Cleaned up some shader code.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2015-03-02 15:18:12 -04:00
parent 3536f2665f
commit 3fea174008
8 changed files with 52 additions and 80 deletions
+1 -1
View File
@@ -389,7 +389,7 @@ void Canvas::setupGrab()
// bind the framebuffer object.
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
gl.setViewport(OpenGL::Viewport(0, 0, width, height));
gl.setViewport({0, 0, width, height});
// Set up the projection matrix
gl.matrices.projection.push_back(Matrix::ortho(0.0, width, 0.0, height));
+2 -2
View File
@@ -219,7 +219,7 @@ void Graphics::setViewportSize(int width, int height)
setCanvas();
// Set the viewport to top-left corner.
gl.setViewport(OpenGL::Viewport(0, 0, width, height));
gl.setViewport({0, 0, width, height});
// If a canvas was bound before this function was called, it needs to be
// made aware of the new system viewport size.
@@ -512,7 +512,7 @@ bool Graphics::isCreated() const
void Graphics::setScissor(int x, int y, int width, int height)
{
OpenGL::Viewport box(x, y, width, height);
OpenGL::Viewport box = {x, y, width, height};
states.back().scissor = true;
glEnable(GL_SCISSOR_TEST);
+30 -17
View File
@@ -52,8 +52,9 @@ OpenGL::OpenGL()
, contextInitialized(false)
, maxAnisotropy(1.0f)
, maxTextureSize(0)
, maxRenderTargets(0)
, maxRenderTargets(1)
, maxRenderbufferSamples(0)
, maxTextureUnits(1)
, vendor(VENDOR_UNKNOWN)
, state()
{
@@ -83,6 +84,8 @@ void OpenGL::setupContext()
if (!contextInitialized)
return;
initMaxValues();
state.color = Color(255, 255, 255, 255);
GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
@@ -102,11 +105,7 @@ void OpenGL::setupContext()
// Initialize multiple texture unit support for shaders.
state.boundTextures.clear();
GLint maxtextureunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
state.boundTextures.resize(maxtextureunits, 0);
state.boundTextures.resize(maxTextureUnits, 0);
GLenum curgltextureunit;
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
@@ -125,7 +124,6 @@ void OpenGL::setupContext()
BlendState blend = {GL_ONE, GL_ONE, GL_ZERO, GL_ZERO, GL_FUNC_ADD};
setBlendState(blend);
initMaxValues();
createDefaultTexture();
// Invalidate the cached matrices by setting some elements to NaN.
@@ -257,6 +255,8 @@ void OpenGL::initMaxValues()
}
else
maxRenderbufferSamples = 0;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
}
void OpenGL::initMatrices()
@@ -484,21 +484,29 @@ void OpenGL::bindTexture(GLuint texture)
}
}
void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
void OpenGL::bindTextures(GLuint first, GLsizei count, const GLuint *textures)
{
if (textureunit < 0 || (size_t) textureunit >= state.boundTextures.size())
throw love::Exception("Invalid texture unit index.");
if (first + count > (GLuint) maxTextureUnits)
return;
if (texture != state.boundTextures[textureunit])
if (GLAD_VERSION_4_4 || GLAD_ARB_multi_bind)
glBindTextures(first, count, textures);
else
{
int oldtextureunit = state.curTextureUnit;
setTextureUnit(textureunit);
for (GLint i = 0; i < count; i++)
{
GLuint texture = textures != nullptr ? textures[i] : 0;
state.boundTextures[textureunit] = texture;
glBindTexture(GL_TEXTURE_2D, texture);
if (state.boundTextures[first + i] != texture)
{
glActiveTexture(GL_TEXTURE0 + first + i);
glBindTexture(GL_TEXTURE_2D, texture);
if (restoreprev)
setTextureUnit(oldtextureunit);
state.boundTextures[first + i] = texture;
}
}
glActiveTexture(GL_TEXTURE0 + state.curTextureUnit);
}
}
@@ -598,6 +606,11 @@ int OpenGL::getMaxRenderbufferSamples() const
return maxRenderbufferSamples;
}
int OpenGL::getMaxTextureUnits() const
{
return maxTextureUnits;
}
void OpenGL::updateTextureMemorySize(size_t oldsize, size_t newsize)
{
int64 memsize = (int64) stats.textureMemory + ((int64 )newsize - (int64) oldsize);
+9 -14
View File
@@ -55,7 +55,6 @@ enum VertexAttribID
ATTRIB_POS = 0,
ATTRIB_TEXCOORD,
ATTRIB_COLOR,
ATTRIB_PSEUDO_INSTANCE_ID, // Instance ID used with pseudo-instancing.
ATTRIB_MAX_ENUM
};
@@ -93,14 +92,6 @@ public:
int x, y;
int w, h;
Viewport()
: x(0), y(0), w(0), h(0)
{}
Viewport(int _x, int _y, int _w, int _h)
: x(_x), y(_y), w(_w), h(_h)
{}
bool operator == (const Viewport &rhs) const
{
return x == rhs.x && y == rhs.y && w == rhs.w && h == rhs.h;
@@ -271,12 +262,10 @@ public:
void bindTexture(GLuint texture);
/**
* Helper for binding a texture to a specific texture unit.
*
* @param textureunit Index in the range of [0, maxtextureunits-1]
* @param restoreprev Restore previously bound texture unit when done.
* Binds multiple textures to texture units without changing the active
* texture unit. Equivalent to glBindTextures.
**/
void bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev);
void bindTextures(GLuint first, GLsizei count, const GLuint *textures);
/**
* Helper for deleting an OpenGL texture.
@@ -311,6 +300,11 @@ public:
**/
int getMaxRenderbufferSamples() const;
/**
* Returns the maximum number of accessible texture units.
**/
int getMaxTextureUnits() const;
void updateTextureMemorySize(size_t oldsize, size_t newsize);
/**
@@ -337,6 +331,7 @@ private:
int maxTextureSize;
int maxRenderTargets;
int maxRenderbufferSamples;
int maxTextureUnits;
Vendor vendor;
+7 -34
View File
@@ -66,7 +66,6 @@ Shader *Shader::defaultShader = nullptr;
Shader::ShaderSource Shader::defaultCode[Graphics::RENDERER_MAX_ENUM];
GLint Shader::maxTexUnits = 0;
std::vector<int> Shader::textureCounters;
Shader::Shader(const ShaderSource &source)
@@ -80,16 +79,9 @@ Shader::Shader(const ShaderSource &source)
if (source.vertex.empty() && source.pixel.empty())
throw love::Exception("Cannot create shader: no source code!");
if (maxTexUnits <= 0)
{
GLint maxtexunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits);
maxTexUnits = std::max(maxtexunits - 1, 0);
}
// initialize global texture id counters if needed
if (textureCounters.size() < (size_t) maxTexUnits)
textureCounters.resize(maxTexUnits, 0);
if ((int) textureCounters.size() < gl.getMaxTextureUnits())
textureCounters.resize(gl.getMaxTextureUnits(), 0);
// load shader source and create program object
loadVolatile();
@@ -224,7 +216,7 @@ bool Shader::loadVolatile()
// zero out active texture list
activeTexUnits.clear();
activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
activeTexUnits.insert(activeTexUnits.begin(), gl.getMaxTextureUnits(), 0);
std::vector<GLuint> shaderids;
@@ -263,16 +255,8 @@ bool Shader::loadVolatile()
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
VertexAttribID attrib = (VertexAttribID) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location causes a shader linker warning.
if (attrib == ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
if (attribNames.find((VertexAttribID) i, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
@@ -336,7 +320,7 @@ void Shader::unloadVolatile()
// active texture list is probably invalid, clear it
activeTexUnits.clear();
activeTexUnits.resize(maxTexUnits, 0);
activeTexUnits.resize(gl.getMaxTextureUnits(), 0);
// same with uniform location list
uniforms.clear();
@@ -398,14 +382,7 @@ void Shader::attach(bool temporary)
{
// make sure all sent textures are properly bound to their respective texture units
// note: list potentially contains texture ids of deleted/invalid textures!
for (size_t i = 0; i < activeTexUnits.size(); ++i)
{
if (activeTexUnits[i] > 0)
gl.bindTextureToUnit(activeTexUnits[i], (int) i + 1, false);
}
// We always want to use texture unit 0 for everyhing else.
gl.setTextureUnit(0);
gl.bindTextures(1, (GLsizei) activeTexUnits.size(), &activeTexUnits[0]);
}
}
@@ -546,13 +523,10 @@ void Shader::sendTexture(const std::string &name, Texture *texture)
checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
// bind texture to assigned texture unit and send uniform to shader program
gl.bindTextureToUnit(gltex, texunit, false);
gl.bindTextures(texunit, 1, &gltex);
glUniform1i(u.location, texunit);
// reset texture unit
gl.setTextureUnit(0);
// increment global shader texture id counter for this texture unit, if we haven't already
if (activeTexUnits[texunit-1] == 0)
++textureCounters[texunit-1];
@@ -849,7 +823,6 @@ StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
{"VertexPosition", ATTRIB_POS},
{"VertexTexCoord", ATTRIB_TEXCOORD},
{"VertexColor", ATTRIB_COLOR},
{"love_PseudoInstanceID", ATTRIB_PSEUDO_INSTANCE_ID},
};
StringMap<VertexAttribID, ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
-3
View File
@@ -250,9 +250,6 @@ private:
Canvas *lastCanvas;
OpenGL::Viewport lastViewport;
// Max GPU texture units available for sent images
static GLint maxTexUnits;
// Counts total number of textures bound to each texture unit in all shaders
static std::vector<int> textureCounters;
+2 -8
View File
@@ -94,15 +94,9 @@ int w_Image_getData(lua_State *L)
Image *i = luax_checkimage(L, 1);
if (i->isCompressed())
{
love::image::CompressedData *t = i->getCompressedData();
luax_pushtype(L, IMAGE_COMPRESSED_DATA_ID, t);
}
luax_pushtype(L, IMAGE_COMPRESSED_DATA_ID, i->getCompressedData());
else
{
love::image::ImageData *t = i->getImageData();
luax_pushtype(L, IMAGE_IMAGE_DATA_ID, t);
}
luax_pushtype(L, IMAGE_IMAGE_DATA_ID, i->getImageData());
return 1;
}
+1 -1
View File
@@ -308,7 +308,7 @@ int w_Shader_send(lua_State *L)
// Texture (Image or Canvas).
p = (Proxy *) lua_touserdata(L, 3);
if (typeFlags[p->type][GRAPHICS_TEXT_ID])
if (typeFlags[p->type][GRAPHICS_TEXTURE_ID])
return w_Shader_sendTexture(L);
break;