//// GL45BackendInput.cpp// libraries/gpu/src/gpu//// Created by Sam Gateau on 3/8/2015.// Copyright 2014 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "GL45Backend.h"#include <gpu/gl/GLShared.h>using namespace gpu;using namespace gpu::gl45;void GL45Backend::resetInputStage() { Parent::resetInputStage(); glBindBuffer(GL_ARRAY_BUFFER, 0); for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) { glDisableVertexAttribArray(i); } for (uint32_t i = 0; i < _input._attribBindingBuffers.size(); i++) { glBindVertexBuffer(i, 0, 0, 0); }}void GL45Backend::updateInput() { bool isStereoNow = isStereo(); // track stereo state change potentially happening without changing the input format // this is a rare case requesting to invalid the format#ifdef GPU_STEREO_DRAWCALL_INSTANCED _input._invalidFormat |= (isStereoNow != _input._lastUpdateStereoState);#endif _input._lastUpdateStereoState = isStereoNow; if (_input._invalidFormat) { InputStageState::ActivationCache newActivation; // Assign the vertex format required auto format = acquire(_input._format); if (format) { _input._attribBindingBuffers.reset(); const auto& attributes = format->getAttributes(); const auto& inputChannels = format->getChannels(); for (auto& channelIt : inputChannels) { auto bufferChannelNum = (channelIt).first; const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second; _input._attribBindingBuffers.set(bufferChannelNum); GLuint frequency = 0; for (unsigned int i = 0; i < channel._slots.size(); i++) { const Stream::Attribute& attrib = attributes.at(channel._slots[i]); GLuint slot = attrib._slot; GLuint count = attrib._element.getLocationScalarCount(); uint8_t locationCount = attrib._element.getLocationCount(); GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()]; GLuint offset = (GLuint)attrib._offset; GLboolean isNormalized = attrib._element.isNormalized(); GLenum perLocationSize = attrib._element.getLocationSize(); for (GLuint locNum = 0; locNum < locationCount; ++locNum) { GLuint attriNum = (GLuint)(slot + locNum); newActivation.set(attriNum); if (!_input._attributeActivation[attriNum]) { _input._attributeActivation.set(attriNum); glEnableVertexAttribArray(attriNum); } if (attrib._element.isInteger()) { glVertexAttribIFormat(attriNum, count, type, offset + locNum * perLocationSize); } else { glVertexAttribFormat(attriNum, count, type, isNormalized, offset + locNum * perLocationSize); } glVertexAttribBinding(attriNum, attrib._channel); } if (i == 0) { frequency = attrib._frequency; } else { assert(frequency == attrib._frequency); } (void)CHECK_GL_ERROR(); }#ifdef GPU_STEREO_DRAWCALL_INSTANCED glVertexBindingDivisor(bufferChannelNum, frequency * (isStereoNow ? 2 : 1));#else glVertexBindingDivisor(bufferChannelNum, frequency);#endif } } // Manage Activation what was and what is expected now // This should only disable VertexAttribs since the one needed by the vertex format (if it exists) have been enabled above for (GLuint i = 0; i < (GLuint)newActivation.size(); i++) { bool newState = newActivation[i]; if (newState != _input._attributeActivation[i]) { if (newState) { glEnableVertexAttribArray(i); } else { glDisableVertexAttribArray(i); } _input._attributeActivation.flip(i); } } (void)CHECK_GL_ERROR(); _input._invalidFormat = false; _stats._ISNumFormatChanges++; } if (_input._invalidBuffers.any()) { auto vbo = _input._bufferVBOs.data(); auto offset = _input._bufferOffsets.data(); auto stride = _input._bufferStrides.data(); // Profile the count of buffers to update and use it to short cut the for loop int numInvalids = (int) _input._invalidBuffers.count(); _stats._ISNumInputBufferChanges += numInvalids; auto numBuffers = _input._buffers.size(); for (GLuint buffer = 0; buffer < numBuffers; buffer++, vbo++, offset++, stride++) { if (_input._invalidBuffers.test(buffer)) { glBindVertexBuffer(buffer, (*vbo), (*offset), (GLsizei)(*stride)); numInvalids--; if (numInvalids <= 0) { break; } } } _input._invalidBuffers.reset(); (void)CHECK_GL_ERROR(); }}
//
// GL45BackendInput.cpp
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 3/8/2015.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GL45Backend.h"
#include <gpu/gl/GLShared.h>
using namespace gpu;
using namespace gpu::gl45;
void GL45Backend::resetInputStage() {
Parent::resetInputStage();
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
glDisableVertexAttribArray(i);
}
for (uint32_t i = 0; i < _input._attribBindingBuffers.size(); i++) {
glBindVertexBuffer(i, 0, 0, 0);
}
}
void GL45Backend::updateInput() {
bool isStereoNow = isStereo();
// track stereo state change potentially happening without changing the input format
// this is a rare case requesting to invalid the format
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
_input._invalidFormat |= (isStereoNow != _input._lastUpdateStereoState);
#endif
_input._lastUpdateStereoState = isStereoNow;
if (_input._invalidFormat) {
InputStageState::ActivationCache newActivation;
// Assign the vertex format required
auto format = acquire(_input._format);
if (format) {
_input._attribBindingBuffers.reset();
const auto& attributes = format->getAttributes();
const auto& inputChannels = format->getChannels();
for (auto& channelIt : inputChannels) {
auto bufferChannelNum = (channelIt).first;
const Stream::Format::ChannelMap::value_type::second_type& channel = (channelIt).second;
_input._attribBindingBuffers.set(bufferChannelNum);
GLuint frequency = 0;
for (unsigned int i = 0; i < channel._slots.size(); i++) {
const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
GLuint slot = attrib._slot;
GLuint count = attrib._element.getLocationScalarCount();
uint8_t locationCount = attrib._element.getLocationCount();
GLenum type = gl::ELEMENT_TYPE_TO_GL[attrib._element.getType()];
GLuint offset = (GLuint)attrib._offset;
GLboolean isNormalized = attrib._element.isNormalized();
GLenum perLocationSize = attrib._element.getLocationSize();
for (GLuint locNum = 0; locNum < locationCount; ++locNum) {
GLuint attriNum = (GLuint)(slot + locNum);
newActivation.set(attriNum);
if (!_input._attributeActivation[attriNum]) {
_input._attributeActivation.set(attriNum);
glEnableVertexAttribArray(attriNum);
}
if (attrib._element.isInteger()) {
glVertexAttribIFormat(attriNum, count, type, offset + locNum * perLocationSize);
} else {
glVertexAttribFormat(attriNum, count, type, isNormalized, offset + locNum * perLocationSize);
}
glVertexAttribBinding(attriNum, attrib._channel);
}
if (i == 0) {
frequency = attrib._frequency;
} else {
assert(frequency == attrib._frequency);
}
(void)CHECK_GL_ERROR();
}
#ifdef GPU_STEREO_DRAWCALL_INSTANCED
glVertexBindingDivisor(bufferChannelNum, frequency * (isStereoNow ? 2 : 1));
#else
glVertexBindingDivisor(bufferChannelNum, frequency);
#endif
}
}
// Manage Activation what was and what is expected now
// This should only disable VertexAttribs since the one needed by the vertex format (if it exists) have been enabled above
for (GLuint i = 0; i < (GLuint)newActivation.size(); i++) {
bool newState = newActivation[i];
if (newState != _input._attributeActivation[i]) {
if (newState) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
_input._attributeActivation.flip(i);
}
}
(void)CHECK_GL_ERROR();
_input._invalidFormat = false;
_stats._ISNumFormatChanges++;
}
if (_input._invalidBuffers.any()) {
auto vbo = _input._bufferVBOs.data();
auto offset = _input._bufferOffsets.data();
auto stride = _input._bufferStrides.data();
// Profile the count of buffers to update and use it to short cut the for loop
int numInvalids = (int) _input._invalidBuffers.count();
_stats._ISNumInputBufferChanges += numInvalids;
auto numBuffers = _input._buffers.size();
for (GLuint buffer = 0; buffer < numBuffers; buffer++, vbo++, offset++, stride++) {
if (_input._invalidBuffers.test(buffer)) {
glBindVertexBuffer(buffer, (*vbo), (*offset), (GLsizei)(*stride));
numInvalids--;
if (numInvalids <= 0) {
break;
}
}
}
_input._invalidBuffers.reset();
(void)CHECK_GL_ERROR();
}
}