// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= OpenGLCommands.cpp: OpenGL RHI commands implementation. =============================================================================*/ #include "CoreMinimal.h" #include "Stats/Stats.h" #include "HAL/IConsoleManager.h" #include "Misc/App.h" #include "RHIDefinitions.h" #include "RHI.h" #include "EngineGlobals.h" #include "RenderResource.h" #include "OpenGLDrv.h" #include "OpenGLDrvPrivate.h" #include "RenderUtils.h" #include "RHICoreShader.h" /* #define DECLARE_ISBOUNDSHADER(ShaderType) template inline void ValidateBoundShader(TRefCountPtr InBoundShaderState, FRHIGraphicsShader* GfxShader, TShaderType* ShaderTypeRHI) \ { \ FOpenGL##ShaderType* ShaderType = FOpenGLDynamicRHI::ResourceCast(static_cast(GfxShader)); \ ensureMsgf(InBoundShaderState && ShaderType == InBoundShaderState->Get##ShaderType(), TEXT("Parameters are being set for a %s which is not currently bound"), TEXT(#ShaderType)); \ } DECLARE_ISBOUNDSHADER(VertexShader) DECLARE_ISBOUNDSHADER(PixelShader) DECLARE_ISBOUNDSHADER(GeometryShader) */ #if 0//DO_CHECK #define VALIDATE_BOUND_SHADER(s, t) ValidateBoundShader(PendingState.BoundShaderState, s) #else #define VALIDATE_BOUND_SHADER(s, t) #endif namespace OpenGLConsoleVariables { #if PLATFORM_WINDOWS || PLATFORM_LINUX int32 bUseMapBuffer = 0; #else int32 bUseMapBuffer = 1; #endif static FAutoConsoleVariableRef CVarUseMapBuffer( TEXT("OpenGL.UseMapBuffer"), bUseMapBuffer, TEXT("If true, use glMapBuffer otherwise use glBufferSubdata.") ); int32 bSkipCompute = 0; static FAutoConsoleVariableRef CVarSkipCompute( TEXT("OpenGL.SkipCompute"), bSkipCompute, TEXT("If true, don't issue dispatch work.") ); #if PLATFORM_WINDOWS || PLATFORM_LINUX int32 MaxSubDataSize = 256*1024; #else int32 MaxSubDataSize = 0; #endif static FAutoConsoleVariableRef CVarMaxSubDataSize( TEXT("OpenGL.MaxSubDataSize"), MaxSubDataSize, TEXT("Maximum amount of data to send to glBufferSubData in one call"), ECVF_ReadOnly ); int32 bBindlessTexture = 0; static FAutoConsoleVariableRef CVarBindlessTexture( TEXT("OpenGL.BindlessTexture"), bBindlessTexture, TEXT("If true, use GL_ARB_bindless_texture over traditional glBindTexture/glBindSampler."), ECVF_ReadOnly ); int32 bRebindTextureBuffers = 0; static FAutoConsoleVariableRef CVarRebindTextureBuffers( TEXT("OpenGL.RebindTextureBuffers"), bRebindTextureBuffers, TEXT("If true, rebind GL_TEXTURE_BUFFER's to their GL_TEXTURE name whenever the buffer is modified.") ); int32 bUseBufferDiscard = 1; static FAutoConsoleVariableRef CVarUseBufferDiscard( TEXT("OpenGL.UseBufferDiscard"), bUseBufferDiscard, TEXT("If true, use dynamic buffer orphaning hint.") ); int32 bUsePersistentMappingStagingBuffer= 1; static FAutoConsoleVariableRef CVarUsePersistentMappingStagingBuffer( TEXT("OpenGL.UsePersistentMappingStagingBuffer"), bUsePersistentMappingStagingBuffer, TEXT("If true, it will use persistent mapping for the Staging Buffer."), ECVF_ReadOnly ); int32 GOpenGLForceBilinear = 0; static FAutoConsoleVariableRef CVarOpenGLForceBilinearSampling( TEXT("r.OpenGL.ForceBilinear"), GOpenGLForceBilinear, TEXT("Force GL to override all trilinear or aniso texture filtering states to bilinear.\n") TEXT("0: disabled. (default)\n") TEXT("1: enabled."), ECVF_ReadOnly | ECVF_RenderThreadSafe ); }; #if PLATFORM_64BITS #define INDEX_TO_VOID(Index) (void*)((uint64)(Index)) #else #define INDEX_TO_VOID(Index) (void*)((uint32)(Index)) #endif enum EClearType { CT_None = 0x0, CT_Depth = 0x1, CT_Stencil = 0x2, CT_Color = 0x4, CT_DepthStencil = CT_Depth | CT_Stencil, }; struct FPendingSamplerDataValue { GLenum Enum; GLint Value; }; static FORCEINLINE GLint ModifyFilterByMips(GLint Filter, bool bHasMips) { if (!bHasMips) { switch (Filter) { case GL_LINEAR_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_LINEAR: return GL_LINEAR; case GL_NEAREST_MIPMAP_NEAREST: case GL_NEAREST_MIPMAP_LINEAR: return GL_NEAREST; default: break; } } return Filter; } static FORCEINLINE EShaderFrequency GetShaderFrequency(FRHIGraphicsShader* ShaderRHI) { switch (ShaderRHI->GetFrequency()) { case SF_Vertex: VALIDATE_BOUND_SHADER(ShaderRHI, Vertex); return SF_Vertex; #if PLATFORM_SUPPORTS_GEOMETRY_SHADERS case SF_Geometry: VALIDATE_BOUND_SHADER(ShaderRHI, Geometry); return SF_Geometry; #endif case SF_Pixel: VALIDATE_BOUND_SHADER(ShaderRHI, Pixel); return SF_Pixel; default: checkf(0, TEXT("Undefined FRHIShader Type %d!"), (int32)ShaderRHI->GetFrequency()); } return SF_NumFrequencies; } static FORCEINLINE CrossCompiler::EShaderStage GetShaderCrossCompilerStage(FRHIGraphicsShader* ShaderRHI) { switch (ShaderRHI->GetFrequency()) { case SF_Vertex: VALIDATE_BOUND_SHADER(ShaderRHI, Vertex); return CrossCompiler::SHADER_STAGE_VERTEX; #if PLATFORM_SUPPORTS_GEOMETRY_SHADERS case SF_Geometry: VALIDATE_BOUND_SHADER(ShaderRHI, Geometry); return CrossCompiler::SHADER_STAGE_GEOMETRY; #endif case SF_Pixel: VALIDATE_BOUND_SHADER(ShaderRHI, Pixel); return CrossCompiler::SHADER_STAGE_PIXEL; default: checkf(0, TEXT("Undefined FRHIShader Type %d!"), (int32)ShaderRHI->GetFrequency()); } return CrossCompiler::NUM_SHADER_STAGES; } static FORCEINLINE void GetShaderStageIndexAndMaxUnits(FRHIGraphicsShader* ShaderRHI, GLint& OutIndex, GLint& OutMaxUnits) { switch (ShaderRHI->GetFrequency()) { case SF_Vertex: VALIDATE_BOUND_SHADER(ShaderRHI, Vertex); OutIndex = FOpenGL::GetFirstVertexTextureUnit(); OutMaxUnits = FOpenGL::GetMaxVertexTextureImageUnits(); break; #if PLATFORM_SUPPORTS_GEOMETRY_SHADERS case SF_Geometry: VALIDATE_BOUND_SHADER(ShaderRHI, Geometry); OutIndex = FOpenGL::GetFirstGeometryTextureUnit(); OutMaxUnits = FOpenGL::GetMaxGeometryTextureImageUnits(); break; #endif case SF_Pixel: VALIDATE_BOUND_SHADER(ShaderRHI, Pixel); OutIndex = FOpenGL::GetFirstPixelTextureUnit(); OutMaxUnits = FOpenGL::GetMaxTextureImageUnits(); break; default: checkf(0, TEXT("Undefined FRHIShader Type %d!"), (int32)ShaderRHI->GetFrequency()); } } // Vertex state. void FOpenGLDynamicRHI::RHISetStreamSource(uint32 StreamIndex, FRHIBuffer* VertexBufferRHI, uint32 Offset) { VERIFY_GL_SCOPE(); FOpenGLBuffer* VertexBuffer = ResourceCast(VertexBufferRHI); PendingState.Streams[StreamIndex].VertexBufferResource = VertexBuffer ? VertexBuffer->Resource : 0; PendingState.Streams[StreamIndex].Stride = PendingState.BoundShaderState ? PendingState.BoundShaderState->StreamStrides[StreamIndex] : 0; PendingState.Streams[StreamIndex].Offset = Offset; } // Rasterizer state. void FOpenGLDynamicRHI::RHISetRasterizerState(FRHIRasterizerState* NewStateRHI) { VERIFY_GL_SCOPE(); FOpenGLRasterizerState* NewState = ResourceCast(NewStateRHI); PendingState.RasterizerState = NewState->Data; } void FOpenGLDynamicRHI::UpdateRasterizerStateInOpenGLContext( FOpenGLContextState& ContextState ) { VERIFY_GL_SCOPE(); if (FOpenGL::SupportsPolygonMode() && ContextState.RasterizerState.FillMode != PendingState.RasterizerState.FillMode) { FOpenGL::PolygonMode(GL_FRONT_AND_BACK, PendingState.RasterizerState.FillMode); ContextState.RasterizerState.FillMode = PendingState.RasterizerState.FillMode; } if (ContextState.RasterizerState.CullMode != PendingState.RasterizerState.CullMode) { if (PendingState.RasterizerState.CullMode != GL_NONE) { // Only call glEnable if needed if (ContextState.RasterizerState.CullMode == GL_NONE) { glEnable(GL_CULL_FACE); } glCullFace(PendingState.RasterizerState.CullMode); } else { glDisable(GL_CULL_FACE); } ContextState.RasterizerState.CullMode = PendingState.RasterizerState.CullMode; } if (FOpenGL::SupportsDepthClamp() && ContextState.RasterizerState.DepthClipMode != PendingState.RasterizerState.DepthClipMode) { if (PendingState.RasterizerState.DepthClipMode == ERasterizerDepthClipMode::DepthClamp) { glEnable(GL_DEPTH_CLAMP); } else { glDisable(GL_DEPTH_CLAMP); } ContextState.RasterizerState.DepthClipMode = PendingState.RasterizerState.DepthClipMode; } // Convert our platform independent depth bias into an OpenGL depth bias. const float BiasScale = float((1<<24)-1); // Warning: this assumes depth bits == 24, and won't be correct with 32. float DepthBias = PendingState.RasterizerState.DepthBias * BiasScale; if (ContextState.RasterizerState.DepthBias != PendingState.RasterizerState.DepthBias || ContextState.RasterizerState.SlopeScaleDepthBias != PendingState.RasterizerState.SlopeScaleDepthBias) { if ((DepthBias == 0.0f) && (PendingState.RasterizerState.SlopeScaleDepthBias == 0.0f)) { // If we're here, both previous 2 'if' conditions are true, and this implies that cached state was not all zeroes, so we need to glDisable. glDisable(GL_POLYGON_OFFSET_FILL); if ( FOpenGL::SupportsPolygonMode() ) { glDisable(GL_POLYGON_OFFSET_LINE); glDisable(GL_POLYGON_OFFSET_POINT); } } else { if (ContextState.RasterizerState.DepthBias == 0.0f && ContextState.RasterizerState.SlopeScaleDepthBias == 0.0f) { glEnable(GL_POLYGON_OFFSET_FILL); if ( FOpenGL::SupportsPolygonMode() ) { glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_POLYGON_OFFSET_POINT); } } glPolygonOffset(PendingState.RasterizerState.SlopeScaleDepthBias, DepthBias); } ContextState.RasterizerState.DepthBias = PendingState.RasterizerState.DepthBias; ContextState.RasterizerState.SlopeScaleDepthBias = PendingState.RasterizerState.SlopeScaleDepthBias; } } void FOpenGLDynamicRHI::UpdateViewportInOpenGLContext( FOpenGLContextState& ContextState ) { VERIFY_GL_SCOPE(); if (ContextState.Viewport != PendingState.Viewport) { //@todo the viewport defined by glViewport does not clip, unlike the viewport in d3d // Set the scissor rect to the viewport unless it is explicitly set smaller to emulate d3d. glViewport( PendingState.Viewport.Min.X, PendingState.Viewport.Min.Y, PendingState.Viewport.Max.X - PendingState.Viewport.Min.X, PendingState.Viewport.Max.Y - PendingState.Viewport.Min.Y); ContextState.Viewport = PendingState.Viewport; } if (ContextState.DepthMinZ != PendingState.DepthMinZ || ContextState.DepthMaxZ != PendingState.DepthMaxZ) { FOpenGL::DepthRange(PendingState.DepthMinZ, PendingState.DepthMaxZ); ContextState.DepthMinZ = PendingState.DepthMinZ; ContextState.DepthMaxZ = PendingState.DepthMaxZ; } } void FOpenGLDynamicRHI::RHISetViewport(float MinX, float MinY,float MinZ, float MaxX, float MaxY,float MaxZ) { VERIFY_GL_SCOPE(); PendingState.Viewport.Min.X = (uint32)MinX; PendingState.Viewport.Min.Y = (uint32)MinY; PendingState.Viewport.Max.X = (uint32)MaxX; PendingState.Viewport.Max.Y = (uint32)MaxY; PendingState.DepthMinZ = MinZ; PendingState.DepthMaxZ = MaxZ; RHISetScissorRect(false, 0, 0, 0, 0); } void FOpenGLDynamicRHI::RHISetScissorRect(bool bEnable,uint32 MinX,uint32 MinY,uint32 MaxX,uint32 MaxY) { VERIFY_GL_SCOPE(); PendingState.bScissorEnabled = bEnable; PendingState.Scissor.Min.X = MinX; PendingState.Scissor.Min.Y = MinY; PendingState.Scissor.Max.X = MaxX; PendingState.Scissor.Max.Y = MaxY; } inline void FOpenGLDynamicRHI::UpdateScissorRectInOpenGLContext( FOpenGLContextState& ContextState ) { VERIFY_GL_SCOPE(); if (ContextState.bScissorEnabled != PendingState.bScissorEnabled) { if (PendingState.bScissorEnabled) { glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } ContextState.bScissorEnabled = PendingState.bScissorEnabled; } if( PendingState.bScissorEnabled && ContextState.Scissor != PendingState.Scissor ) { check(PendingState.Scissor.Min.X <= PendingState.Scissor.Max.X); check(PendingState.Scissor.Min.Y <= PendingState.Scissor.Max.Y); glScissor(PendingState.Scissor.Min.X, PendingState.Scissor.Min.Y, PendingState.Scissor.Max.X - PendingState.Scissor.Min.X, PendingState.Scissor.Max.Y - PendingState.Scissor.Min.Y); ContextState.Scissor = PendingState.Scissor; } } /** * Set bound shader state. This will set the vertex decl/shader, and pixel shader * @param BoundShaderState - state resource */ void FOpenGLDynamicRHI::RHISetBoundShaderState(FRHIBoundShaderState* BoundShaderStateRHI) { VERIFY_GL_SCOPE(); FOpenGLBoundShaderState* BoundShaderState = ResourceCast(BoundShaderStateRHI); PendingState.BoundShaderState = BoundShaderState; // Prevent transient bound shader states from being recreated for each use by keeping a history of the most recently used bound shader states. // The history keeps them alive, and the bound shader state cache allows them to be reused if needed. BoundShaderStateHistory.Add(BoundShaderState); } void FOpenGLDynamicRHI::RHISetUAVParameter(FRHIPixelShader* PixelShaderRHI, uint32 UAVIndex, FRHIUnorderedAccessView* UnorderedAccessViewRHI) { checkNoEntry();//UAV-PS port: not yet implemented } void FOpenGLDynamicRHI::RHISetUAVParameter(FRHIComputeShader* ComputeShaderRHI, uint32 InUAVIndex, FRHIUnorderedAccessView* UnorderedAccessViewRHI) { VERIFY_GL_SCOPE(); GLint UAVIndex = FOpenGL::GetFirstComputeUAVUnit() + InUAVIndex; if (UnorderedAccessViewRHI == nullptr) { InternalSetShaderBufferUAV(UAVIndex, 0); return; } FOpenGLUnorderedAccessView* UnorderedAccessView = ResourceCast(UnorderedAccessViewRHI); if (UnorderedAccessView->Resource) { GLuint Resource = UnorderedAccessView->Resource; GLenum Format = UnorderedAccessView->Format; bool bLayered = UnorderedAccessView->IsLayered(); GLint Layer = UnorderedAccessView->GetLayer(); GLenum Access = GL_READ_WRITE; InternalSetShaderImageUAV(UAVIndex, Format, Resource, bLayered, Layer, Access); } else { GLuint Resource = UnorderedAccessView->BufferResource; InternalSetShaderBufferUAV(UAVIndex, Resource); } } void FOpenGLDynamicRHI::RHISetUAVParameter(FRHIComputeShader* ComputeShaderRHI,uint32 UAVIndex, FRHIUnorderedAccessView* UAVRHI, uint32 InitialCount ) { // TODO: Implement for OpenGL check(0); } void FOpenGLDynamicRHI::InternalSetShaderTexture(FOpenGLTexture* Texture, FOpenGLShaderResourceView* SRV, GLint TextureIndex, GLenum Target, GLuint Resource, int NumMips, int LimitMip) { auto& PendingTextureState = PendingState.Textures[TextureIndex]; PendingTextureState.Texture = Texture; PendingTextureState.SRV = SRV; PendingTextureState.Target = Target; PendingTextureState.Resource = Resource; PendingTextureState.LimitMip = LimitMip; PendingTextureState.bHasMips = (NumMips == 0 || NumMips > 1); PendingTextureState.NumMips = NumMips; } void FOpenGLDynamicRHI::InternalSetSamplerStates(GLint TextureIndex, FOpenGLSamplerState* SamplerState) { PendingState.SamplerStates[TextureIndex] = SamplerState; } void FOpenGLDynamicRHI::CachedSetupTextureStageInner(FOpenGLContextState& ContextState, GLint TextureIndex, GLenum Target, GLuint Resource, GLint LimitMip, GLint NumMips) { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_CachedSetupTextureStage); VERIFY_GL_SCOPE(); FTextureStage& TextureState = ContextState.Textures[TextureIndex]; // Something will have to be changed. Switch to the stage in question. if( ContextState.ActiveTexture != TextureIndex ) { glActiveTexture( GL_TEXTURE0 + TextureIndex ); ContextState.ActiveTexture = TextureIndex; } if (TextureState.Target == Target) { glBindTexture(Target, Resource); } else { if (TextureState.Target != GL_NONE) { // Unbind different texture target on the same stage, to avoid OpenGL keeping its data, and potential driver problems. glBindTexture(TextureState.Target, 0); } if (Target != GL_NONE) { glBindTexture(Target, Resource); } } // Use the texture SRV's LimitMip value to specify the mip available for sampling // This requires SupportsTextureBaseLevel & is a fallback for TextureView if (Target != GL_NONE && Target != GL_TEXTURE_BUFFER && Target != GL_TEXTURE_EXTERNAL_OES) { TPair* MipLimits; { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_CachedSetupTextureStage_Find); MipLimits = TextureMipLimits.Find(Resource); } GLint BaseMip = LimitMip == -1 ? 0 : LimitMip; GLint MaxMip = LimitMip == -1 ? NumMips - 1 : LimitMip; const bool bSameLimitMip = MipLimits && MipLimits->Key == BaseMip; const bool bSameNumMips = MipLimits && MipLimits->Value == MaxMip; if (!bSameLimitMip || !bSameNumMips) { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_CachedSetupTextureStage_TexParameter); if (!bSameLimitMip) { FOpenGL::TexParameter(Target, GL_TEXTURE_BASE_LEVEL, BaseMip); } if (!bSameNumMips) { FOpenGL::TexParameter(Target, GL_TEXTURE_MAX_LEVEL, MaxMip); } if (MipLimits) { MipLimits->Key = BaseMip; MipLimits->Value = MaxMip; } else { TextureMipLimits.Add(Resource, TPair(BaseMip, MaxMip)); } } } else { LimitMip = 0; NumMips = 0; } TextureState.LimitMip = LimitMip; TextureState.NumMips = NumMips; TextureState.Target = Target; TextureState.Resource = Resource; } inline void FOpenGLDynamicRHI::ApplyTextureStage(FOpenGLContextState& ContextState, GLint TextureIndex, const FTextureStage& TextureStage, FOpenGLSamplerState* SamplerState) { GLenum Target = TextureStage.Target; VERIFY_GL_SCOPE(); const bool bHasTexture = (TextureStage.Texture != NULL); if (!bHasTexture || TextureStage.Texture->SamplerState != SamplerState) { // Texture must be bound first if( ContextState.ActiveTexture != TextureIndex ) { glActiveTexture(GL_TEXTURE0 + TextureIndex); ContextState.ActiveTexture = TextureIndex; } GLint WrapS = SamplerState->Data.WrapS; GLint WrapT = SamplerState->Data.WrapT; // Sets parameters of currently bound texture FOpenGL::TexParameter(Target, GL_TEXTURE_WRAP_S, WrapS); FOpenGL::TexParameter(Target, GL_TEXTURE_WRAP_T, WrapT); if( FOpenGL::SupportsTexture3D() ) { FOpenGL::TexParameter(Target, GL_TEXTURE_WRAP_R, SamplerState->Data.WrapR); } if( FOpenGL::SupportsTextureLODBias() ) { FOpenGL::TexParameter(Target, GL_TEXTURE_LOD_BIAS, SamplerState->Data.LODBias); } // Make sure we don't set mip filtering on if the texture has no mip levels, as that will cause a crash/black render on ES. GLint MinFilter = ModifyFilterByMips(SamplerState->Data.MinFilter, TextureStage.bHasMips); if (OpenGLConsoleVariables::GOpenGLForceBilinear && MinFilter == GL_LINEAR_MIPMAP_LINEAR) { MinFilter = GL_LINEAR_MIPMAP_NEAREST; } FOpenGL::TexParameter(Target, GL_TEXTURE_MIN_FILTER, MinFilter); FOpenGL::TexParameter(Target, GL_TEXTURE_MAG_FILTER, SamplerState->Data.MagFilter); if( FOpenGL::SupportsTextureFilterAnisotropic() ) { // GL_EXT_texture_filter_anisotropic requires value to be at least 1 GLint MaxAnisotropy = FMath::Max(1, SamplerState->Data.MaxAnisotropy); FOpenGL::TexParameter(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, MaxAnisotropy); } if( FOpenGL::SupportsTextureCompare() ) { FOpenGL::TexParameter(Target, GL_TEXTURE_COMPARE_MODE, SamplerState->Data.CompareMode); FOpenGL::TexParameter(Target, GL_TEXTURE_COMPARE_FUNC, SamplerState->Data.CompareFunc); } if (bHasTexture) { TextureStage.Texture->SamplerState = SamplerState; } } } template void FOpenGLDynamicRHI::SetupTexturesForDraw( FOpenGLContextState& ContextState, const StateType& ShaderState, int32 MaxTexturesNeeded ) { VERIFY_GL_SCOPE(); SCOPE_CYCLE_COUNTER_DETAILED(STAT_OpenGLTextureBindTime); // Skip texture setup when running bindless texture, it is done with program setup if (FOpenGL::SupportsBindlessTexture() && OpenGLConsoleVariables::bBindlessTexture) { return; } int32 MaxProgramTexture = 0; const TBitArray<>& NeededBits = ShaderState->GetTextureNeeds(MaxProgramTexture); for( int32 TextureStageIndex = 0; TextureStageIndex <= MaxProgramTexture; ++TextureStageIndex ) { if (!NeededBits[TextureStageIndex]) { // Current program doesn't make use of this texture stage. No matter what UnrealEditor wants to have on in, // it won't be useful for this draw, so telling OpenGL we don't really need it to give the driver // more leeway in memory management, and avoid false alarms about same texture being set on // texture stage and in framebuffer. CachedSetupTextureStage( ContextState, TextureStageIndex, GL_NONE, 0, -1, 1 ); } else { const FTextureStage& TextureStage = PendingState.Textures[TextureStageIndex]; #if UE_BUILD_DEBUG // Use the texture SRV's LimitMip value to specify the mip available for sampling // This requires SupportsTextureBaseLevel & is a fallback for TextureView { // When trying to limit the mip available for sampling (as part of texture SRV) // ensure that the texture is bound to only one sampler, or that all samplers // share the same restriction. if(TextureStage.LimitMip != -1) { for( int32 TexIndex = 0; TexIndex <= MaxProgramTexture; ++TexIndex ) { if(TexIndex != TextureStageIndex && ShaderState->NeedsTextureStage(TexIndex)) { const FTextureStage& OtherStage = PendingState.Textures[TexIndex]; const bool bSameResource = OtherStage.Resource == TextureStage.Resource; const bool bSameTarget = OtherStage.Target == TextureStage.Target; const GLint TextureStageBaseMip = TextureStage.LimitMip == -1 ? 0 : TextureStage.LimitMip; const GLint OtherStageBaseMip = OtherStage.LimitMip == -1 ? 0 : OtherStage.LimitMip; const bool bSameLimitMip = TextureStageBaseMip == OtherStageBaseMip; const GLint TextureStageMaxMip = TextureStage.LimitMip == -1 ? TextureStage.NumMips - 1 : TextureStage.LimitMip; const GLint OtherStageMaxMip = OtherStage.LimitMip == -1 ? OtherStage.NumMips - 1 : OtherStage.LimitMip; const bool bSameMaxMip = TextureStageMaxMip == OtherStageMaxMip; if( bSameTarget && bSameResource && !bSameLimitMip && !bSameMaxMip ) { UE_LOG(LogRHI, Warning, TEXT("Texture SRV fallback requires that each texture SRV be bound with the same mip-range restrictions. Expect rendering errors.")); } } } } } #endif CachedSetupTextureStage( ContextState, TextureStageIndex, TextureStage.Target, TextureStage.Resource, TextureStage.LimitMip, TextureStage.NumMips ); bool bExternalTexture = (TextureStage.Target == GL_TEXTURE_EXTERNAL_OES); if (!bExternalTexture) { FOpenGLSamplerState* PendingSampler = PendingState.SamplerStates[TextureStageIndex]; if (ContextState.SamplerStates[TextureStageIndex] != PendingSampler) { FOpenGL::BindSampler(TextureStageIndex, PendingSampler ? PendingSampler->Resource : 0); ContextState.SamplerStates[TextureStageIndex] = PendingSampler; } } else if (TextureStage.Target != GL_TEXTURE_BUFFER) { FOpenGL::BindSampler(TextureStageIndex, 0); ContextState.SamplerStates[TextureStageIndex] = nullptr; ApplyTextureStage( ContextState, TextureStageIndex, TextureStage, PendingState.SamplerStates[TextureStageIndex] ); } } } // For now, continue to clear unused stages for( int32 TextureStageIndex = MaxProgramTexture + 1; TextureStageIndex < MaxTexturesNeeded; ++TextureStageIndex ) { CachedSetupTextureStage( ContextState, TextureStageIndex, GL_NONE, 0, -1, 1 ); } } void FOpenGLDynamicRHI::SetupTexturesForDraw( FOpenGLContextState& ContextState ) { SetupTexturesForDraw(ContextState, PendingState.BoundShaderState, FOpenGL::GetMaxCombinedTextureImageUnits()); } void FOpenGLDynamicRHI::InternalSetShaderImageUAV(GLint UAVIndex, GLenum Format, GLuint Resource, bool bLayered, GLint Layer, GLenum Access) { VERIFY_GL_SCOPE(); PendingState.UAVs[UAVIndex].Format = Format; PendingState.UAVs[UAVIndex].Resource = Resource; PendingState.UAVs[UAVIndex].Access = Access; PendingState.UAVs[UAVIndex].Layer = Layer; PendingState.UAVs[UAVIndex].bLayered = bLayered; } void FOpenGLDynamicRHI::InternalSetShaderBufferUAV(GLint UAVIndex, GLuint Resource) { VERIFY_GL_SCOPE(); PendingState.UAVs[UAVIndex].Format = 0; PendingState.UAVs[UAVIndex].Resource = Resource; PendingState.UAVs[UAVIndex].Access = GL_READ_WRITE; PendingState.UAVs[UAVIndex].Layer = 0; PendingState.UAVs[UAVIndex].bLayered = false; } void FOpenGLDynamicRHI::SetupUAVsForDraw(FOpenGLContextState& ContextState) { int32 MaxUAVUnitUsed = 0; const TBitArray<>& NeededBits = PendingState.BoundShaderState->GetUAVNeeds(MaxUAVUnitUsed); SetupUAVsForProgram(ContextState, NeededBits, MaxUAVUnitUsed); } void FOpenGLDynamicRHI::SetupUAVsForCompute(FOpenGLContextState& ContextState, const FOpenGLComputeShader* ComputeShader) { int32 MaxUAVUnitUsed = 0; const TBitArray<>& NeededBits = ComputeShader->GetUAVNeeds(MaxUAVUnitUsed); SetupUAVsForProgram(ContextState, NeededBits, MaxUAVUnitUsed); } void FOpenGLDynamicRHI::SetupUAVsForProgram(FOpenGLContextState& ContextState, const TBitArray<>& NeededBits, int32 MaxUAVUnitUsed) { if (MaxUAVUnitUsed < 0 && ContextState.ActiveUAVMask == 0) { // Quit early if program does not use UAVs and context has no active UAV units return; } for (int32 UAVStageIndex = 0; UAVStageIndex <= MaxUAVUnitUsed; ++UAVStageIndex) { if (!NeededBits[UAVStageIndex]) { CachedSetupUAVStage(ContextState, UAVStageIndex, 0, 0, false, 0, GL_READ_WRITE); } else { const FUAVStage& UAVStage = PendingState.UAVs[UAVStageIndex]; CachedSetupUAVStage(ContextState, UAVStageIndex, UAVStage.Format, UAVStage.Resource, UAVStage.bLayered, UAVStage.Layer, UAVStage.Access); } } // clear rest of the units int32 UAVStageIndex = (MaxUAVUnitUsed + 1); if ((ContextState.ActiveUAVMask >> UAVStageIndex) != 0) { const int32 NumUAVs = ContextState.UAVs.Num(); for (; UAVStageIndex < NumUAVs; ++UAVStageIndex) { CachedSetupUAVStage(ContextState, UAVStageIndex, 0, 0, false, 0, GL_READ_WRITE); } } } static bool IsImageTextureFormatSupported(GLenum Format) { #if PLATFORM_ANDROID if (GMaxRHIFeatureLevel == ERHIFeatureLevel::ES3_1) { // from GLES 3.1 spec switch (Format) { case GL_RGBA32F: case GL_RGBA16F: case GL_R32F: case GL_RGBA32UI: case GL_RGBA16UI: case GL_RGBA8UI: case GL_R32UI: case GL_RGBA32I: case GL_RGBA16I: case GL_RGBA8I: case GL_R32I: case GL_RGBA8: case GL_RGBA8_SNORM: return true; default: return false; } } #endif return true; } void FOpenGLDynamicRHI::CachedSetupUAVStage( FOpenGLContextState& ContextState, GLint UAVIndex, GLenum Format, GLuint Resource, bool bLayered, GLint Layer, GLenum Access) { VERIFY_GL_SCOPE(); FUAVStage& UAVStage = ContextState.UAVs[UAVIndex]; if (UAVStage.Format == Format && UAVStage.Resource == Resource && UAVStage.Access == Access && UAVStage.Layer == Layer && UAVStage.bLayered == bLayered) { // Nothing's changed, no need to update return; } // unbind any SSBO or Image in this slot if (Resource == 0) { if (UAVStage.Resource != 0) { // SSBO if (UAVStage.Format == 0) { FOpenGL::BindBufferBase(GL_SHADER_STORAGE_BUFFER, UAVIndex, 0); ContextState.StorageBufferBound = 0; } else // Image { FOpenGL::BindImageTexture(UAVIndex, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F); } UAVStage.Format = 0; UAVStage.Resource = 0; UAVStage.Access = GL_READ_WRITE; UAVStage.Layer = 0; UAVStage.bLayered = false; } } else { // SSBO if (Format == 0) { // make sure we dont end up binding both SSBO and Image to the same UAV slot if (UAVStage.Resource != 0 && UAVStage.Format != 0) { FOpenGL::BindImageTexture(UAVIndex, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F); } FOpenGL::BindBufferBase(GL_SHADER_STORAGE_BUFFER, UAVIndex, Resource); UAVStage.Format = 0; UAVStage.Resource = Resource; UAVStage.Access = GL_READ_WRITE; UAVStage.Layer = 0; UAVStage.bLayered = false; ContextState.StorageBufferBound = Resource; } else // Image { // make sure we dont end up binding both SSBO and Image to the same UAV slot if (UAVStage.Resource != 0 && UAVStage.Format == 0) { FOpenGL::BindBufferBase(GL_SHADER_STORAGE_BUFFER, UAVIndex, 0); ContextState.StorageBufferBound = 0; } check(IsImageTextureFormatSupported(Format)); FOpenGL::BindImageTexture(UAVIndex, Resource, 0, bLayered ? GL_TRUE : GL_FALSE, Layer, Access, Format); UAVStage.Format = Format; UAVStage.Resource = Resource; UAVStage.Access = Access; UAVStage.Layer = Layer; UAVStage.bLayered = bLayered; } } uint32 UAVBit = 1 << UAVIndex; if (Resource != 0) { ContextState.ActiveUAVMask|= UAVBit; } else { ContextState.ActiveUAVMask&= ~UAVBit; } } void FOpenGLDynamicRHI::UpdateSRV(FOpenGLShaderResourceView* SRV) { check(SRV); // For Depth/Stencil textures whose Stencil component we wish to sample we must blit the stencil component out to an intermediate texture when we 'Store' the texture. #if PLATFORM_DESKTOP if (FOpenGL::GetFeatureLevel() >= ERHIFeatureLevel::SM5 && IsValidRef(SRV->Texture)) { FOpenGLTexture* Texture = SRV->Texture; uint32 ArrayIndices = 0; uint32 MipmapLevels = 0; GLuint SourceFBO = GetOpenGLFramebuffer(0, nullptr, &ArrayIndices, &MipmapLevels, Texture); glBindFramebuffer(GL_FRAMEBUFFER, SourceFBO); uint32 SizeX = Texture->GetSizeX(); uint32 SizeY = Texture->GetSizeY(); uint32 MipBytes = SizeX * SizeY; TRefCountPtr PixelBuffer = new FOpenGLPixelBuffer(GL_PIXEL_UNPACK_BUFFER, 0, MipBytes, BUF_Dynamic, nullptr); glBindBuffer( GL_PIXEL_PACK_BUFFER, 0 ); glBindBuffer( GL_PIXEL_PACK_BUFFER, PixelBuffer->Resource ); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0, 0, SizeX, SizeY, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr ); glPixelStorei(GL_PACK_ALIGNMENT, 4); glBindBuffer( GL_PIXEL_PACK_BUFFER, 0 ); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); GLenum Target = SRV->Target; CachedSetupTextureStage(ContextState, FOpenGL::GetMaxCombinedTextureImageUnits() - 1, Target, SRV->Resource, -1, 1); CachedBindPixelUnpackBuffer(ContextState, PixelBuffer->Resource); glPixelStorei(GL_UNPACK_ROW_LENGTH, SizeX); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexSubImage2D(Target, 0, 0, 0, SizeX, SizeY, GL_RED_INTEGER, GL_UNSIGNED_BYTE, nullptr); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); CachedBindPixelUnpackBuffer(ContextState, 0); glBindFramebuffer(GL_FRAMEBUFFER, ContextState.Framebuffer); ContextState.Framebuffer = -1; } #endif } void FOpenGLDynamicRHI::RHISetShaderResourceViewParameter(FRHIGraphicsShader* ShaderRHI,uint32 TextureIndex, FRHIShaderResourceView* SRVRHI) { VERIFY_GL_SCOPE(); GLint Index = 0; GLint MaxUnits = 0; GetShaderStageIndexAndMaxUnits(ShaderRHI, Index, MaxUnits); ensureMsgf((int32)TextureIndex < MaxUnits, TEXT("Using more texture units (%d) than allowed (%d) on Frequency %d!"), TextureIndex, MaxUnits, (int32)ShaderRHI->GetFrequency()); FOpenGLShaderResourceView* SRV = ResourceCast(SRVRHI); GLuint Resource = 0; GLenum Target = GL_TEXTURE_BUFFER; int32 LimitMip = -1; if (SRV) { Target = SRV->Target; if (Target == GL_SHADER_STORAGE_BUFFER) { Index = (ShaderRHI->GetFrequency() == SF_Pixel) ? FOpenGL::GetFirstPixelUAVUnit() : FOpenGL::GetFirstVertexUAVUnit(); InternalSetShaderBufferUAV(Index + TextureIndex, SRV->Resource); return; } else { Resource = SRV->Resource; LimitMip = SRV->LimitMip; UpdateSRV(SRV); } } ensureMsgf((int32)TextureIndex < MaxUnits, TEXT("Using more textures (%d) than allowed (%d)!"), TextureIndex, MaxUnits); InternalSetShaderTexture(NULL, SRV, Index + TextureIndex, Target, Resource, 0, LimitMip); RHISetShaderSampler(ShaderRHI, TextureIndex, PointSamplerState); } void FOpenGLDynamicRHI::RHISetShaderResourceViewParameter(FRHIComputeShader* ComputeShaderRHI,uint32 TextureIndex, FRHIShaderResourceView* SRVRHI) { VERIFY_GL_SCOPE(); FOpenGLShaderResourceView* SRV = ResourceCast(SRVRHI); GLuint Resource = 0; GLenum Target = GL_TEXTURE_BUFFER; int32 LimitMip = -1; if (SRV) { Target = SRV->Target; if (Target == GL_SHADER_STORAGE_BUFFER) { InternalSetShaderBufferUAV(FOpenGL::GetFirstComputeUAVUnit() + TextureIndex, SRV->Resource); return; } else { Resource = SRV->Resource; LimitMip = SRV->LimitMip; UpdateSRV(SRV); } } ensureMsgf((int32)TextureIndex < FOpenGL::GetMaxComputeTextureImageUnits(), TEXT("Using more compute texture units (%d) than allowed (%d)!"), TextureIndex, FOpenGL::GetMaxComputeTextureImageUnits()); InternalSetShaderTexture(NULL, SRV, FOpenGL::GetFirstComputeTextureUnit() + TextureIndex, Target, Resource, 0, LimitMip); RHISetShaderSampler(ComputeShaderRHI,TextureIndex,PointSamplerState); } void FOpenGLDynamicRHI::RHISetShaderTexture(FRHIGraphicsShader* ShaderRHI,uint32 TextureIndex, FRHITexture* NewTextureRHI) { VERIFY_GL_SCOPE(); FOpenGLTexture* NewTexture = GetOpenGLTextureFromRHITexture(NewTextureRHI); GLint Index = 0; GLint MaxUnits = 0; GetShaderStageIndexAndMaxUnits(ShaderRHI, Index, MaxUnits); ensureMsgf((int32)TextureIndex < MaxUnits, TEXT("Using more texture units (%d) than allowed (%d) on Frequency %d!"), TextureIndex, MaxUnits, (int32)ShaderRHI->GetFrequency()); if (NewTexture) { InternalSetShaderTexture(NewTexture, nullptr, Index + TextureIndex, NewTexture->Target, NewTexture->GetResource(), NewTextureRHI->GetNumMips(), -1); } else { InternalSetShaderTexture(nullptr, nullptr, Index + TextureIndex, 0, 0, 0, -1); } } void FOpenGLDynamicRHI::RHISetShaderSampler(FRHIGraphicsShader* ShaderRHI,uint32 SamplerIndex, FRHISamplerState* NewStateRHI) { VERIFY_GL_SCOPE(); FOpenGLSamplerState* NewState = ResourceCast(NewStateRHI); GLint Index = 0; GLint MaxUnits = 0; GetShaderStageIndexAndMaxUnits(ShaderRHI, Index, MaxUnits); InternalSetSamplerStates(Index + SamplerIndex, NewState); } void FOpenGLDynamicRHI::RHISetShaderTexture(FRHIComputeShader* ComputeShaderRHI,uint32 TextureIndex, FRHITexture* NewTextureRHI) { VERIFY_GL_SCOPE(); FOpenGLTexture* NewTexture = GetOpenGLTextureFromRHITexture(NewTextureRHI); ensureMsgf((int32)TextureIndex < FOpenGL::GetMaxComputeTextureImageUnits(), TEXT("Using more compute texture units (%d) than allowed (%d)!"), TextureIndex, FOpenGL::GetMaxComputeTextureImageUnits()); if (NewTexture) { InternalSetShaderTexture(NewTexture, nullptr, FOpenGL::GetFirstComputeTextureUnit() + TextureIndex, NewTexture->Target, NewTexture->GetResource(), NewTextureRHI->GetNumMips(), -1); } else { InternalSetShaderTexture(nullptr, nullptr, FOpenGL::GetFirstComputeTextureUnit() + TextureIndex, 0, 0, 0, -1); } } void FOpenGLDynamicRHI::RHISetStaticUniformBuffers(const FUniformBufferStaticBindings& InUniformBuffers) { FMemory::Memzero(GlobalUniformBuffers.GetData(), GlobalUniformBuffers.Num() * sizeof(FRHIUniformBuffer*)); for (int32 Index = 0; Index < InUniformBuffers.GetUniformBufferCount(); ++Index) { GlobalUniformBuffers[InUniformBuffers.GetSlot(Index)] = InUniformBuffers.GetUniformBuffer(Index); } } void FOpenGLDynamicRHI::RHISetShaderUniformBuffer(FRHIGraphicsShader* ShaderRHI,uint32 BufferIndex, FRHIUniformBuffer* BufferRHI) { VERIFY_GL_SCOPE(); EShaderFrequency Stage = GetShaderFrequency(ShaderRHI); if (Stage != SF_NumFrequencies) { PendingState.BoundUniformBuffers[Stage][BufferIndex] = BufferRHI; PendingState.DirtyUniformBuffers[Stage] |= 1 << BufferIndex; PendingState.bAnyDirtyGraphicsUniformBuffers = true; if (!GUseEmulatedUniformBuffers || !((FOpenGLUniformBuffer*)BufferRHI)->bIsEmulatedUniformBuffer) { PendingState.bAnyDirtyRealUniformBuffers[Stage] = true; } } } void FOpenGLDynamicRHI::RHISetShaderSampler(FRHIComputeShader* ComputeShaderRHI,uint32 SamplerIndex, FRHISamplerState* NewStateRHI) { VERIFY_GL_SCOPE(); FOpenGLSamplerState* NewState = ResourceCast(NewStateRHI); InternalSetSamplerStates(FOpenGL::GetFirstComputeTextureUnit() + SamplerIndex, NewState); } void FOpenGLDynamicRHI::RHISetShaderUniformBuffer(FRHIComputeShader* ComputeShaderRHI,uint32 BufferIndex, FRHIUniformBuffer* BufferRHI) { VERIFY_GL_SCOPE(); PendingState.BoundUniformBuffers[SF_Compute][BufferIndex] = BufferRHI; PendingState.DirtyUniformBuffers[SF_Compute] |= 1 << BufferIndex; if (!GUseEmulatedUniformBuffers || !((FOpenGLUniformBuffer*)BufferRHI)->bIsEmulatedUniformBuffer) { PendingState.bAnyDirtyRealUniformBuffers[SF_Compute] = true; } } void FOpenGLDynamicRHI::RHISetShaderParameter(FRHIGraphicsShader* ShaderRHI,uint32 BufferIndex,uint32 BaseIndex,uint32 NumBytes,const void* NewValue) { VERIFY_GL_SCOPE(); CrossCompiler::EShaderStage Stage = GetShaderCrossCompilerStage(ShaderRHI); if (Stage != CrossCompiler::NUM_SHADER_STAGES) { PendingState.ShaderParameters[Stage].Set(BufferIndex, BaseIndex, NumBytes, NewValue); PendingState.LinkedProgramAndDirtyFlag = nullptr; } } void FOpenGLDynamicRHI::RHISetShaderParameter(FRHIComputeShader* ComputeShaderRHI,uint32 BufferIndex,uint32 BaseIndex,uint32 NumBytes,const void* NewValue) { VERIFY_GL_SCOPE(); PendingState.ShaderParameters[CrossCompiler::SHADER_STAGE_COMPUTE].Set(BufferIndex, BaseIndex, NumBytes, NewValue); PendingState.LinkedProgramAndDirtyFlag = nullptr; } void FOpenGLDynamicRHI::RHISetDepthStencilState(FRHIDepthStencilState* NewStateRHI,uint32 StencilRef) { VERIFY_GL_SCOPE(); FOpenGLDepthStencilState* NewState = ResourceCast(NewStateRHI); PendingState.DepthStencilState = NewState->Data; PendingState.StencilRef = StencilRef; } void FOpenGLDynamicRHI::RHISetStencilRef(uint32 StencilRef) { VERIFY_GL_SCOPE(); PendingState.StencilRef = StencilRef; } void FOpenGLDynamicRHI::UpdateDepthStencilStateInOpenGLContext( FOpenGLContextState& ContextState ) { VERIFY_GL_SCOPE(); if (ContextState.DepthStencilState.bZEnable != PendingState.DepthStencilState.bZEnable) { if (PendingState.DepthStencilState.bZEnable) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } ContextState.DepthStencilState.bZEnable = PendingState.DepthStencilState.bZEnable; } if (ContextState.DepthStencilState.bZWriteEnable != PendingState.DepthStencilState.bZWriteEnable) { glDepthMask(PendingState.DepthStencilState.bZWriteEnable); ContextState.DepthStencilState.bZWriteEnable = PendingState.DepthStencilState.bZWriteEnable; } if (PendingState.DepthStencilState.bZEnable) { if (ContextState.DepthStencilState.ZFunc != PendingState.DepthStencilState.ZFunc) { glDepthFunc(PendingState.DepthStencilState.ZFunc); ContextState.DepthStencilState.ZFunc = PendingState.DepthStencilState.ZFunc; } } if (ContextState.DepthStencilState.bStencilEnable != PendingState.DepthStencilState.bStencilEnable) { if (PendingState.DepthStencilState.bStencilEnable) { glEnable(GL_STENCIL_TEST); } else { glDisable(GL_STENCIL_TEST); } ContextState.DepthStencilState.bStencilEnable = PendingState.DepthStencilState.bStencilEnable; } // If only two-sided <-> one-sided stencil mode changes, and nothing else, we need to call full set of functions // to ensure all drivers handle this correctly - some of them might keep those states in different variables. if (ContextState.DepthStencilState.bTwoSidedStencilMode != PendingState.DepthStencilState.bTwoSidedStencilMode) { // Invalidate cache to enforce update of part of stencil state that needs to be set with different functions, when needed next // Values below are all invalid, but they'll never be used, only compared to new values to be set. ContextState.DepthStencilState.StencilFunc = 0xFFFF; ContextState.DepthStencilState.StencilFail = 0xFFFF; ContextState.DepthStencilState.StencilZFail = 0xFFFF; ContextState.DepthStencilState.StencilPass = 0xFFFF; ContextState.DepthStencilState.CCWStencilFunc = 0xFFFF; ContextState.DepthStencilState.CCWStencilFail = 0xFFFF; ContextState.DepthStencilState.CCWStencilZFail = 0xFFFF; ContextState.DepthStencilState.CCWStencilPass = 0xFFFF; ContextState.DepthStencilState.StencilReadMask = 0xFFFF; ContextState.DepthStencilState.bTwoSidedStencilMode = PendingState.DepthStencilState.bTwoSidedStencilMode; } if (PendingState.DepthStencilState.bStencilEnable) { if (PendingState.DepthStencilState.bTwoSidedStencilMode) { if (ContextState.DepthStencilState.StencilFunc != PendingState.DepthStencilState.StencilFunc || ContextState.StencilRef != PendingState.StencilRef || ContextState.DepthStencilState.StencilReadMask != PendingState.DepthStencilState.StencilReadMask) { glStencilFuncSeparate(GL_BACK, PendingState.DepthStencilState.StencilFunc, PendingState.StencilRef, PendingState.DepthStencilState.StencilReadMask); ContextState.DepthStencilState.StencilFunc = PendingState.DepthStencilState.StencilFunc; } if (ContextState.DepthStencilState.StencilFail != PendingState.DepthStencilState.StencilFail || ContextState.DepthStencilState.StencilZFail != PendingState.DepthStencilState.StencilZFail || ContextState.DepthStencilState.StencilPass != PendingState.DepthStencilState.StencilPass) { glStencilOpSeparate(GL_BACK, PendingState.DepthStencilState.StencilFail, PendingState.DepthStencilState.StencilZFail, PendingState.DepthStencilState.StencilPass); ContextState.DepthStencilState.StencilFail = PendingState.DepthStencilState.StencilFail; ContextState.DepthStencilState.StencilZFail = PendingState.DepthStencilState.StencilZFail; ContextState.DepthStencilState.StencilPass = PendingState.DepthStencilState.StencilPass; } if (ContextState.DepthStencilState.CCWStencilFunc != PendingState.DepthStencilState.CCWStencilFunc || ContextState.StencilRef != PendingState.StencilRef || ContextState.DepthStencilState.StencilReadMask != PendingState.DepthStencilState.StencilReadMask) { glStencilFuncSeparate(GL_FRONT, PendingState.DepthStencilState.CCWStencilFunc, PendingState.StencilRef, PendingState.DepthStencilState.StencilReadMask); ContextState.DepthStencilState.CCWStencilFunc = PendingState.DepthStencilState.CCWStencilFunc; } if (ContextState.DepthStencilState.CCWStencilFail != PendingState.DepthStencilState.CCWStencilFail || ContextState.DepthStencilState.CCWStencilZFail != PendingState.DepthStencilState.CCWStencilZFail || ContextState.DepthStencilState.CCWStencilPass != PendingState.DepthStencilState.CCWStencilPass) { glStencilOpSeparate(GL_FRONT, PendingState.DepthStencilState.CCWStencilFail, PendingState.DepthStencilState.CCWStencilZFail, PendingState.DepthStencilState.CCWStencilPass); ContextState.DepthStencilState.CCWStencilFail = PendingState.DepthStencilState.CCWStencilFail; ContextState.DepthStencilState.CCWStencilZFail = PendingState.DepthStencilState.CCWStencilZFail; ContextState.DepthStencilState.CCWStencilPass = PendingState.DepthStencilState.CCWStencilPass; } ContextState.DepthStencilState.StencilReadMask = PendingState.DepthStencilState.StencilReadMask; ContextState.StencilRef = PendingState.StencilRef; } else { if (ContextState.DepthStencilState.StencilFunc != PendingState.DepthStencilState.StencilFunc || ContextState.StencilRef != PendingState.StencilRef || ContextState.DepthStencilState.StencilReadMask != PendingState.DepthStencilState.StencilReadMask) { glStencilFunc(PendingState.DepthStencilState.StencilFunc, PendingState.StencilRef, PendingState.DepthStencilState.StencilReadMask); ContextState.DepthStencilState.StencilFunc = PendingState.DepthStencilState.StencilFunc; ContextState.DepthStencilState.StencilReadMask = PendingState.DepthStencilState.StencilReadMask; ContextState.StencilRef = PendingState.StencilRef; } if (ContextState.DepthStencilState.StencilFail != PendingState.DepthStencilState.StencilFail || ContextState.DepthStencilState.StencilZFail != PendingState.DepthStencilState.StencilZFail || ContextState.DepthStencilState.StencilPass != PendingState.DepthStencilState.StencilPass) { glStencilOp(PendingState.DepthStencilState.StencilFail, PendingState.DepthStencilState.StencilZFail, PendingState.DepthStencilState.StencilPass); ContextState.DepthStencilState.StencilFail = PendingState.DepthStencilState.StencilFail; ContextState.DepthStencilState.StencilZFail = PendingState.DepthStencilState.StencilZFail; ContextState.DepthStencilState.StencilPass = PendingState.DepthStencilState.StencilPass; } } if (ContextState.DepthStencilState.StencilWriteMask != PendingState.DepthStencilState.StencilWriteMask) { glStencilMask(PendingState.DepthStencilState.StencilWriteMask); ContextState.DepthStencilState.StencilWriteMask = PendingState.DepthStencilState.StencilWriteMask; } } } void FOpenGLDynamicRHI::SetPendingBlendStateForActiveRenderTargets( FOpenGLContextState& ContextState ) { VERIFY_GL_SCOPE(); bool bABlendWasSet = false; bool bMSAAEnabled = false; // // Need to expand setting for glBlendFunction and glBlendEquation for (uint32 RenderTargetIndex = 0;RenderTargetIndex < MaxSimultaneousRenderTargets; ++RenderTargetIndex) { if(PendingState.RenderTargets[RenderTargetIndex] == 0) { // Even if on this stage blend states are incompatible with other stages, we can disregard it, as no render target is assigned to it. continue; } else if (RenderTargetIndex == 0) { FOpenGLTexture* RenderTarget2D = PendingState.RenderTargets[RenderTargetIndex]; bMSAAEnabled = RenderTarget2D->GetNumSamplesRendered() > 1; } const FOpenGLBlendStateData::FRenderTarget& RenderTargetBlendState = PendingState.BlendState.RenderTargets[RenderTargetIndex]; FOpenGLBlendStateData::FRenderTarget& CachedRenderTargetBlendState = ContextState.BlendState.RenderTargets[RenderTargetIndex]; if (CachedRenderTargetBlendState.bAlphaBlendEnable != RenderTargetBlendState.bAlphaBlendEnable) { if (RenderTargetBlendState.bAlphaBlendEnable) { FOpenGL::EnableIndexed(GL_BLEND,RenderTargetIndex); } else { FOpenGL::DisableIndexed(GL_BLEND,RenderTargetIndex); } CachedRenderTargetBlendState.bAlphaBlendEnable = RenderTargetBlendState.bAlphaBlendEnable; } if (RenderTargetBlendState.bAlphaBlendEnable) { if ( FOpenGL::SupportsSeparateAlphaBlend() ) { // Set current blend per stage if (RenderTargetBlendState.bSeparateAlphaBlendEnable) { if (CachedRenderTargetBlendState.ColorSourceBlendFactor != RenderTargetBlendState.ColorSourceBlendFactor || CachedRenderTargetBlendState.ColorDestBlendFactor != RenderTargetBlendState.ColorDestBlendFactor || CachedRenderTargetBlendState.AlphaSourceBlendFactor != RenderTargetBlendState.AlphaSourceBlendFactor || CachedRenderTargetBlendState.AlphaDestBlendFactor != RenderTargetBlendState.AlphaDestBlendFactor) { FOpenGL::BlendFuncSeparatei( RenderTargetIndex, RenderTargetBlendState.ColorSourceBlendFactor, RenderTargetBlendState.ColorDestBlendFactor, RenderTargetBlendState.AlphaSourceBlendFactor, RenderTargetBlendState.AlphaDestBlendFactor ); } if (CachedRenderTargetBlendState.ColorBlendOperation != RenderTargetBlendState.ColorBlendOperation || CachedRenderTargetBlendState.AlphaBlendOperation != RenderTargetBlendState.AlphaBlendOperation) { FOpenGL::BlendEquationSeparatei( RenderTargetIndex, RenderTargetBlendState.ColorBlendOperation, RenderTargetBlendState.AlphaBlendOperation ); } } else { if (CachedRenderTargetBlendState.ColorSourceBlendFactor != RenderTargetBlendState.ColorSourceBlendFactor || CachedRenderTargetBlendState.ColorDestBlendFactor != RenderTargetBlendState.ColorDestBlendFactor || CachedRenderTargetBlendState.AlphaSourceBlendFactor != RenderTargetBlendState.AlphaSourceBlendFactor || CachedRenderTargetBlendState.AlphaDestBlendFactor != RenderTargetBlendState.AlphaDestBlendFactor) { FOpenGL::BlendFunci(RenderTargetIndex, RenderTargetBlendState.ColorSourceBlendFactor, RenderTargetBlendState.ColorDestBlendFactor); } if (CachedRenderTargetBlendState.ColorBlendOperation != RenderTargetBlendState.ColorBlendOperation) { FOpenGL::BlendEquationi(RenderTargetIndex, RenderTargetBlendState.ColorBlendOperation); } } CachedRenderTargetBlendState.bSeparateAlphaBlendEnable = RenderTargetBlendState.bSeparateAlphaBlendEnable; CachedRenderTargetBlendState.ColorBlendOperation = RenderTargetBlendState.ColorBlendOperation; CachedRenderTargetBlendState.ColorSourceBlendFactor = RenderTargetBlendState.ColorSourceBlendFactor; CachedRenderTargetBlendState.ColorDestBlendFactor = RenderTargetBlendState.ColorDestBlendFactor; if( RenderTargetBlendState.bSeparateAlphaBlendEnable ) { CachedRenderTargetBlendState.AlphaSourceBlendFactor = RenderTargetBlendState.AlphaSourceBlendFactor; CachedRenderTargetBlendState.AlphaDestBlendFactor = RenderTargetBlendState.AlphaDestBlendFactor; } else { CachedRenderTargetBlendState.AlphaSourceBlendFactor = RenderTargetBlendState.ColorSourceBlendFactor; CachedRenderTargetBlendState.AlphaDestBlendFactor = RenderTargetBlendState.ColorDestBlendFactor; } } else { if( bABlendWasSet ) { // Detect the case of subsequent render target needing different blend setup than one already set in this call. if( CachedRenderTargetBlendState.bSeparateAlphaBlendEnable != RenderTargetBlendState.bSeparateAlphaBlendEnable || CachedRenderTargetBlendState.ColorBlendOperation != RenderTargetBlendState.ColorBlendOperation || CachedRenderTargetBlendState.ColorSourceBlendFactor != RenderTargetBlendState.ColorSourceBlendFactor || CachedRenderTargetBlendState.ColorDestBlendFactor != RenderTargetBlendState.ColorDestBlendFactor || ( RenderTargetBlendState.bSeparateAlphaBlendEnable && ( CachedRenderTargetBlendState.AlphaSourceBlendFactor != RenderTargetBlendState.AlphaSourceBlendFactor || CachedRenderTargetBlendState.AlphaDestBlendFactor != RenderTargetBlendState.AlphaDestBlendFactor ) ) ) UE_LOG(LogRHI, Fatal, TEXT("OpenGL state on draw requires setting different blend operation or factors to different render targets. This is not supported on Mac OS X!")); } else { // Set current blend to all stages if (RenderTargetBlendState.bSeparateAlphaBlendEnable) { if (CachedRenderTargetBlendState.ColorSourceBlendFactor != RenderTargetBlendState.ColorSourceBlendFactor || CachedRenderTargetBlendState.ColorDestBlendFactor != RenderTargetBlendState.ColorDestBlendFactor || CachedRenderTargetBlendState.AlphaSourceBlendFactor != RenderTargetBlendState.AlphaSourceBlendFactor || CachedRenderTargetBlendState.AlphaDestBlendFactor != RenderTargetBlendState.AlphaDestBlendFactor) { glBlendFuncSeparate( RenderTargetBlendState.ColorSourceBlendFactor, RenderTargetBlendState.ColorDestBlendFactor, RenderTargetBlendState.AlphaSourceBlendFactor, RenderTargetBlendState.AlphaDestBlendFactor ); } if (CachedRenderTargetBlendState.ColorBlendOperation != RenderTargetBlendState.ColorBlendOperation || CachedRenderTargetBlendState.AlphaBlendOperation != RenderTargetBlendState.AlphaBlendOperation) { glBlendEquationSeparate( RenderTargetBlendState.ColorBlendOperation, RenderTargetBlendState.AlphaBlendOperation ); } } else { if (CachedRenderTargetBlendState.ColorSourceBlendFactor != RenderTargetBlendState.ColorSourceBlendFactor || CachedRenderTargetBlendState.ColorDestBlendFactor != RenderTargetBlendState.ColorDestBlendFactor || CachedRenderTargetBlendState.AlphaSourceBlendFactor != RenderTargetBlendState.AlphaSourceBlendFactor || CachedRenderTargetBlendState.AlphaDestBlendFactor != RenderTargetBlendState.AlphaDestBlendFactor) { glBlendFunc(RenderTargetBlendState.ColorSourceBlendFactor, RenderTargetBlendState.ColorDestBlendFactor); } if (CachedRenderTargetBlendState.ColorBlendOperation != RenderTargetBlendState.ColorBlendOperation || CachedRenderTargetBlendState.AlphaBlendOperation != RenderTargetBlendState.ColorBlendOperation) { glBlendEquation(RenderTargetBlendState.ColorBlendOperation); } } // Set cached values of all stages to what they were set by global calls, common to all stages for(uint32 RenderTargetIndex2 = 0; RenderTargetIndex2 < MaxSimultaneousRenderTargets; ++RenderTargetIndex2 ) { FOpenGLBlendStateData::FRenderTarget& CachedRenderTargetBlendState2 = ContextState.BlendState.RenderTargets[RenderTargetIndex2]; CachedRenderTargetBlendState2.bSeparateAlphaBlendEnable = RenderTargetBlendState.bSeparateAlphaBlendEnable; CachedRenderTargetBlendState2.ColorBlendOperation = RenderTargetBlendState.ColorBlendOperation; CachedRenderTargetBlendState2.ColorSourceBlendFactor = RenderTargetBlendState.ColorSourceBlendFactor; CachedRenderTargetBlendState2.ColorDestBlendFactor = RenderTargetBlendState.ColorDestBlendFactor; if( RenderTargetBlendState.bSeparateAlphaBlendEnable ) { CachedRenderTargetBlendState2.AlphaBlendOperation = RenderTargetBlendState.AlphaBlendOperation; CachedRenderTargetBlendState2.AlphaSourceBlendFactor = RenderTargetBlendState.AlphaSourceBlendFactor; CachedRenderTargetBlendState2.AlphaDestBlendFactor = RenderTargetBlendState.AlphaDestBlendFactor; CachedRenderTargetBlendState2.AlphaBlendOperation = RenderTargetBlendState.AlphaBlendOperation; } else { CachedRenderTargetBlendState2.AlphaBlendOperation = RenderTargetBlendState.ColorBlendOperation; CachedRenderTargetBlendState2.AlphaSourceBlendFactor = RenderTargetBlendState.ColorSourceBlendFactor; CachedRenderTargetBlendState2.AlphaDestBlendFactor = RenderTargetBlendState.ColorDestBlendFactor; CachedRenderTargetBlendState2.AlphaBlendOperation = RenderTargetBlendState.ColorBlendOperation; } } bABlendWasSet = true; } } } CachedRenderTargetBlendState.bSeparateAlphaBlendEnable = RenderTargetBlendState.bSeparateAlphaBlendEnable; if(CachedRenderTargetBlendState.ColorWriteMaskR != RenderTargetBlendState.ColorWriteMaskR || CachedRenderTargetBlendState.ColorWriteMaskG != RenderTargetBlendState.ColorWriteMaskG || CachedRenderTargetBlendState.ColorWriteMaskB != RenderTargetBlendState.ColorWriteMaskB || CachedRenderTargetBlendState.ColorWriteMaskA != RenderTargetBlendState.ColorWriteMaskA) { FOpenGL::ColorMaskIndexed( RenderTargetIndex, RenderTargetBlendState.ColorWriteMaskR, RenderTargetBlendState.ColorWriteMaskG, RenderTargetBlendState.ColorWriteMaskB, RenderTargetBlendState.ColorWriteMaskA ); CachedRenderTargetBlendState.ColorWriteMaskR = RenderTargetBlendState.ColorWriteMaskR; CachedRenderTargetBlendState.ColorWriteMaskG = RenderTargetBlendState.ColorWriteMaskG; CachedRenderTargetBlendState.ColorWriteMaskB = RenderTargetBlendState.ColorWriteMaskB; CachedRenderTargetBlendState.ColorWriteMaskA = RenderTargetBlendState.ColorWriteMaskA; } } PendingState.bAlphaToCoverageEnabled = bMSAAEnabled && PendingState.BlendState.bUseAlphaToCoverage; if (PendingState.bAlphaToCoverageEnabled != ContextState.bAlphaToCoverageEnabled) { if (PendingState.bAlphaToCoverageEnabled) { glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); } else { glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); } ContextState.bAlphaToCoverageEnabled = PendingState.bAlphaToCoverageEnabled; } } void FOpenGLDynamicRHI::RHISetBlendState(FRHIBlendState* NewStateRHI,const FLinearColor& BlendFactor) { VERIFY_GL_SCOPE(); FOpenGLBlendState* NewState = ResourceCast(NewStateRHI); FMemory::Memcpy(&PendingState.BlendState,&(NewState->Data),sizeof(FOpenGLBlendStateData)); } void FOpenGLDynamicRHI::SetRenderTargets( uint32 NumSimultaneousRenderTargets, const FRHIRenderTargetView* NewRenderTargetsRHI, const FRHIDepthRenderTargetView* NewDepthStencilTargetRHI) { VERIFY_GL_SCOPE(); check(NumSimultaneousRenderTargets <= MaxSimultaneousRenderTargets); FMemory::Memset(PendingState.RenderTargets,0,sizeof(PendingState.RenderTargets)); FMemory::Memset(PendingState.RenderTargetMipmapLevels,0,sizeof(PendingState.RenderTargetMipmapLevels)); FMemory::Memset(PendingState.RenderTargetArrayIndex,0,sizeof(PendingState.RenderTargetArrayIndex)); PendingState.FirstNonzeroRenderTarget = -1; for( int32 RenderTargetIndex = NumSimultaneousRenderTargets - 1; RenderTargetIndex >= 0; --RenderTargetIndex ) { PendingState.RenderTargets[RenderTargetIndex] = GetOpenGLTextureFromRHITexture(NewRenderTargetsRHI[RenderTargetIndex].Texture); PendingState.RenderTargetMipmapLevels[RenderTargetIndex] = NewRenderTargetsRHI[RenderTargetIndex].MipIndex; PendingState.RenderTargetArrayIndex[RenderTargetIndex] = NewRenderTargetsRHI[RenderTargetIndex].ArraySliceIndex; if( PendingState.RenderTargets[RenderTargetIndex] ) { PendingState.FirstNonzeroRenderTarget = (int32)RenderTargetIndex; } } FOpenGLTexture* NewDepthStencilRT = GetOpenGLTextureFromRHITexture(NewDepthStencilTargetRHI ? NewDepthStencilTargetRHI->Texture : nullptr); PendingState.DepthStencil = NewDepthStencilRT; PendingState.StencilStoreAction = NewDepthStencilTargetRHI ? NewDepthStencilTargetRHI->GetStencilStoreAction() : ERenderTargetStoreAction::ENoAction; PendingState.DepthTargetWidth = NewDepthStencilRT ? NewDepthStencilRT->GetDesc().Extent.X : 0u; PendingState.DepthTargetHeight = NewDepthStencilRT ? NewDepthStencilRT->GetDesc().Extent.Y : 0u; if (PendingState.FirstNonzeroRenderTarget == -1 && !PendingState.DepthStencil) { // Special case - invalid setup, but sometimes performed by the engine PendingState.Framebuffer = 0; PendingState.bFramebufferSetupInvalid = true; return; } PendingState.Framebuffer = GetOpenGLFramebuffer(NumSimultaneousRenderTargets, PendingState.RenderTargets, PendingState.RenderTargetArrayIndex, PendingState.RenderTargetMipmapLevels, PendingState.DepthStencil); PendingState.bFramebufferSetupInvalid = false; if (PendingState.FirstNonzeroRenderTarget != -1) { // Set viewport size to new render target size. PendingState.Viewport.Min.X = 0; PendingState.Viewport.Min.Y = 0; const FRHITextureDesc& Desc = NewRenderTargetsRHI[PendingState.FirstNonzeroRenderTarget].Texture->GetDesc(); uint32 MipIndex = NewRenderTargetsRHI[PendingState.FirstNonzeroRenderTarget].MipIndex; uint32 Width = FMath::Max(1, Desc.Extent.X >> MipIndex); uint32 Height = FMath::Max(1, Desc.Extent.Y >> MipIndex); PendingState.Viewport.Max.X = PendingState.RenderTargetWidth = Width; PendingState.Viewport.Max.Y = PendingState.RenderTargetHeight = Height; } else if (NewDepthStencilTargetRHI) { // Set viewport size to new depth target size. PendingState.Viewport.Min.X = 0; PendingState.Viewport.Min.Y = 0; PendingState.Viewport.Max.X = NewDepthStencilTargetRHI->Texture->GetDesc().Extent.X; PendingState.Viewport.Max.Y = NewDepthStencilTargetRHI->Texture->GetDesc().Extent.Y; } } void FOpenGLDynamicRHI::RHIDiscardRenderTargets(bool Depth, bool Stencil, uint32 ColorBitMaskIn) { if (FOpenGL::SupportsDiscardFrameBuffer()) { VERIFY_GL_SCOPE(); const bool bDefaultFramebuffer = (PendingState.Framebuffer == 0); uint32 ColorBitMask = ColorBitMaskIn; // 8 Color + Depth + Stencil = 10 GLenum Attachments[MaxSimultaneousRenderTargets + 2]; uint32 I = 0; if (Depth) { Attachments[I] = bDefaultFramebuffer ? GL_DEPTH : GL_DEPTH_ATTACHMENT; I++; } if (Stencil) { Attachments[I] = bDefaultFramebuffer ? GL_STENCIL : GL_STENCIL_ATTACHMENT; I++; } if (bDefaultFramebuffer) { if (ColorBitMask) { Attachments[I] = GL_COLOR; I++; } } else { ColorBitMask &= (1 << MaxSimultaneousRenderTargets) - 1; uint32 J = 0; while (ColorBitMask) { if (ColorBitMask & 1) { Attachments[I] = GL_COLOR_ATTACHMENT0 + J; I++; } ColorBitMask >>= 1; ++J; } } FOpenGL::InvalidateFramebuffer(GL_FRAMEBUFFER, I, Attachments); } } void FOpenGLDynamicRHI::SetRenderTargetsAndClear(const FRHISetRenderTargetsInfo& RenderTargetsInfo) { VERIFY_GL_SCOPE(); this->SetRenderTargets(RenderTargetsInfo.NumColorRenderTargets, RenderTargetsInfo.ColorRenderTarget, &RenderTargetsInfo.DepthStencilRenderTarget); /** * Convert all load action from NoAction to Clear for tiled GPU on OpenGL platform to avoid an unnecessary load action. */ bool bIsTiledGPU = RHIHasTiledGPU(GetFeatureLevelShaderPlatform(FOpenGL::GetFeatureLevel())); bool bClearColor = RenderTargetsInfo.bClearColor; bool bClearStencil = RenderTargetsInfo.bClearStencil; bool bClearDepth = RenderTargetsInfo.bClearDepth; FLinearColor ClearColors[MaxSimultaneousRenderTargets]; float DepthClear = 0.0; uint32 StencilClear = 0; for (int32 i = 0; i < RenderTargetsInfo.NumColorRenderTargets; ++i) { if (RenderTargetsInfo.ColorRenderTarget[i].Texture != nullptr) { const FClearValueBinding& ClearValue = RenderTargetsInfo.ColorRenderTarget[i].Texture->GetClearBinding(); if (bIsTiledGPU) { bClearColor |= RenderTargetsInfo.ColorRenderTarget[i].LoadAction == ERenderTargetLoadAction::ENoAction; ClearColors[i] = ClearValue.ColorBinding == EClearBinding::EColorBound ? ClearValue.GetClearColor() : FLinearColor::Black; } else if(bClearColor) { checkf(ClearValue.ColorBinding == EClearBinding::EColorBound, TEXT("Texture: %s does not have a color bound for fast clears"), *RenderTargetsInfo.ColorRenderTarget[i].Texture->GetName().GetPlainNameString()); ClearColors[i] = ClearValue.GetClearColor(); } } } if (RenderTargetsInfo.DepthStencilRenderTarget.Texture != nullptr) { const FClearValueBinding& ClearValue = RenderTargetsInfo.DepthStencilRenderTarget.Texture->GetClearBinding(); if (bIsTiledGPU) { bClearStencil |= RenderTargetsInfo.DepthStencilRenderTarget.StencilLoadAction == ERenderTargetLoadAction::ENoAction; bClearDepth |= RenderTargetsInfo.DepthStencilRenderTarget.DepthLoadAction == ERenderTargetLoadAction::ENoAction; if (ClearValue.ColorBinding == EClearBinding::EDepthStencilBound) { ClearValue.GetDepthStencil(DepthClear, StencilClear); } } else if (bClearDepth || bClearStencil) { checkf(ClearValue.ColorBinding == EClearBinding::EDepthStencilBound, TEXT("Texture: %s does not have a DS value bound for fast clears"), *RenderTargetsInfo.DepthStencilRenderTarget.Texture->GetName().GetPlainNameString()); ClearValue.GetDepthStencil(DepthClear, StencilClear); } } if (bClearColor || bClearStencil || bClearDepth) { this->RHIClearMRT(bClearColor, RenderTargetsInfo.NumColorRenderTargets, ClearColors, bClearDepth, DepthClear, bClearStencil, StencilClear); } } // Primitive drawing. void FOpenGLDynamicRHI::SetupVertexArrays(FOpenGLContextState& ContextState, uint32 BaseVertexIndex, FOpenGLStream* Streams, uint32 NumStreams, uint32 MaxVertices) { VERIFY_GL_SCOPE(); bool KnowsDivisor[NUM_OPENGL_VERTEX_STREAMS] = { 0 }; uint32 Divisor[NUM_OPENGL_VERTEX_STREAMS] = { 0 }; bool UpdateDivisors = false; uint32 StreamMask = ContextState.ActiveStreamMask; check(IsValidRef(PendingState.BoundShaderState)); FOpenGLVertexDeclaration* VertexDeclaration = PendingState.BoundShaderState->VertexDeclaration; const CrossCompiler::FShaderBindingInOutMask& AttributeMask = PendingState.BoundShaderState->GetVertexShader()->Bindings.InOutMask; if (ContextState.VertexDecl != VertexDeclaration || AttributeMask.Bitmask != ContextState.VertexAttrs_EnabledBits) { StreamMask = 0; UpdateDivisors = true; check(VertexDeclaration->VertexElements.Num() <= 32); for (int32 ElementIndex = 0; ElementIndex < VertexDeclaration->VertexElements.Num(); ElementIndex++) { FOpenGLVertexElement& VertexElement = VertexDeclaration->VertexElements[ElementIndex]; uint32 AttributeIndex = VertexElement.AttributeIndex; const uint32 StreamIndex = VertexElement.StreamIndex; //only setup/track attributes actually in use FOpenGLCachedAttr &Attr = ContextState.VertexAttrs[AttributeIndex]; if (AttributeMask.IsFieldEnabled(AttributeIndex)) { if (VertexElement.StreamIndex < NumStreams) { // Track the actively used streams, to limit the updates to those in use StreamMask |= 0x1 << VertexElement.StreamIndex; // Verify that the Divisor is consistent across the stream check(!KnowsDivisor[StreamIndex] || Divisor[StreamIndex] == VertexElement.Divisor); KnowsDivisor[StreamIndex] = true; Divisor[StreamIndex] = VertexElement.Divisor; if ((Attr.StreamOffset != VertexElement.Offset) || //-V1013 (Attr.Size != VertexElement.Size) || (Attr.Type != VertexElement.Type) || (Attr.bNormalized != VertexElement.bNormalized) || (Attr.bShouldConvertToFloat != VertexElement.bShouldConvertToFloat)) { if (!VertexElement.bShouldConvertToFloat) { FOpenGL::VertexAttribIFormat(AttributeIndex, VertexElement.Size, VertexElement.Type, VertexElement.Offset); } else { FOpenGL::VertexAttribFormat(AttributeIndex, VertexElement.Size, VertexElement.Type, VertexElement.bNormalized, VertexElement.Offset); } Attr.StreamOffset = VertexElement.Offset; Attr.Size = VertexElement.Size; Attr.Type = VertexElement.Type; Attr.bNormalized = VertexElement.bNormalized; Attr.bShouldConvertToFloat = VertexElement.bShouldConvertToFloat; } if (Attr.StreamIndex != StreamIndex) { FOpenGL::VertexAttribBinding(AttributeIndex, VertexElement.StreamIndex); Attr.StreamIndex = StreamIndex; } if (!ContextState.GetVertexAttrEnabled(AttributeIndex)) { ContextState.SetVertexAttrEnabled(AttributeIndex, true); glEnableVertexAttribArray(AttributeIndex); } } else { //workaround attributes with no streams VERIFY_GL_SCOPE(); if (ContextState.GetVertexAttrEnabled(AttributeIndex)) { ContextState.SetVertexAttrEnabled(AttributeIndex, false); glDisableVertexAttribArray(AttributeIndex); } static float data[4] = { 0.0f }; glVertexAttrib4fv(AttributeIndex, data); } } else { if (Attr.StreamIndex != StreamIndex) { FOpenGL::VertexAttribBinding(AttributeIndex, VertexElement.StreamIndex); Attr.StreamIndex = StreamIndex; } } } ContextState.VertexDecl = VertexDeclaration; } // Disable remaining vertex arrays uint32 NotUsedButEnabledAttrMask = (ContextState.VertexAttrs_EnabledBits & ~(AttributeMask.Bitmask)); for (GLuint AttribIndex = 0; AttribIndex < NUM_OPENGL_VERTEX_STREAMS && NotUsedButEnabledAttrMask; AttribIndex++) { if (NotUsedButEnabledAttrMask & 1) { glDisableVertexAttribArray(AttribIndex); ContextState.SetVertexAttrEnabled(AttribIndex, false); } NotUsedButEnabledAttrMask >>= 1; } // Active streams that are no used by this draw uint32 NotUsedButActiveStreamMask = (ContextState.ActiveStreamMask & ~(StreamMask)); // Update the stream mask ContextState.ActiveStreamMask = StreamMask; // Enable used streams for (uint32 StreamIndex = 0; StreamIndex < NumStreams && StreamMask; StreamIndex++) { if (StreamMask & 0x1) { FOpenGLStream &CachedStream = ContextState.VertexStreams[StreamIndex]; FOpenGLStream &Stream = Streams[StreamIndex]; if (Stream.VertexBufferResource) { uint32 Offset = BaseVertexIndex * Stream.Stride + Stream.Offset; bool bAnyDifferent = //bitwise ors to get rid of the branches (CachedStream.VertexBufferResource != Stream.VertexBufferResource) || (CachedStream.Stride != Stream.Stride)|| (CachedStream.Offset != Offset); if (bAnyDifferent) { check(Stream.VertexBufferResource != 0); FOpenGL::BindVertexBuffer(StreamIndex, Stream.VertexBufferResource, Offset, Stream.Stride); CachedStream.VertexBufferResource = Stream.VertexBufferResource; CachedStream.Offset = Offset; CachedStream.Stride = Stream.Stride; } if (UpdateDivisors && CachedStream.Divisor != Divisor[StreamIndex]) { FOpenGL::VertexBindingDivisor(StreamIndex, Divisor[StreamIndex]); CachedStream.Divisor = Divisor[StreamIndex]; } } else { UE_LOG(LogRHI, Error, TEXT("Stream %d marked as in use, but vertex buffer provided is NULL (Mask = %x)"), StreamIndex, StreamMask); FOpenGL::BindVertexBuffer(StreamIndex, 0, 0, 0); CachedStream.VertexBufferResource = 0; CachedStream.Offset = 0; CachedStream.Stride = 0; } } StreamMask >>= 1; } //Ensure that all requested streams were set check(StreamMask == 0); // Disable active unused streams for (uint32 StreamIndex = 0; StreamIndex < NUM_OPENGL_VERTEX_STREAMS && NotUsedButActiveStreamMask; StreamIndex++) { if (NotUsedButActiveStreamMask & 0x1) { FOpenGL::BindVertexBuffer(StreamIndex, 0, 0, 0); ContextState.VertexStreams[StreamIndex].VertexBufferResource = 0; ContextState.VertexStreams[StreamIndex].Offset = 0; ContextState.VertexStreams[StreamIndex].Stride = 0; } NotUsedButActiveStreamMask >>= 1; } check(NotUsedButActiveStreamMask == 0); } void FOpenGLDynamicRHI::OnProgramDeletion( GLint ProgramResource ) { VERIFY_GL_SCOPE(); if( SharedContextState.Program == ProgramResource ) { SharedContextState.Program = -1; } if( RenderingContextState.Program == ProgramResource ) { RenderingContextState.Program = -1; } } void FOpenGLDynamicRHI::OnBufferDeletion( GLuint BufferResource ) { VERIFY_GL_SCOPE(); if (SharedContextState.ArrayBufferBound == BufferResource) { SharedContextState.ArrayBufferBound = -1; // will force refresh } if (RenderingContextState.ArrayBufferBound == BufferResource) { RenderingContextState.ArrayBufferBound = -1; // will force refresh } if (SharedContextState.StorageBufferBound == BufferResource) { SharedContextState.StorageBufferBound = -1; // will force refresh } if (RenderingContextState.StorageBufferBound == BufferResource) { RenderingContextState.StorageBufferBound = -1; // will force refresh } // loop through active streams uint32 ActiveStreamMask = SharedContextState.ActiveStreamMask; for (GLuint StreamIndex = 0; StreamIndex < NUM_OPENGL_VERTEX_STREAMS && ActiveStreamMask; StreamIndex++) { FOpenGLStream& CachedStream = SharedContextState.VertexStreams[StreamIndex]; if ((ActiveStreamMask & 0x1) && CachedStream.VertexBufferResource == BufferResource) { FOpenGL::BindVertexBuffer(StreamIndex, 0, 0, 0); // brianh@nvidia: work around driver bug 1809000 CachedStream.VertexBufferResource = 0; CachedStream.Offset = 0; CachedStream.Stride = 0; } ActiveStreamMask >>= 1; } // loop through active streams ActiveStreamMask = RenderingContextState.ActiveStreamMask; for (GLuint StreamIndex = 0; StreamIndex < NUM_OPENGL_VERTEX_STREAMS && ActiveStreamMask; StreamIndex++) { FOpenGLStream& CachedStream = RenderingContextState.VertexStreams[StreamIndex]; if ((ActiveStreamMask & 0x1) && CachedStream.VertexBufferResource == BufferResource) { FOpenGL::BindVertexBuffer(StreamIndex, 0, 0, 0); // brianh@nvidia: work around driver bug 1809000 CachedStream.VertexBufferResource = 0; CachedStream.Offset = 0; CachedStream.Stride = 0; } ActiveStreamMask >>= 1; } // Storage buffer { int32 NumStorageBuffers = PendingState.UAVs.Num(); for (int32 StorageBufferIndex = 0; StorageBufferIndex < NumStorageBuffers; StorageBufferIndex++) { if (PendingState.UAVs[StorageBufferIndex].Format == 0 && PendingState.UAVs[StorageBufferIndex].Resource == BufferResource) { PendingState.UAVs[StorageBufferIndex].Resource = 0; } } } if (SharedContextState.ElementArrayBufferBound == BufferResource) { SharedContextState.ElementArrayBufferBound = -1; // will force refresh } if (RenderingContextState.ElementArrayBufferBound == BufferResource) { RenderingContextState.ElementArrayBufferBound = -1; // will force refresh } } void FOpenGLDynamicRHI::OnPixelBufferDeletion( GLuint PixelBufferResource ) { VERIFY_GL_SCOPE(); if (SharedContextState.PixelUnpackBufferBound == PixelBufferResource) { SharedContextState.PixelUnpackBufferBound = -1; // will force refresh } if (RenderingContextState.PixelUnpackBufferBound == PixelBufferResource) { RenderingContextState.PixelUnpackBufferBound = -1; // will force refresh } } void FOpenGLDynamicRHI::OnUniformBufferDeletion( GLuint UniformBufferResource, uint32 AllocatedSize, bool bStreamDraw ) { VERIFY_GL_SCOPE(); if (SharedContextState.UniformBufferBound == UniformBufferResource) { SharedContextState.UniformBufferBound = -1; // will force refresh } if (RenderingContextState.UniformBufferBound == UniformBufferResource) { RenderingContextState.UniformBufferBound = -1; // will force refresh } if (!GUseEmulatedUniformBuffers) { for (GLuint UniformBufferIndex = 0; UniformBufferIndex < CrossCompiler::NUM_SHADER_STAGES*OGL_MAX_UNIFORM_BUFFER_BINDINGS; UniformBufferIndex++) { if (SharedContextState.UniformBuffers[UniformBufferIndex] == UniformBufferResource) { SharedContextState.UniformBuffers[UniformBufferIndex] = FOpenGLCachedUniformBuffer_Invalid; // that'll enforce state update on next cache test } if (RenderingContextState.UniformBuffers[UniformBufferIndex] == UniformBufferResource) { RenderingContextState.UniformBuffers[UniformBufferIndex] = FOpenGLCachedUniformBuffer_Invalid; // that'll enforce state update on next cache test } } } } void FOpenGLDynamicRHI::CommitNonComputeShaderConstants() { VERIFY_GL_SCOPE(); FOpenGLLinkedProgram* LinkedProgram = PendingState.BoundShaderState->LinkedProgram; if (GUseEmulatedUniformBuffers) { PendingState.ShaderParameters[CrossCompiler::SHADER_STAGE_VERTEX].CommitPackedUniformBuffers(LinkedProgram, CrossCompiler::SHADER_STAGE_VERTEX, PendingState.BoundUniformBuffers[SF_Vertex], PendingState.BoundShaderState->GetVertexShader()->UniformBuffersCopyInfo); PendingState.ShaderParameters[CrossCompiler::SHADER_STAGE_PIXEL].CommitPackedUniformBuffers(LinkedProgram, CrossCompiler::SHADER_STAGE_PIXEL, PendingState.BoundUniformBuffers[SF_Pixel], PendingState.BoundShaderState->GetPixelShader()->UniformBuffersCopyInfo); if (PendingState.BoundShaderState->GetGeometryShader()) { PendingState.ShaderParameters[CrossCompiler::SHADER_STAGE_GEOMETRY].CommitPackedUniformBuffers(LinkedProgram, CrossCompiler::SHADER_STAGE_GEOMETRY, PendingState.BoundUniformBuffers[SF_Geometry], PendingState.BoundShaderState->GetGeometryShader()->UniformBuffersCopyInfo); } } if (LinkedProgram == PendingState.LinkedProgramAndDirtyFlag) { return; } // commit packed global only if current program has changed or any global parameter has changed (RHISetShaderParameter) PendingState.ShaderParameters[CrossCompiler::SHADER_STAGE_VERTEX].CommitPackedGlobals(LinkedProgram, CrossCompiler::SHADER_STAGE_VERTEX); PendingState.ShaderParameters[CrossCompiler::SHADER_STAGE_PIXEL].CommitPackedGlobals(LinkedProgram, CrossCompiler::SHADER_STAGE_PIXEL); if (PendingState.BoundShaderState->GetGeometryShader()) { PendingState.ShaderParameters[CrossCompiler::SHADER_STAGE_GEOMETRY].CommitPackedGlobals(LinkedProgram, CrossCompiler::SHADER_STAGE_GEOMETRY); } PendingState.LinkedProgramAndDirtyFlag = LinkedProgram; } void FOpenGLDynamicRHI::CommitComputeShaderConstants(FOpenGLComputeShader* ComputeShader) { VERIFY_GL_SCOPE(); const int32 Stage = CrossCompiler::SHADER_STAGE_COMPUTE; FOpenGLShaderParameterCache& StageShaderParameters = PendingState.ShaderParameters[Stage]; StageShaderParameters.CommitPackedUniformBuffers(ComputeShader->LinkedProgram, Stage, PendingState.BoundUniformBuffers[Stage], ComputeShader->UniformBuffersCopyInfo); StageShaderParameters.CommitPackedGlobals(ComputeShader->LinkedProgram, Stage); PendingState.LinkedProgramAndDirtyFlag = nullptr; } template uint32 GetFirstTextureUnit(); template <> FORCEINLINE uint32 GetFirstTextureUnit() { return FOpenGL::GetFirstVertexTextureUnit(); } template <> FORCEINLINE uint32 GetFirstTextureUnit() { return FOpenGL::GetFirstPixelTextureUnit(); } template <> FORCEINLINE uint32 GetFirstTextureUnit() { return FOpenGL::GetFirstGeometryTextureUnit(); } template <> FORCEINLINE uint32 GetFirstTextureUnit() { return FOpenGL::GetFirstComputeTextureUnit(); } template uint32 GetNumTextureUnits(); template <> FORCEINLINE uint32 GetNumTextureUnits() { return FOpenGL::GetMaxVertexTextureImageUnits(); } template <> FORCEINLINE uint32 GetNumTextureUnits() { return FOpenGL::GetMaxTextureImageUnits(); } template <> FORCEINLINE uint32 GetNumTextureUnits() { return FOpenGL::GetMaxGeometryTextureImageUnits(); } template <> FORCEINLINE uint32 GetNumTextureUnits() { return FOpenGL::GetMaxComputeTextureImageUnits(); } template uint32 GetFirstUAVUnit() { return 0; } template <> FORCEINLINE uint32 GetFirstUAVUnit() { return FOpenGL::GetFirstVertexUAVUnit(); } template <> FORCEINLINE uint32 GetFirstUAVUnit() { return FOpenGL::GetFirstPixelUAVUnit(); } template <> FORCEINLINE uint32 GetFirstUAVUnit() { return FOpenGL::GetFirstComputeUAVUnit(); } template uint32 GetNumUAVUnits() { return 0; } template <> FORCEINLINE uint32 GetNumUAVUnits() { return FOpenGL::GetMaxComputeUAVUnits(); } template <> FORCEINLINE uint32 GetNumUAVUnits() { return FOpenGL::GetMaxPixelUAVUnits(); } template <> FORCEINLINE uint32 GetNumUAVUnits() { return FOpenGL::GetMaxPixelUAVUnits(); } template void SetResource(FOpenGLDynamicRHI* RESTRICT OpenGLRHI, uint32 BindIndex, FRHITexture* RESTRICT TextureRHI) { FOpenGLTexture* Texture = GetOpenGLTextureFromRHITexture(TextureRHI); #if !UE_BUILD_TEST && !UE_BUILD_SHIPPING ensureMsgf(BindIndex < GetNumTextureUnits(), TEXT("Using more %s texture units (%d) than allowed (%d) on a shader unit!"), GetShaderFrequencyString(Frequency, false), BindIndex, GetNumTextureUnits()); #endif if (Texture) { TextureRHI->SetLastRenderTime(FApp::GetCurrentTime()); OpenGLRHI->InternalSetShaderTexture(Texture, nullptr, GetFirstTextureUnit() + BindIndex, Texture->Target, Texture->GetResource(), Texture->GetNumMips(), -1); } else { OpenGLRHI->InternalSetShaderTexture(Texture, nullptr, GetFirstTextureUnit() + BindIndex, 0, 0, 0, -1); } // clear any previous sampler state OpenGLRHI->InternalSetSamplerStates(GetFirstTextureUnit() + BindIndex, nullptr); } template FORCEINLINE void SetResource(FOpenGLDynamicRHI* RESTRICT OpenGLRHI, uint32 BindIndex, FOpenGLSamplerState* RESTRICT SamplerState) { OpenGLRHI->InternalSetSamplerStates(GetFirstTextureUnit() + BindIndex, SamplerState); } template FORCEINLINE void SetResource(FOpenGLDynamicRHI* RESTRICT OpenGLRHI, uint32 BindIndex, FRHIShaderResourceView* RESTRICT RHISRV) { #if !UE_BUILD_TEST && !UE_BUILD_SHIPPING ensureMsgf(BindIndex < GetNumTextureUnits(), TEXT("Using more %s texture units (%d) than allowed (%d) on a shader unit!"), GetShaderFrequencyString(Frequency, false), BindIndex, GetNumTextureUnits()); VERIFY_GL_SCOPE(); #endif auto SRV = FOpenGLDynamicRHI::ResourceCast(RHISRV); if (SRV->Target == GL_SHADER_STORAGE_BUFFER) { OpenGLRHI->InternalSetShaderBufferUAV(GetFirstUAVUnit() + BindIndex, SRV->Resource); } else { OpenGLRHI->InternalSetShaderTexture(NULL, SRV, GetFirstTextureUnit() + BindIndex, SRV->Target, SRV->Resource, 0, SRV->LimitMip); SetResource(OpenGLRHI,BindIndex,OpenGLRHI->GetPointSamplerState()); } } template FORCEINLINE void SetResource(FOpenGLDynamicRHI* RESTRICT OpenGLRHI, uint32 BindIndex, FRHIUnorderedAccessView* RESTRICT RHIUAV) { #if !UE_BUILD_TEST && !UE_BUILD_SHIPPING ensureMsgf(BindIndex < GetNumUAVUnits(), TEXT("Using more %s image units (%d) than allowed (%d) on a shader unit!"), GetShaderFrequencyString(Frequency, false), BindIndex, GetNumUAVUnits()); VERIFY_GL_SCOPE(); #endif auto UAV = FOpenGLDynamicRHI::ResourceCast(RHIUAV); GLint UAVIndex = GetFirstUAVUnit() + BindIndex; if (UAV->Resource) { GLenum Access = (Frequency == SF_Compute) ? GL_READ_WRITE : GL_WRITE_ONLY; // TODO: This must be true for 3D textures bool bLayered = false; GLint Layer = 0; OpenGLRHI->InternalSetShaderImageUAV(UAVIndex, UAV->Format, UAV->Resource, bLayered, Layer, Access); } else { OpenGLRHI->InternalSetShaderBufferUAV(UAVIndex, UAV->BufferResource); } } template FORCEINLINE void SetShaderResourcesFromBuffer(FOpenGLDynamicRHI* RESTRICT OpenGLRHI, FOpenGLUniformBuffer* RESTRICT Buffer, const uint32* RESTRICT ResourceMap, int32 BufferIndex) { uint32 BufferOffset = ResourceMap[BufferIndex]; if (BufferOffset > 0) { const TRefCountPtr* RESTRICT Resources = Buffer->ResourceTable.GetData(); const uint32* RESTRICT ResourceInfos = &ResourceMap[BufferOffset]; uint32 ResourceInfo = *ResourceInfos++; do { checkSlow(FRHIResourceTableEntry::GetUniformBufferIndex(ResourceInfo) == BufferIndex); const uint16 ResourceIndex = FRHIResourceTableEntry::GetResourceIndex(ResourceInfo); const uint8 BindIndex = FRHIResourceTableEntry::GetBindIndex(ResourceInfo); GLResourceType* ResourcePtr = (GLResourceType*)Resources[ResourceIndex].GetReference(); SetResource(OpenGLRHI, BindIndex, ResourcePtr); ResourceInfo = *ResourceInfos++; } while (FRHIResourceTableEntry::GetUniformBufferIndex(ResourceInfo) == BufferIndex); } } template FORCEINLINE void FOpenGLDynamicRHI::SetResourcesFromTables(const ShaderType* RESTRICT Shader) { checkSlow(Shader); const FOpenGLShaderResourceTable* RESTRICT SRT = &Shader->Bindings.ShaderResourceTable; // Mask the dirty bits by those buffers from which the shader has bound resources. uint32 DirtyBits = SRT->ResourceTableBits & PendingState.DirtyUniformBuffers[ShaderType::StaticFrequency]; int32 BufferIndex = 0; do { uint32 LowBit = (DirtyBits & 1); if (LowBit) { FOpenGLUniformBuffer* Buffer = (FOpenGLUniformBuffer*)PendingState.BoundUniformBuffers[ShaderType::StaticFrequency][BufferIndex].GetReference(); check(Buffer); check(BufferIndex < SRT->ResourceTableLayoutHashes.Num()); check(Buffer->GetLayout().GetHash() == SRT->ResourceTableLayoutHashes[BufferIndex]); // todo: could make this two pass: gather then set SetShaderResourcesFromBuffer(this, Buffer, SRT->TextureMap.GetData(), BufferIndex); SetShaderResourcesFromBuffer(this, Buffer, SRT->ShaderResourceViewMap.GetData(), BufferIndex); SetShaderResourcesFromBuffer(this, Buffer, SRT->SamplerMap.GetData(), BufferIndex); SetShaderResourcesFromBuffer(this, Buffer, SRT->UnorderedAccessViewMap.GetData(), BufferIndex); } BufferIndex++; DirtyBits >>= 1; } while (DirtyBits); } void FOpenGLDynamicRHI::CommitGraphicsResourceTablesInner() { VERIFY_GL_SCOPE(); if (PendingState.DirtyUniformBuffers[SF_Vertex]) { if (auto* Shader = PendingState.BoundShaderState->GetVertexShader()) { SetResourcesFromTables(Shader); } } if (PendingState.DirtyUniformBuffers[SF_Pixel]) { if (auto* Shader = PendingState.BoundShaderState->GetPixelShader()) { SetResourcesFromTables(Shader); } } if (PendingState.DirtyUniformBuffers[SF_Geometry]) { if (auto* Shader = PendingState.BoundShaderState->GetGeometryShader()) { SetResourcesFromTables(Shader); } } PendingState.bAnyDirtyGraphicsUniformBuffers = false; PendingState.DirtyUniformBuffers[SF_Vertex] = 0; PendingState.DirtyUniformBuffers[SF_Pixel] = 0; PendingState.DirtyUniformBuffers[SF_Geometry] = 0; } void FOpenGLDynamicRHI::CommitComputeResourceTables(FOpenGLComputeShader* ComputeShader) { VERIFY_GL_SCOPE(); check(ComputeShader); SetResourcesFromTables(ComputeShader); PendingState.DirtyUniformBuffers[SF_Compute] = 0; } void FOpenGLDynamicRHI::RHIDrawPrimitive(uint32 BaseVertexIndex,uint32 NumPrimitives,uint32 NumInstances) { SCOPE_CYCLE_COUNTER_DETAILED(STAT_OpenGLDrawPrimitiveTime); VERIFY_GL_SCOPE(); RHI_DRAW_CALL_STATS(PrimitiveType,NumPrimitives*NumInstances); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); BindPendingFramebuffer(ContextState); SetPendingBlendStateForActiveRenderTargets(ContextState); UpdateViewportInOpenGLContext(ContextState); UpdateScissorRectInOpenGLContext(ContextState); UpdateRasterizerStateInOpenGLContext(ContextState); UpdateDepthStencilStateInOpenGLContext(ContextState); BindPendingShaderState(ContextState); CommitGraphicsResourceTables(); SetupTexturesForDraw(ContextState); SetupUAVsForDraw(ContextState); CommitNonComputeShaderConstants(); CachedBindElementArrayBuffer(ContextState,0); uint32 VertexCount = GetVertexCountForPrimitiveCount(NumPrimitives,PrimitiveType); SetupVertexArrays(ContextState, BaseVertexIndex, PendingState.Streams, NUM_OPENGL_VERTEX_STREAMS, VertexCount); GLenum DrawMode = GL_TRIANGLES; GLsizei NumElements = 0; GLint PatchSize = 0; FindPrimitiveType(PrimitiveType, NumPrimitives, DrawMode, NumElements, PatchSize); GPUProfilingData.RegisterGPUWork(NumPrimitives * NumInstances, VertexCount * NumInstances); if (NumInstances == 1) { SCOPE_CYCLE_COUNTER_DETAILED(STAT_OpenGLDrawPrimitiveDriverTime); CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_OpenGLShaderFirstDrawTime, PendingState.BoundShaderState->RequiresDriverInstantiation()); glDrawArrays(DrawMode, 0, NumElements); } else { SCOPE_CYCLE_COUNTER_DETAILED(STAT_OpenGLDrawPrimitiveDriverTime); CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_OpenGLShaderFirstDrawTime, PendingState.BoundShaderState->RequiresDriverInstantiation()); FOpenGL::DrawArraysInstanced(DrawMode, 0, NumElements, NumInstances); } } void FOpenGLDynamicRHI::RHIDrawPrimitiveIndirect(FRHIBuffer* ArgumentBufferRHI, uint32 ArgumentOffset) { if (FOpenGL::SupportsDrawIndirect()) { VERIFY_GL_SCOPE(); check(ArgumentBufferRHI); GPUProfilingData.RegisterGPUWork(0); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); BindPendingFramebuffer(ContextState); SetPendingBlendStateForActiveRenderTargets(ContextState); UpdateViewportInOpenGLContext(ContextState); UpdateScissorRectInOpenGLContext(ContextState); UpdateRasterizerStateInOpenGLContext(ContextState); UpdateDepthStencilStateInOpenGLContext(ContextState); BindPendingShaderState(ContextState); CommitGraphicsResourceTables(); SetupTexturesForDraw(ContextState); SetupUAVsForDraw(ContextState); CommitNonComputeShaderConstants(); CachedBindElementArrayBuffer(ContextState,0); // Zero-stride buffer emulation won't work here, need to use VAB with proper zero strides SetupVertexArrays(ContextState, 0, PendingState.Streams, NUM_OPENGL_VERTEX_STREAMS, 1); GLenum DrawMode = GL_TRIANGLES; GLsizei NumElements = 0; GLint PatchSize = 0; FindPrimitiveType(PrimitiveType, 0, DrawMode, NumElements, PatchSize); FOpenGLBuffer* ArgumentBuffer = ResourceCast(ArgumentBufferRHI); glBindBuffer( GL_DRAW_INDIRECT_BUFFER, ArgumentBuffer->Resource); { CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_OpenGLShaderFirstDrawTime, PendingState.BoundShaderState->RequiresDriverInstantiation()); FOpenGL::DrawArraysIndirect( DrawMode, INDEX_TO_VOID(ArgumentOffset)); } glBindBuffer( GL_DRAW_INDIRECT_BUFFER, 0); } else { UE_LOG(LogRHI, Fatal,TEXT("OpenGL RHI does not yet support indirect draw calls.")); } } void FOpenGLDynamicRHI::RHIDrawIndexedIndirect(FRHIBuffer* IndexBufferRHI, FRHIBuffer* ArgumentsBufferRHI, int32 DrawArgumentsIndex, uint32 NumInstances) { if (FOpenGL::SupportsDrawIndirect()) { VERIFY_GL_SCOPE(); FOpenGLBuffer* IndexBuffer = ResourceCast(IndexBufferRHI); GPUProfilingData.RegisterGPUWork(1); check(ArgumentsBufferRHI); //Draw indiect has to have a number of instances check(NumInstances > 1); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); BindPendingFramebuffer(ContextState); SetPendingBlendStateForActiveRenderTargets(ContextState); UpdateViewportInOpenGLContext(ContextState); UpdateScissorRectInOpenGLContext(ContextState); UpdateRasterizerStateInOpenGLContext(ContextState); UpdateDepthStencilStateInOpenGLContext(ContextState); BindPendingShaderState(ContextState); CommitGraphicsResourceTables(); SetupTexturesForDraw(ContextState); SetupUAVsForDraw(ContextState); CommitNonComputeShaderConstants(); CachedBindElementArrayBuffer(ContextState,IndexBuffer->Resource); // Zero-stride buffer emulation won't work here, need to use VAB with proper zero strides SetupVertexArrays(ContextState, 0, PendingState.Streams, NUM_OPENGL_VERTEX_STREAMS, 1); GLenum DrawMode = GL_TRIANGLES; GLsizei NumElements = 0; GLint PatchSize = 0; FindPrimitiveType(PrimitiveType, 0, DrawMode, NumElements, PatchSize); GLenum IndexType = IndexBuffer->GetStride() == sizeof(uint32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; FOpenGLBuffer* ArgumentsBuffer = ResourceCast(ArgumentsBufferRHI); glBindBuffer( GL_DRAW_INDIRECT_BUFFER, ArgumentsBuffer->Resource); { CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_OpenGLShaderFirstDrawTime, PendingState.BoundShaderState->RequiresDriverInstantiation()); // Offset is based on an index into the list of structures FOpenGL::DrawElementsIndirect( DrawMode, IndexType, INDEX_TO_VOID(DrawArgumentsIndex * 5 *sizeof(uint32))); } glBindBuffer( GL_DRAW_INDIRECT_BUFFER, 0); } else { UE_LOG(LogRHI, Fatal,TEXT("OpenGL RHI does not yet support indirect draw calls.")); } } void FOpenGLDynamicRHI::RHIDrawIndexedPrimitive(FRHIBuffer* IndexBufferRHI, int32 BaseVertexIndex, uint32 FirstInstance, uint32 NumVertices, uint32 StartIndex, uint32 NumPrimitives, uint32 NumInstances) { SCOPE_CYCLE_COUNTER_DETAILED(STAT_OpenGLDrawPrimitiveTime); VERIFY_GL_SCOPE(); FOpenGLBuffer* IndexBuffer = ResourceCast(IndexBufferRHI); RHI_DRAW_CALL_STATS(PrimitiveType,NumPrimitives*NumInstances); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_BindPendingFramebuffer); BindPendingFramebuffer(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_SetPendingBlendStateForActiveRenderTargets); SetPendingBlendStateForActiveRenderTargets(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateViewportInOpenGLContext); UpdateViewportInOpenGLContext(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateScissorRectInOpenGLContext); UpdateScissorRectInOpenGLContext(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateRasterizerStateInOpenGLContext); UpdateRasterizerStateInOpenGLContext(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_UpdateDepthStencilStateInOpenGLContext); UpdateDepthStencilStateInOpenGLContext(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_BindPendingShaderState); BindPendingShaderState(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_CommitGraphicsResourceTables); CommitGraphicsResourceTables(); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_SetupTexturesForDraw); SetupTexturesForDraw(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_SetupUAVsForDraw); SetupUAVsForDraw(ContextState); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_CommitNonComputeShaderConstants); CommitNonComputeShaderConstants(); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_CachedBindElementArrayBuffer); CachedBindElementArrayBuffer(ContextState, IndexBuffer->Resource); } { DETAILED_QUICK_SCOPE_CYCLE_COUNTER(STAT_SetupVertexArrays); SetupVertexArrays(ContextState, BaseVertexIndex, PendingState.Streams, NUM_OPENGL_VERTEX_STREAMS, NumVertices + StartIndex); } GLenum DrawMode = GL_TRIANGLES; GLsizei NumElements = 0; GLint PatchSize = 0; FindPrimitiveType(PrimitiveType, NumPrimitives, DrawMode, NumElements, PatchSize); GLenum IndexType = IndexBuffer->GetStride() == sizeof(uint32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; StartIndex *= IndexBuffer->GetStride() == sizeof(uint32) ? sizeof(uint32) : sizeof(uint16); GPUProfilingData.RegisterGPUWork(NumPrimitives * NumInstances, NumElements * NumInstances); if (NumInstances > 1) { SCOPE_CYCLE_COUNTER_DETAILED(STAT_OpenGLDrawPrimitiveDriverTime); CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_OpenGLShaderFirstDrawTime, PendingState.BoundShaderState->RequiresDriverInstantiation()); checkf(FirstInstance == 0, TEXT("FirstInstance is currently unsupported on this RHI")); FOpenGL::DrawElementsInstanced(DrawMode, NumElements, IndexType, INDEX_TO_VOID(StartIndex), NumInstances); } else { SCOPE_CYCLE_COUNTER_DETAILED(STAT_OpenGLDrawPrimitiveDriverTime); CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_OpenGLShaderFirstDrawTime, PendingState.BoundShaderState->RequiresDriverInstantiation()); if ( FOpenGL::SupportsDrawIndexOffset() ) { FOpenGL::DrawRangeElements(DrawMode, 0, NumVertices, NumElements, IndexType, INDEX_TO_VOID(StartIndex)); } else { glDrawElements(DrawMode, NumElements, IndexType, INDEX_TO_VOID(StartIndex)); } } } void FOpenGLDynamicRHI::RHIDrawIndexedPrimitiveIndirect(FRHIBuffer* IndexBufferRHI, FRHIBuffer* ArgumentBufferRHI, uint32 ArgumentOffset) { if (FOpenGL::SupportsDrawIndirect()) { VERIFY_GL_SCOPE(); FOpenGLBuffer* IndexBuffer = ResourceCast(IndexBufferRHI); GPUProfilingData.RegisterGPUWork(1); check(ArgumentBufferRHI); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); BindPendingFramebuffer(ContextState); SetPendingBlendStateForActiveRenderTargets(ContextState); UpdateViewportInOpenGLContext(ContextState); UpdateScissorRectInOpenGLContext(ContextState); UpdateRasterizerStateInOpenGLContext(ContextState); UpdateDepthStencilStateInOpenGLContext(ContextState); BindPendingShaderState(ContextState); CommitGraphicsResourceTables(); SetupTexturesForDraw(ContextState); SetupUAVsForDraw(ContextState); CommitNonComputeShaderConstants(); CachedBindElementArrayBuffer(ContextState,IndexBuffer->Resource); // @ToDo Zero-stride buffer emulation won't work here, need to use VAB with proper zero strides SetupVertexArrays(ContextState, 0, PendingState.Streams, NUM_OPENGL_VERTEX_STREAMS, 1); GLenum DrawMode = GL_TRIANGLES; GLsizei NumElements = 0; GLint PatchSize = 0; FindPrimitiveType(PrimitiveType, 0, DrawMode, NumElements, PatchSize); GLenum IndexType = IndexBuffer->GetStride() == sizeof(uint32) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; FOpenGLBuffer* ArgumentBuffer = ResourceCast(ArgumentBufferRHI); glBindBuffer( GL_DRAW_INDIRECT_BUFFER, ArgumentBuffer->Resource); { CONDITIONAL_SCOPE_CYCLE_COUNTER(STAT_OpenGLShaderFirstDrawTime, PendingState.BoundShaderState->RequiresDriverInstantiation()); // Offset is based on an index into the list of structures FOpenGL::DrawElementsIndirect( DrawMode, IndexType, INDEX_TO_VOID(ArgumentOffset)); } glBindBuffer( GL_DRAW_INDIRECT_BUFFER, 0); } else { UE_LOG(LogRHI, Fatal,TEXT("OpenGL RHI does not yet support indirect draw calls.")); } } // Raster operations. static inline void ClearCurrentDepthStencilWithCurrentScissor( int8 ClearType, float Depth, uint32 Stencil ) { switch (ClearType) { case CT_DepthStencil: // Clear depth and stencil FOpenGL::ClearBufferfi(GL_DEPTH_STENCIL, 0, Depth, Stencil); break; case CT_Stencil: // Clear stencil only FOpenGL::ClearBufferiv(GL_STENCIL, 0, (const GLint*)&Stencil); break; case CT_Depth: // Clear depth only FOpenGL::ClearBufferfv(GL_DEPTH, 0, &Depth); break; default: break; // impossible anyway } } void FOpenGLDynamicRHI::ClearCurrentFramebufferWithCurrentScissor(FOpenGLContextState& ContextState, int8 ClearType, int32 NumClearColors, const FLinearColor* ClearColorArray, float Depth, uint32 Stencil) { VERIFY_GL_SCOPE(); // Clear color buffers if (ClearType & CT_Color) { for(int32 ColorIndex = 0; ColorIndex < NumClearColors; ++ColorIndex) { FOpenGL::ClearBufferfv( GL_COLOR, ColorIndex, (const GLfloat*)&ClearColorArray[ColorIndex] ); } } if (ClearType & CT_DepthStencil) { ClearCurrentDepthStencilWithCurrentScissor(ClearType & CT_DepthStencil, Depth, Stencil); } } void FOpenGLDynamicRHI::RHIClearMRT(bool bClearColor,int32 NumClearColors,const FLinearColor* ClearColorArray,bool bClearDepth,float Depth,bool bClearStencil,uint32 Stencil) { FIntRect ExcludeRect; VERIFY_GL_SCOPE(); check((GMaxRHIFeatureLevel >= ERHIFeatureLevel::SM5) || !PendingState.bFramebufferSetupInvalid); if (bClearColor) { // This is copied from DirectX11 code - apparently there's a silent assumption that there can be no valid render target set at index higher than an invalid one. int32 NumActiveRenderTargets = 0; for (int32 TargetIndex = 0; TargetIndex < MaxSimultaneousRenderTargets; TargetIndex++) { if (PendingState.RenderTargets[TargetIndex] != 0) { NumActiveRenderTargets++; } else { break; } } // Must specify enough clear colors for all active RTs check(NumClearColors >= NumActiveRenderTargets); } // Remember cached scissor state, and set one to cover viewport FIntRect PrevScissor = PendingState.Scissor; bool bPrevScissorEnabled = PendingState.bScissorEnabled; bool bScissorChanged = false; GPUProfilingData.RegisterGPUWork(0); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); BindPendingFramebuffer(ContextState); if (bPrevScissorEnabled || PendingState.Viewport.Min.X != 0 || PendingState.Viewport.Min.Y != 0 || PendingState.Viewport.Max.X != PendingState.RenderTargetWidth || PendingState.Viewport.Max.Y != PendingState.RenderTargetHeight) { RHISetScissorRect(false, 0, 0, 0, 0); bScissorChanged = true; } // Always update in case there are uncommitted changes to disable scissor UpdateScissorRectInOpenGLContext(ContextState); int8 ClearType = CT_None; // Prepare color buffer masks, if applicable if (bClearColor) { ClearType |= CT_Color; for(int32 ColorIndex = 0; ColorIndex < NumClearColors; ++ColorIndex) { if( !ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskR || !ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskG || !ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskB || !ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskA) { FOpenGL::ColorMaskIndexed(ColorIndex, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskR = 1; ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskG = 1; ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskB = 1; ContextState.BlendState.RenderTargets[ColorIndex].ColorWriteMaskA = 1; } } } // Prepare depth mask, if applicable if (bClearDepth && PendingState.DepthStencil) { ClearType |= CT_Depth; if (!ContextState.DepthStencilState.bZWriteEnable) { glDepthMask(GL_TRUE); ContextState.DepthStencilState.bZWriteEnable = true; } } // Prepare stencil mask, if applicable if (bClearStencil && PendingState.DepthStencil) { ClearType |= CT_Stencil; if (ContextState.DepthStencilState.StencilWriteMask != 0xFFFFFFFF) { glStencilMask(0xFFFFFFFF); ContextState.DepthStencilState.StencilWriteMask = 0xFFFFFFFF; } } // Just one clear ClearCurrentFramebufferWithCurrentScissor(ContextState, ClearType, NumClearColors, ClearColorArray, Depth, Stencil); if (bScissorChanged) { // Change it back RHISetScissorRect(bPrevScissorEnabled,PrevScissor.Min.X, PrevScissor.Min.Y, PrevScissor.Max.X, PrevScissor.Max.Y); } } // Blocks the CPU until the GPU catches up and goes idle. void FOpenGLDynamicRHI::RHIBlockUntilGPUIdle() { // Not really supported } void FOpenGLDynamicRHI::RHISubmitCommandsAndFlushGPU() { RunOnGLRenderContextThread([&]() { FOpenGL::Flush(); RHIPollOcclusionQueries(); }); } /** * Returns the total GPU time taken to render the last frame. Same metric as FPlatformTime::Cycles(). */ uint32 FOpenGLDynamicRHI::RHIGetGPUFrameCycles(uint32 GPUIndex) { check(GPUIndex == 0); return GGPUFrameTime; } template void FOpenGLDynamicRHI::ApplyStaticUniformBuffers(TRHIShader* Shader, TRHIProxyShader* ProxyShader) { if (ProxyShader) { check(Shader); UE::RHICore::ApplyStaticUniformBuffers(this, Shader, ProxyShader->StaticSlots, ProxyShader->Bindings.ShaderResourceTable.ResourceTableLayoutHashes, GlobalUniformBuffers); } } void FOpenGLDynamicRHI::RHISetGraphicsPipelineState(FRHIGraphicsPipelineState* GraphicsState, uint32 StencilRef, bool bApplyAdditionalState) { FRHIGraphicsPipelineStateFallBack* FallbackGraphicsState = static_cast(GraphicsState); auto& PsoInit = FallbackGraphicsState->Initializer; RHISetBoundShaderState( RHICreateBoundShaderState_internal( PsoInit.BoundShaderState.VertexDeclarationRHI, PsoInit.BoundShaderState.VertexShaderRHI, PsoInit.BoundShaderState.PixelShaderRHI, PsoInit.BoundShaderState.GetGeometryShader(), PsoInit.bFromPSOFileCache ).GetReference() ); RHISetDepthStencilState(FallbackGraphicsState->Initializer.DepthStencilState, StencilRef); RHISetRasterizerState(FallbackGraphicsState->Initializer.RasterizerState); RHISetBlendState(FallbackGraphicsState->Initializer.BlendState, FLinearColor(1.0f, 1.0f, 1.0f)); if (GSupportsDepthBoundsTest) { RHIEnableDepthBoundsTest(FallbackGraphicsState->Initializer.bDepthBounds); } if (bApplyAdditionalState) { ApplyStaticUniformBuffers(PsoInit.BoundShaderState.VertexShaderRHI, ResourceCast(PsoInit.BoundShaderState.VertexShaderRHI)); ApplyStaticUniformBuffers(PsoInit.BoundShaderState.GetGeometryShader(), ResourceCast(PsoInit.BoundShaderState.GetGeometryShader())); ApplyStaticUniformBuffers(PsoInit.BoundShaderState.PixelShaderRHI, ResourceCast(PsoInit.BoundShaderState.PixelShaderRHI)); } // Store the PSO's primitive (after since IRHICommandContext::RHISetGraphicsPipelineState sets the BSS) PrimitiveType = PsoInit.PrimitiveType; } void FOpenGLDynamicRHI::RHISetComputeShader(FRHIComputeShader* ComputeShaderRHI) { if (OpenGLConsoleVariables::bSkipCompute) { return; } PendingState.CurrentComputeShader = ComputeShaderRHI; ApplyStaticUniformBuffers(ComputeShaderRHI, ResourceCast(ComputeShaderRHI)); } void FOpenGLDynamicRHI::RHIDispatchComputeShader(uint32 ThreadGroupCountX, uint32 ThreadGroupCountY, uint32 ThreadGroupCountZ) { if (OpenGLConsoleVariables::bSkipCompute) { return; } VERIFY_GL_SCOPE(); FRHIComputeShader* ComputeShaderRHI = PendingState.CurrentComputeShader; check(ComputeShaderRHI); FOpenGLComputeShader* ComputeShader = ResourceCast(ComputeShaderRHI); if (ComputeShader->LinkedProgram == nullptr) { ComputeShader->LinkedProgram = GetLinkedComputeProgram(ComputeShaderRHI); } FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); GPUProfilingData.RegisterGPUDispatch(FIntVector(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ)); BindPendingComputeShaderState(ContextState, ComputeShader); CommitComputeResourceTables(ComputeShader); SetupTexturesForDraw(ContextState, ComputeShader, FOpenGL::GetMaxComputeTextureImageUnits()); SetupUAVsForCompute(ContextState, ComputeShader); CommitComputeShaderConstants(ComputeShader); FOpenGL::MemoryBarrier(GL_ALL_BARRIER_BITS); FOpenGL::DispatchCompute(ThreadGroupCountX, ThreadGroupCountY, ThreadGroupCountZ); FOpenGL::MemoryBarrier(GL_ALL_BARRIER_BITS); } void FOpenGLDynamicRHI::RHIDispatchIndirectComputeShader(FRHIBuffer* ArgumentBufferRHI, uint32 ArgumentOffset) { VERIFY_GL_SCOPE(); FRHIComputeShader* ComputeShaderRHI = PendingState.CurrentComputeShader; check(ComputeShaderRHI); FOpenGLComputeShader* ComputeShader = ResourceCast(ComputeShaderRHI); if (ComputeShader->LinkedProgram == nullptr) { ComputeShader->LinkedProgram = GetLinkedComputeProgram(ComputeShaderRHI); } FOpenGLBuffer* ArgumentBuffer = ResourceCast(ArgumentBufferRHI); FOpenGLContextState& ContextState = GetContextStateForCurrentContext(); GPUProfilingData.RegisterGPUDispatch(FIntVector(1, 1, 1)); BindPendingComputeShaderState(ContextState, ComputeShader); SetupTexturesForDraw(ContextState, ComputeShader, FOpenGL::GetMaxComputeTextureImageUnits()); SetupUAVsForCompute(ContextState, ComputeShader); CommitComputeShaderConstants(ComputeShader); FOpenGL::MemoryBarrier(GL_ALL_BARRIER_BITS); glBindBuffer( GL_DISPATCH_INDIRECT_BUFFER, ArgumentBuffer->Resource); FOpenGL::DispatchComputeIndirect(ArgumentOffset); glBindBuffer( GL_DISPATCH_INDIRECT_BUFFER, 0); FOpenGL::MemoryBarrier(GL_ALL_BARRIER_BITS); } void FOpenGLDynamicRHI::RHISetMultipleViewports(uint32 Count, const FViewportBounds* Data) { UE_LOG(LogRHI, Fatal,TEXT("OpenGL Render path does not support multiple Viewports!")); } void FOpenGLDynamicRHI::RHIExecuteCommandList(FRHICommandList*) { check(0); } void FOpenGLDynamicRHI::RHIEnableDepthBoundsTest(bool bEnable) { if (FOpenGL::SupportsDepthBoundsTest()) { if(bEnable) { glEnable(GL_DEPTH_BOUNDS_TEST_EXT); } else { glDisable(GL_DEPTH_BOUNDS_TEST_EXT); } } } void FOpenGLDynamicRHI::RHISetDepthBounds(float MinDepth, float MaxDepth) { if (FOpenGL::SupportsDepthBoundsTest()) { FOpenGL::DepthBounds(MinDepth, MaxDepth); } } void FOpenGLDynamicRHI::RHISubmitCommandsHint() { FOpenGL::Flush(); } IRHICommandContext* FOpenGLDynamicRHI::RHIGetDefaultContext() { return this; } IRHICommandContextContainer* FOpenGLDynamicRHI::RHIGetCommandContextContainer(int32 Index, int32 Num) { return nullptr; } void FOpenGLDynamicRHI::RHIInvalidateCachedState() { RenderingContextState = FOpenGLContextState(); SharedContextState = FOpenGLContextState(); GLint NumUAVUnits = FMath::Max(FOpenGL::GetMaxCombinedUAVUnits(), FOpenGL::GetMaxComputeUAVUnits()); RenderingContextState.InitializeResources(FOpenGL::GetMaxCombinedTextureImageUnits(), NumUAVUnits); SharedContextState.InitializeResources(FOpenGL::GetMaxCombinedTextureImageUnits(), NumUAVUnits); } void FOpenGLDynamicRHI::RHICopyToStagingBuffer(FRHIBuffer* SourceBufferRHI, FRHIStagingBuffer* DestinationStagingBufferRHI, uint32 InOffset, uint32 InNumBytes) { VERIFY_GL_SCOPE(); FOpenGLBuffer* SourceBuffer = ResourceCast(SourceBufferRHI); FOpenGLStagingBuffer* DestinationBuffer = ResourceCast(DestinationStagingBufferRHI); check(DestinationBuffer->ShadowBuffer != 0); glBindBuffer(GL_COPY_WRITE_BUFFER, DestinationBuffer->ShadowBuffer); if (DestinationBuffer->ShadowSize < InNumBytes) { if (FOpenGL::SupportsBufferStorage() && OpenGLConsoleVariables::bUsePersistentMappingStagingBuffer) { if (DestinationBuffer->Mapping != nullptr) { FOpenGL::UnmapBuffer(GL_COPY_WRITE_BUFFER); glDeleteBuffers(1, &DestinationBuffer->ShadowBuffer); glGenBuffers(1, &DestinationBuffer->ShadowBuffer); glBindBuffer(GL_COPY_WRITE_BUFFER, DestinationBuffer->ShadowBuffer); } FOpenGL::BufferStorage(GL_COPY_WRITE_BUFFER, InNumBytes, NULL, GL_MAP_READ_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); DestinationBuffer->Mapping = FOpenGL::MapBufferRange(GL_COPY_WRITE_BUFFER, 0, InNumBytes, FOpenGL::EResourceLockMode::RLM_ReadOnlyPersistent); } else { glBufferData(GL_COPY_WRITE_BUFFER, InNumBytes, NULL, GL_STREAM_READ); } DestinationBuffer->ShadowSize = InNumBytes; } glBindBuffer(GL_COPY_READ_BUFFER, SourceBuffer->Resource); FOpenGL::CopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, InOffset, 0, InNumBytes); glBindBuffer(GL_COPY_READ_BUFFER, 0); glBindBuffer(GL_COPY_WRITE_BUFFER, 0); } void FOpenGLDynamicRHI::RHIWriteGPUFence(FRHIGPUFence* FenceRHI) { check(FenceRHI); FOpenGLGPUFence* CopyFence = ResourceCast(FenceRHI); CopyFence->WriteInternal(); } void FOpenGLDynamicRHI::RHIPostExternalCommandsReset() { auto &RCS = RenderingContextState; auto &SCS = SharedContextState; if((int)RCS.Program >= 0) FOpenGL::BindProgramPipeline(RCS.Program); glViewport(RCS.Viewport.Min.X, RCS.Viewport.Min.Y, RCS.Viewport.Max.X - RCS.Viewport.Min.X, RCS.Viewport.Max.Y - RCS.Viewport.Min.Y); FOpenGL::DepthRange(RCS.DepthMinZ, RCS.DepthMaxZ); RCS.bScissorEnabled ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST); glScissor(RCS.Scissor.Min.X, RCS.Scissor.Min.Y, RCS.Scissor.Max.X - RCS.Scissor.Min.X, RCS.Scissor.Max.Y - RCS.Scissor.Min.Y); if((int)RCS.Framebuffer >= 0) glBindFramebuffer(GL_FRAMEBUFFER, RCS.Framebuffer); if((int)RCS.ArrayBufferBound >= 0) glBindBuffer(GL_ARRAY_BUFFER, RCS.ArrayBufferBound); if((int)RCS.ElementArrayBufferBound >= 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, RCS.ElementArrayBufferBound); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, RCS.PixelUnpackBufferBound); glBindBuffer(GL_UNIFORM_BUFFER, RCS.UniformBufferBound); SCS.BlendState = RCS.BlendState = InvalidContextState.BlendState; glActiveTexture(GL_TEXTURE0); SCS.ActiveTexture = RCS.ActiveTexture = 0; SCS.RasterizerState = RCS.RasterizerState = InvalidContextState.RasterizerState; UpdateRasterizerStateInOpenGLContext(RCS); SCS.ActiveStreamMask = RCS.ActiveStreamMask = InvalidContextState.ActiveStreamMask; for (GLuint UniformBufferIndex = 0; UniformBufferIndex < CrossCompiler::NUM_SHADER_STAGES * OGL_MAX_UNIFORM_BUFFER_BINDINGS; UniformBufferIndex++) { SCS.UniformBuffers[UniformBufferIndex] = FOpenGLCachedUniformBuffer_Invalid; // that'll enforce state update on next cache test RCS.UniformBuffers[UniformBufferIndex] = FOpenGLCachedUniformBuffer_Invalid; // that'll enforce state update on next cache test } for (uint32 Index = 0; Index < NUM_OPENGL_VERTEX_STREAMS; Index++) { if (RCS.VertexStreams[Index].VertexBufferResource > 0) { FOpenGL::BindVertexBuffer(Index, RCS.VertexStreams[Index].VertexBufferResource, RCS.VertexStreams[Index].Offset, RCS.VertexStreams[Index].Stride); } else { FOpenGL::BindVertexBuffer(Index, 0, 0, 0); } } for (uint32 Index = 0; Index < NUM_OPENGL_VERTEX_STREAMS; Index++) { if(RCS.GetVertexAttrEnabled(Index)) { FOpenGLCachedAttr& Attr = RCS.VertexAttrs[Index]; if (Attr.StreamIndex < NUM_OPENGL_VERTEX_STREAMS && RCS.VertexStreams[Attr.StreamIndex].VertexBufferResource > 0) { if (!Attr.bShouldConvertToFloat) { FOpenGL::VertexAttribIFormat(Index, Attr.Size, Attr.Type, Attr.StreamOffset); } else { FOpenGL::VertexAttribFormat(Index, Attr.Size, Attr.Type, Attr.bNormalized, Attr.StreamOffset); } FOpenGL::VertexAttribBinding(Index, Attr.StreamIndex); glEnableVertexAttribArray(Index); } } } } #if PLATFORM_USES_FIXED_RHI_CLASS #define INTERNAL_DECORATOR(Method) ((FOpenGLDynamicRHI&)CmdList.GetContext()).FOpenGLDynamicRHI::Method #include "RHICommandListCommandExecutes.inl" #endif