit) { /* TODO */ } shader_t device_getvertexshader(device_t device) { return device->cur_vertex_shader; } shader_t device_getpixelshader(device_t device) { return device->cur_pixel_shader; } texture_t device_getrendertarget(device_t device) { return device->cur_render_target; } zstencil_t device_getzstenciltarget(device_t device) { return device->cur_zstencil_buffer; } static bool get_tex_dimensions(texture_t tex, uint32_t *width, uint32_t *height) { if (tex->type == GS_TEXTURE_2D) { struct gs_texture_2d *tex2d = (struct gs_texture_2d*)tex; *width = tex2d->width; *height = tex2d->height; return true; } else if (tex->type == GS_TEXTURE_CUBE) { struct gs_texture_cube *cube = (struct gs_texture_cube*)tex; *width = cube->size; *height = cube->size; return true; } blog(LOG_ERROR, "Texture must be 2D or cubemap"); return false; } /* * This automatically manages FBOs so that render targets are always given * an FBO that matches their width/height/format to maximize optimization */ static struct fbo_info *get_fbo(struct gs_device *device, texture_t tex) { size_t i; uint32_t width, height; GLuint fbo; struct fbo_info *ptr; if (!get_tex_dimensions(tex, &width, &height)) return NULL; for (i = 0; i < device->fbos.num; i++) { ptr = device->fbos.array[i]; if (ptr->width == width && ptr->height == height && ptr->format == tex->format) return ptr; } glGenFramebuffers(1, &fbo); if (!gl_success("glGenFramebuffers")) return NULL; ptr = bmalloc(sizeof(struct fbo_info)); ptr->fbo = fbo; ptr->width = width; ptr->height = height; ptr->format = tex->format; ptr->cur_render_target = NULL; ptr->cur_render_side = 0; ptr->cur_zstencil_buffer = NULL; da_push_back(device->fbos, &ptr); return ptr; } static bool set_current_fbo(device_t device, struct fbo_info *fbo) { if (device->cur_fbo != fbo) { GLuint fbo_obj = fbo ? fbo->fbo : 0; if (!gl_bind_framebuffer(GL_DRAW_FRAMEBUFFER, fbo_obj)) return false; } device->cur_fbo = fbo; return true; } static bool attach_rendertarget(struct fbo_info *fbo, texture_t tex, int side) { if (fbo->cur_render_target == tex) return true; fbo->cur_render_target = tex; if (tex->type == GS_TEXTURE_2D) { glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->texture, 0); } else if (tex->type == GS_TEXTURE_CUBE) { glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, tex->texture, 0); } else { return false; } return gl_success("glFramebufferTexture2D"); } static bool attach_zstencil(struct fbo_info *fbo, zstencil_t zs) { GLuint zsbuffer = 0; GLenum zs_attachment = GL_DEPTH_STENCIL_ATTACHMENT; if (fbo->cur_zstencil_buffer == zs) return true; fbo->cur_zstencil_buffer = zs; if (zs) { zsbuffer = zs->buffer; zs_attachment = zs->attachment; } glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, zs_attachment, GL_RENDERBUFFER, zsbuffer); if (!gl_success("glFramebufferRenderbuffer")) return false; return true; } static bool set_target(device_t device, texture_t tex, int side, zstencil_t zs) { struct fbo_info *fbo; if (device->cur_render_target == tex && device->cur_zstencil_buffer == zs && device->cur_render_side == side) return true; device->cur_render_target = tex; device->cur_render_side = side; device->cur_zstencil_buffer = zs; if (!tex) return set_current_fbo(device, NULL); fbo = get_fbo(device, tex); if (!fbo) return false; set_current_fbo(device, fbo); if (!attach_rendertarget(fbo, tex, side)) return false; if (!attach_zstencil(fbo, zs)) return false; return true; } void device_setrendertarget(device_t device, texture_t tex, zstencil_t zstencil) { if (tex->type != GS_TEXTURE_2D) { blog(LOG_ERROR, "Texture is not a 2D texture"); goto fail; } if (!tex->is_render_target) { blog(LOG_ERROR, "Texture is not a render target"); goto fail; } if (!set_target(device, tex, 0, zstencil)) goto fail; return; fail: blog(LOG_ERROR, "device_setrendertarget (GL) failed"); } void device_setcuberendertarget(device_t device, texture_t cubetex, int side, zstencil_t zstencil) { if (cubetex->type != GS_TEXTURE_CUBE) { blog(LOG_ERROR, "Texture is not a cube texture"); goto fail; } if (!cubetex->is_render_target) { blog(LOG_ERROR, "Texture is not a render target"); goto fail; } if (!set_target(device, cubetex, side, zstencil)) goto fail; return; fail: blog(LOG_ERROR, "device_setcuberendertarget (GL) failed"); } void device_copy_texture(device_t device, texture_t dst, texture_t src) { struct gs_texture_2d *src2d = (struct gs_texture_2d*)src; struct gs_texture_2d *dst2d = (struct gs_texture_2d*)dst; if (dst->format != src->format) { blog(LOG_ERROR, "Source and destination texture formats do " "not match"); goto fail; } if (dst->type != GS_TEXTURE_2D || src->type != GS_TEXTURE_2D) { blog(LOG_ERROR, "Source and destination textures must be 2D " "textures"); goto fail; } if (dst2d->width != src2d->width || dst2d->height != src2d->height) { blog(LOG_ERROR, "Source and destination textures must have " "the same dimensions"); goto fail; } if (!gl_copy_texture(device, dst->texture, dst->gl_target, src->texture, src->gl_target, src2d->width, src2d->height)) goto fail; return; fail: blog(LOG_ERROR, "device_copy_texture (GL) failed"); } void device_beginscene(device_t device) { clear_textures(device); } static inline bool can_render(device_t device) { if (!device->cur_vertex_shader) { blog(LOG_ERROR, "No vertex shader specified"); return false; } if (!device->cur_pixel_shader) { blog(LOG_ERROR, "No pixel shader specified"); return false; } if (!device->cur_vertex_buffer) { blog(LOG_ERROR, "No vertex buffer specified"); return false; } return true; } static void update_viewproj_matrix(struct gs_device *device) { struct gs_shader *vs = device->cur_vertex_shader; struct matrix3 cur_matrix; gs_matrix_get(&cur_matrix); matrix4_from_matrix3(&device->cur_view, &cur_matrix); matrix4_mul(&device->cur_viewproj, &device->cur_view, &device->cur_proj); matrix4_transpose(&device->cur_viewproj, &device->cur_viewproj); if (vs->viewproj) shader_setmatrix4(vs, vs->viewproj, &device->cur_viewproj); } void device_draw(device_t device, enum gs_draw_mode draw_mode, uint32_t start_vert, uint32_t num_verts) { struct gs_index_buffer *ib = device->cur_index_buffer; GLenum topology = convert_gs_topology(draw_mode); if (!can_render(device)) goto fail; update_viewproj_matrix(device); if (ib) { glDrawElements(topology, num_verts, ib->gl_type, (const GLvoid*)(start_vert * ib->width)); if (!gl_success("glDrawElements")) goto fail; } else { glDrawArrays(topology, start_vert, num_verts); if (!gl_success("glDrawArrays")) goto fail; } return; fail: blog(LOG_ERROR, "device_draw (GL) failed"); } void device_endscene(device_t device) { /* does nothing */ } void device_clear(device_t device, uint32_t clear_flags, struct vec4 *color, float depth, uint8_t stencil) { GLbitfield gl_flags = 0; if (clear_flags & GS_CLEAR_COLOR) { glClearColor(color->x, color->y, color->x, color->w); gl_flags |= GL_COLOR_BUFFER_BIT; } if (clear_flags & GS_CLEAR_DEPTH) { glClearDepth(depth); gl_flags |= GL_DEPTH_BUFFER_BIT; } if (clear_flags & GS_CLEAR_STENCIL) { glClearStencil(stencil); gl_flags |= GL_STENCIL_BUFFER_BIT; } glClear(clear_flags); if (!gl_success("glClear")) blog(LOG_ERROR, "device_clear (GL) failed"); } void device_setcullmode(device_t device, enum gs_cull_mode mode) { if (device->cur_cull_mode == mode) return; if (device->cur_cull_mode == GS_NEITHER) gl_enable(GL_CULL_FACE); device->cur_cull_mode = mode; if (mode == GS_BACK) glCullFace(GL_BACK); else if (mode == GS_FRONT) glCullFace(GL_FRONT); else gl_disable(GL_CULL_FACE); } enum gs_cull_mode device_getcullmode(device_t device) { return device->cur_cull_mode; } void device_enable_blending(device_t device, bool enable) { if (enable) gl_enable(GL_BLEND); else gl_disable(GL_BLEND); } void device_enable_depthtest(device_t device, bool enable) { if (enable) gl_enable(GL_DEPTH_TEST); else gl_disable(GL_DEPTH_TEST); } void device_enable_stenciltest(device_t device, bool enable) { if (enable) gl_enable(GL_STENCIL_TEST); else gl_disable(GL_STENCIL_TEST); } void device_enable_stencilwrite(device_t device, bool enable) { if (enable) glStencilMask(0xFFFFFFFF); else glStencilMask(0); } void device_enable_color(device_t device, bool red, bool green, bool blue, bool alpha) { glColorMask(red, green, blue, alpha); } void device_blendfunction(device_t device, enum gs_blend_type src, enum gs_blend_type dest) { GLenum gl_src = convert_gs_blend_type(src); GLenum gl_dst = convert_gs_blend_type(dest); glBlendFunc(gl_src, gl_dst); if (!gl_success("glBlendFunc")) blog(LOG_ERROR, "device_blendfunction (GL) failed"); } void device_depthfunction(device_t device, enum gs_depth_test test) { GLenum gl_test = convert_gs_depth_test(test); glDepthFunc(gl_test); if (!gl_success("glDepthFunc")) blog(LOG_ERROR, "device_depthfunction (GL) failed"); } void device_stencilfunction(device_t device, enum gs_stencil_side side, enum gs_depth_test test) { GLenum gl_side = convert_gs_stencil_side(side); GLenum gl_test = convert_gs_depth_test(test); glStencilFuncSeparate(gl_side, gl_test, 0, 0xFFFFFFFF); if (!gl_success("glStencilFuncSeparate")) blog(LOG_ERROR, "device_stencilfunction (GL) failed"); } void device_stencilop(device_t device, enum gs_stencil_side side, enum gs_stencil_op fail, enum gs_stencil_op zfail, enum gs_stencil_op zpass) { GLenum gl_side = convert_gs_stencil_side(side); GLenum gl_fail = convert_gs_stencil_op(fail); GLenum gl_zfail = convert_gs_stencil_op(zfail); GLenum gl_zpass = convert_gs_stencil_op(zpass); glStencilOpSeparate(gl_side, gl_fail, gl_zfail, gl_zpass); if (!gl_success("glStencilOpSeparate")) blog(LOG_ERROR, "device_stencilop (GL) failed"); } void device_enable_fullscreen(device_t device, bool enable) { /* TODO */ } int device_fullscreen_enabled(device_t device) { /* TODO */ return false; } void device_setdisplaymode(device_t device, const struct gs_display_mode *mode) { /* TODO */ } void device_getdisplaymode(device_t device, struct gs_display_mode *mode) { /* TODO */ } void device_setcolorramp(device_t device, float gamma, float brightness, float contrast) { /* TODO */ } void device_setviewport(device_t device, int x, int y, int width, int height) { glViewport(x, y, width, height); if (!gl_success("glViewport")) blog(LOG_ERROR, "device_setviewport (GL) failed"); device->cur_viewport.x = x; device->cur_viewport.y = y; device->cur_viewport.cx = width; device->cur_viewport.cy = height; } void device_getviewport(device_t device, struct gs_rect *rect) { *rect = device->cur_viewport; } void device_setscissorrect(device_t device, struct gs_rect *rect) { glScissor(rect->x, rect->y, rect->cx, rect->cy); if (!gl_success("glScissor")) blog(LOG_ERROR, "device_setscissorrect (GL) failed"); } void device_ortho(device_t device, float left, float right, float top, float bottom, float znear, float zfar) { matrix4_ortho(&device->cur_proj, left, right, top, bottom, znear, zfar); } void device_frustum(device_t device, float left, float right, float top, float bottom, float znear, float zfar) { matrix4_frustum(&device->cur_proj, left, right, top, bottom, znear, zfar); } void device_perspective(device_t device, float fovy, float aspect, float znear, float zfar) { matrix4_perspective(&device->cur_proj, fovy, aspect, znear, zfar); } void device_projection_push(device_t device) { da_push_back(device->proj_stack, &device->cur_proj); } void device_projection_pop(device_t device) { struct matrix4 *end; if (!device->proj_stack.num) return; end = da_end(device->proj_stack); device->cur_proj = *end; da_pop_back(device->proj_stack); } void swapchain_destroy(swapchain_t swapchain) { if (!swapchain) return; if (swapchain->device->cur_swap == swapchain) device_load_swapchain(swapchain->device, NULL); gl_windowinfo_destroy(swapchain->wi); bfree(swapchain); } void volumetexture_destroy(texture_t voltex) { /* TODO */ } uint32_t volumetexture_getwidth(texture_t voltex) { /* TODO */ return 0; } uint32_t volumetexture_getheight(texture_t voltex) { /* TODO */ return 0; } uint32_t volumetexture_getdepth(texture_t voltex) { /* TODO */ return 0; } enum gs_color_format volumetexture_getcolorformat(texture_t voltex) { /* TODO */ return GS_UNKNOWN; } void samplerstate_destroy(samplerstate_t samplerstate) { samplerstate_release(samplerstate); }