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Copy pathtokenbase.cpp
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296 lines (244 loc) · 9.63 KB
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/*-----------------------------------------------------------------------
Copyright (c) 2014, NVIDIA. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Neither the name of its contributors may be used to endorse
or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
/* Contact ckubisch@nvidia.com (Christoph Kubisch) for feedback */
#include "tokenbase.hpp"
using namespace nvtoken;
#include <main.h>
#include <nv_math/nv_math_glsltypes.h>
using namespace nv_math;
#include "common.h"
namespace csfviewer
{
bool TokenRendererBase::hasNativeCommandList()
{
return !!init_NV_command_list(NVPWindow::sysGetProcAddress);
}
void TokenRendererBase::init(bool bindlessUbo, bool bindlessVbo)
{
m_bindlessVboUbo = bindlessVbo && bindlessUbo;
m_hwsupport = hasNativeCommandList() && !m_emulate;
for (int i = 0; i < NUM_STATES; i++){
m_tokenAddresses[i] = 0;
}
if (m_hwsupport){
glCreateStatesNV(NUM_STATES,m_stateObjects);
if (m_uselist){
glCreateCommandListsNV(NUM_SHADES,m_commandLists);
}
}
else{
// we use a fast mode for glBufferAddressRangeNV where we ignore precise buffer boundaries
// this will trigger the driver to throw warnings, which may cause a crash
#if !defined (NDEBUG)
if (m_bindlessVboUbo){
glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDisable(GL_DEBUG_OUTPUT);
}
#endif
m_stateSystem.init(false);
m_stateSystem.generate(NUM_STATES,m_stateIDs);
for (int i = 0; i < NUM_STATES; i++){
m_stateObjects[i] = m_stateIDs[i];
}
}
nvtokenInitInternals(m_hwsupport, m_bindlessVboUbo);
}
void TokenRendererBase::printStats( ShadeType shadeType )
{
int stats[NVTOKEN_TYPES] = {0};
ShadeCommand& sc = m_shades[shadeType];
size_t num = sc.states.size();
size_t size = sc.offsets[num-1] + sc.sizes[num-1] - sc.offsets[0];
nvtokenGetStats(&m_tokenStreams[shadeType][sc.offsets[0]], size, stats);
printf("type: %s\n",toString(shadeType));
printf("commandsize: %d\n",size);
printf("state toggles: %d\n", num);
printf("tokens:\n");
for (int i = 0; i < NVTOKEN_TYPES; i++){
const char* what = nvtokenCommandToString(i);
if (what && stats[i]){
printf("%s:\t %6d\n", what,stats[i]);
}
}
printf("\n");
}
void TokenRendererBase::finalize(const Resources &resources, bool fillBuffers)
{
{
m_tokenStreams[SHADE_SOLIDWIRE_SPLIT] = m_tokenStreams[SHADE_SOLIDWIRE];
m_shades[SHADE_SOLIDWIRE_SPLIT] = m_shades[SHADE_SOLIDWIRE];
if (USE_STATEFBO_SPLIT){
ShadeCommand& sc = m_shades[SHADE_SOLIDWIRE_SPLIT];
for (size_t i = 0; i < sc.sizes.size(); i++){
if (sc.states[i] == m_stateObjects[STATE_LINES]){
sc.states[i] = m_stateObjects[STATE_LINES_SPLIT];
}
}
}
else{
ShadeCommand& sc = m_shades[SHADE_SOLIDWIRE_SPLIT];
for (size_t i = 0; i < sc.sizes.size(); i++)
{
if (sc.states[i] == m_stateObjects[STATE_LINES]){
sc.fbos[i] = resources.fbo2;
}
else{
sc.fbos[i] = resources.fbo;
}
}
}
}
glGenBuffers(NUM_SHADES,m_tokenBuffers);
if (m_hwsupport && fillBuffers){
for (int i = 0; i < NUM_SHADES; i++){
glNamedBufferStorageEXT(m_tokenBuffers[i],m_tokenStreams[i].size(), &m_tokenStreams[i][0], 0);
if (m_useaddress){
glGetNamedBufferParameterui64vNV(m_tokenBuffers[i], GL_BUFFER_GPU_ADDRESS_NV, &m_tokenAddresses[i]);
glMakeNamedBufferResidentNV(m_tokenBuffers[i], GL_READ_ONLY);
ShadeCommand& sc = m_shades[i];
sc.addresses.clear();
sc.addresses.reserve( sc.offsets.size() );
for (size_t n = 0; n < sc.offsets.size(); n++){
sc.addresses.push_back( m_tokenAddresses[i] + sc.offsets[n] );
}
}
}
}
}
void TokenRendererBase::deinit()
{
if (m_useaddress){
for (int i = 0; i < NUM_SHADES; i++){
if (m_tokenAddresses[i]){
glMakeNamedBufferNonResidentNV( m_tokenBuffers[i] );
}
}
}
glDeleteBuffers(NUM_SHADES,m_tokenBuffers);
if (m_hwsupport){
glDeleteStatesNV(NUM_STATES,m_stateObjects);
if (m_uselist){
glDeleteCommandListsNV(NUM_SHADES,m_commandLists);
}
}
else {
#if !defined (NDEBUG)
if (m_bindlessVboUbo){
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
#endif
}
m_stateSystem.deinit();
}
void TokenRendererBase::captureState( const Resources &resources )
{
bool stateChanged = m_stateIncarnation != resources.stateIncarnation;
bool fboTexChanged = m_fboStateIncarnation != resources.fboTextureIncarnation;
m_stateIncarnation = resources.stateIncarnation;
m_fboStateIncarnation = resources.fboTextureIncarnation;
if (stateChanged){
StateSystem::State state;
state.verteximm.data[VERTEX_WIREMODE].mode = StateSystem::VERTEXMODE_INT; // need to set this properly
if (m_bindlessVboUbo){
// temp workaround
#if USE_RESETADDRESSES
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV,0,0,0);
glBufferAddressRangeNV(GL_ELEMENT_ARRAY_ADDRESS_NV,0,0,0);
glBufferAddressRangeNV(GL_UNIFORM_BUFFER_ADDRESS_NV,UBO_MATERIAL,0,0);
glBufferAddressRangeNV(GL_UNIFORM_BUFFER_ADDRESS_NV,UBO_MATRIX,0,0);
glBufferAddressRangeNV(GL_UNIFORM_BUFFER_ADDRESS_NV,UBO_SCENE,0,0);
#endif
}
// we will do a series of state captures
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo);
glUseProgram(resources.programUsed);
SetWireMode(GL_FALSE);
if (m_hwsupport){
glStateCaptureNV(m_stateObjects[STATE_TRIS],GL_TRIANGLES);
}
else {
state.getGL(); // very costly, smarter would be setting this manually
m_stateSystem.set(m_stateIDs[STATE_TRIS], state, GL_TRIANGLES);
}
glEnable(GL_POLYGON_OFFSET_FILL);
// glPolygonOffset(1,1); //not captured
if (m_hwsupport){
glStateCaptureNV(m_stateObjects[STATE_TRISOFFSET],GL_TRIANGLES);
}
else {
state.getGL(); // very costly, smarter would be setting this manually
m_stateSystem.set(m_stateIDs[STATE_TRISOFFSET], state, GL_TRIANGLES);
}
SetWireMode(GL_TRUE);
if (m_hwsupport){
glStateCaptureNV(m_stateObjects[STATE_LINES],GL_LINES);
}
else {
state.getGL(); // very costly, smarter would be setting this manually
m_stateSystem.set(m_stateIDs[STATE_LINES], state, GL_LINES);
}
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo2);
if (m_hwsupport){
glStateCaptureNV(m_stateObjects[STATE_LINES_SPLIT], GL_LINES);
}
else {
state.getGL(); // very costly, smarter would be setting this manually
m_stateSystem.set(m_stateIDs[STATE_LINES_SPLIT], state, GL_LINES);
}
if (!m_hwsupport){
m_stateSystem.prepareTransition(m_stateIDs[STATE_TRISOFFSET], m_stateObjects[STATE_LINES]);
m_stateSystem.prepareTransition(m_stateIDs[STATE_LINES], m_stateObjects[STATE_TRISOFFSET]);
m_stateSystem.prepareTransition(m_stateIDs[STATE_TRISOFFSET], m_stateObjects[STATE_LINES_SPLIT]);
m_stateSystem.prepareTransition(m_stateIDs[STATE_LINES_SPLIT],m_stateObjects[STATE_TRISOFFSET]);
}
// reset, stored in stateobjects
glUseProgram(0);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0,0);
#if 1
// workaround
glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo);
#else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
if (m_hwsupport && m_uselist && (stateChanged || fboTexChanged)){
for (int i = 0; i < NUM_SHADES; i++){
ShadeCommand& shade = m_shades[i];
std::vector<const void*> ptrs;
ptrs.reserve(shade.offsets.size());
for (size_t p = 0; p < shade.offsets.size(); p++){
ptrs.push_back(&m_tokenStreams[i][shade.offsets[p]]);
}
glCommandListSegmentsNV(m_commandLists[i],1);
glListDrawCommandsStatesClientNV(m_commandLists[i],0, &ptrs[0], &shade.sizes[0], &shade.states[0], &shade.fbos[0], int(shade.states.size()) );
glCompileCommandListNV(m_commandLists[i]);
}
}
}
void TokenRendererBase::renderShadeCommandSW( const void* NV_RESTRICT stream, size_t streamSize, ShadeCommand &shade )
{
nvtokenDrawCommandsStatesSW(stream, streamSize, &shade.offsets[0], &shade.sizes[0], &shade.states[0], &shade.fbos[0], GLuint(shade.states.size()), m_stateSystem);
}
}
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