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////  GL41BackendTransform.cpp//  libraries/gpu/src/gpu////  Created by Sam Gateau on 3/8/2015.//  Copyright 2014 High Fidelity, Inc.//  Copyright 2024 Overte e.V.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "GL41Backend.h" #include "gpu/gl/GLBuffer.h" using namespace gpu;using namespace gpu::gl41; void GL41Backend::initTransform() {    glGenBuffers(1, &_transform._objectBuffer);    glGenBuffers(1, &_transform._cameraBuffer);    glGenBuffers(1, &_transform._drawCallInfoBuffer);    glGenTextures(1, &_transform._objectBufferTexture);    size_t cameraSize = sizeof(TransformStageState::CameraBufferElement);    while (_transform._cameraUboSize < cameraSize) {        _transform._cameraUboSize += UNIFORM_BUFFER_OFFSET_ALIGNMENT;    }} void GL41Backend::transferTransformState(const Batch& batch) const {    // FIXME not thread safe    static std::vector<uint8_t> bufferData;    if (!_transform._cameras.empty()) {        bufferData.resize(_transform._cameraUboSize * _transform._cameras.size());        for (size_t i = 0; i < _transform._cameras.size(); ++i) {            memcpy(bufferData.data() + (_transform._cameraUboSize * i), &_transform._cameras[i], sizeof(TransformStageState::CameraBufferElement));        }        glBindBuffer(GL_UNIFORM_BUFFER, _transform._cameraBuffer);        glBufferData(GL_UNIFORM_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);        glBindBuffer(GL_UNIFORM_BUFFER, 0);    }     if (!batch._objects.empty()) {        glBindBuffer(GL_TEXTURE_BUFFER, _transform._objectBuffer);        glBufferData(GL_TEXTURE_BUFFER, batch._objects.size() * sizeof(Batch::TransformObject), batch._objects.data(), GL_DYNAMIC_DRAW);        glBindBuffer(GL_TEXTURE_BUFFER, 0);    }     if (!batch._namedData.empty()) {        bufferData.clear();        for (auto& data : batch._namedData) {            auto currentSize = bufferData.size();            auto bytesToCopy = data.second.drawCallInfos.size() * sizeof(Batch::DrawCallInfo);            bufferData.resize(currentSize + bytesToCopy);            memcpy(bufferData.data() + currentSize, data.second.drawCallInfos.data(), bytesToCopy);            _transform._drawCallInfoOffsets[data.first] = (GLvoid*)currentSize;        }         glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);        glBufferData(GL_ARRAY_BUFFER, bufferData.size(), bufferData.data(), GL_DYNAMIC_DRAW);        glBindBuffer(GL_ARRAY_BUFFER, 0);    }     glActiveTexture(GL_TEXTURE0 +  slot::texture::ObjectTransforms);    glBindTexture(GL_TEXTURE_BUFFER, _transform._objectBufferTexture);    if (!batch._objects.empty()) {        glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32F, _transform._objectBuffer);    }     CHECK_GL_ERROR();     // Make sure the current Camera offset is unknown before render Draw    _transform._currentCameraOffset = INVALID_OFFSET;}  void GL41Backend::updateTransform(const Batch& batch) {    _transform.update(_commandIndex, _stereo);     auto& drawCallInfoBuffer = batch.getDrawCallInfoBuffer();    if (batch._currentNamedCall.empty()) {        auto& drawCallInfo = drawCallInfoBuffer[_currentDraw];        if (_transform._enabledDrawcallInfoBuffer) {            glDisableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is disabled            _transform._enabledDrawcallInfoBuffer = false;        }        glVertexAttribI2i(gpu::Stream::DRAW_CALL_INFO, drawCallInfo.index, drawCallInfo.user);    } else {        if (!_transform._enabledDrawcallInfoBuffer) {            glEnableVertexAttribArray(gpu::Stream::DRAW_CALL_INFO); // Make sure attrib array is enabled#ifdef GPU_STEREO_DRAWCALL_INSTANCED            glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, (isStereo() ? 2 : 1));#else            glVertexAttribDivisor(gpu::Stream::DRAW_CALL_INFO, 1);#endif            _transform._enabledDrawcallInfoBuffer = true;        }        glBindBuffer(GL_ARRAY_BUFFER, _transform._drawCallInfoBuffer);        glVertexAttribIPointer(gpu::Stream::DRAW_CALL_INFO, 2, GL_UNSIGNED_SHORT, 0, _transform._drawCallInfoOffsets[batch._currentNamedCall]);    }     (void)CHECK_GL_ERROR();} void GL41Backend::do_copySavedViewProjectionTransformToBuffer(const Batch& batch, size_t paramOffset) {    auto slotId = batch._params[paramOffset + 0]._uint;    BufferPointer buffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);    auto dstOffset = batch._params[paramOffset + 2]._uint;    size_t size = _transform._cameraUboSize;     slotId = std::min<gpu::uint32>(slotId, gpu::Batch::MAX_TRANSFORM_SAVE_SLOT_COUNT);    const auto& savedTransform = _transform._savedTransforms[slotId];     if ((dstOffset + size) > buffer->getBufferCPUMemSize()) {        qCWarning(gpugllogging) << "Copying saved TransformCamera data out of bounds of uniform buffer";        size = (size_t)std::max<ptrdiff_t>((ptrdiff_t)buffer->getBufferCPUMemSize() - (ptrdiff_t)dstOffset, 0);    }    if (savedTransform._cameraOffset == INVALID_OFFSET) {        qCWarning(gpugllogging) << "Saved TransformCamera data has an invalid transform offset. Copy aborted.";        return;    }     // Sync BufferObject    auto* object = syncGPUObject(*buffer);    if (object) {        glBindBuffer(GL_COPY_READ_BUFFER, _transform._cameraBuffer);        glBindBuffer(GL_COPY_WRITE_BUFFER, object->_buffer);        glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, savedTransform._cameraOffset, dstOffset, size);        glBindBuffer(GL_COPY_READ_BUFFER, 0);        glBindBuffer(GL_COPY_WRITE_BUFFER, 0);        (void)CHECK_GL_ERROR();    }}