581 lines
16 KiB
C++
581 lines
16 KiB
C++
/*
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* abuffer.cpp
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*
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* Created on: May 26, 2018
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* Author: raph
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*/
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#include "gl4.h"
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#include "rend/gles/glcache.h"
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GLuint pixels_buffer;
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GLuint pixels_pointers;
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GLuint atomic_buffer;
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gl4PipelineShader g_abuffer_final_shader;
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gl4PipelineShader g_abuffer_final_nosort_shader;
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gl4PipelineShader g_abuffer_clear_shader;
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gl4PipelineShader g_abuffer_tr_modvol_shaders[ModeCount];
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static GLuint g_quadBuffer = 0;
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static GLuint g_quadVertexArray = 0;
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static int g_imageWidth = 0;
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static int g_imageHeight = 0;
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GLuint pixel_buffer_size = 512 * 1024 * 1024; // Initial size 512 MB
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#define MAX_PIXELS_PER_FRAGMENT "32"
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static const char *final_shader_source = SHADER_HEADER "\
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#define DEPTH_SORTED %d \n\
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#define MAX_PIXELS_PER_FRAGMENT " MAX_PIXELS_PER_FRAGMENT " \n\
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\n\
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layout(binding = 0) uniform sampler2D tex; \n\
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uniform highp float shade_scale_factor; \n\
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\n\
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out vec4 FragColor; \n\
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\n\
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uint pixel_list[MAX_PIXELS_PER_FRAGMENT]; \n\
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\n\
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\n\
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int fillAndSortFragmentArray(ivec2 coords) \n\
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{ \n\
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// Load fragments into a local memory array for sorting \n\
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uint idx = imageLoad(abufferPointerImg, coords).x; \n\
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int count = 0; \n\
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for (; idx != EOL && count < MAX_PIXELS_PER_FRAGMENT; count++) \n\
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{ \n\
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const Pixel p = pixels[idx]; \n\
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int j = count - 1; \n\
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Pixel jp = pixels[pixel_list[j]]; \n\
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#if DEPTH_SORTED == 1 \n\
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while (j >= 0 \n\
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&& (jp.depth < p.depth \n\
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|| (jp.depth == p.depth && getPolyNumber(jp) > getPolyNumber(p)))) \n\
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#else \n\
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while (j >= 0 && getPolyNumber(jp) > getPolyNumber(p)) \n\
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#endif \n\
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{ \n\
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pixel_list[j + 1] = pixel_list[j]; \n\
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j--; \n\
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jp = pixels[pixel_list[j]]; \n\
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} \n\
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pixel_list[j + 1] = idx; \n\
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idx = p.next; \n\
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} \n\
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return count; \n\
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} \n\
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\n\
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// Blend fragments back-to-front \n\
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vec4 resolveAlphaBlend(ivec2 coords) { \n\
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\n\
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// Copy and sort fragments into a local array \n\
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int num_frag = fillAndSortFragmentArray(coords); \n\
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\n\
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vec4 finalColor = texture(tex, gl_FragCoord.xy / textureSize(tex, 0)); \n\
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vec4 secondaryBuffer = vec4(0.0); // Secondary accumulation buffer \n\
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float depth = 1.0; \n\
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\n\
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for (int i = 0; i < num_frag; i++) \n\
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{ \n\
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const Pixel pixel = pixels[pixel_list[i]]; \n\
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const PolyParam pp = tr_poly_params[getPolyNumber(pixel)]; \n\
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#if DEPTH_SORTED != 1 \n\
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const float frag_depth = pixel.depth; \n\
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switch (getDepthFunc(pp)) \n\
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{ \n\
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case 0: // Never \n\
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continue; \n\
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case 1: // Greater \n\
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if (frag_depth <= depth) \n\
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continue; \n\
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break; \n\
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case 2: // Equal \n\
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if (frag_depth != depth) \n\
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continue; \n\
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break; \n\
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case 3: // Greater or equal \n\
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if (frag_depth < depth) \n\
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continue; \n\
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break; \n\
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case 4: // Less \n\
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if (frag_depth >= depth) \n\
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continue; \n\
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break; \n\
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case 5: // Not equal \n\
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if (frag_depth == depth) \n\
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continue; \n\
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break; \n\
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case 6: // Less or equal \n\
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if (frag_depth > depth) \n\
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continue; \n\
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break; \n\
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case 7: // Always \n\
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break; \n\
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} \n\
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\n\
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if (getDepthMask(pp)) \n\
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depth = frag_depth; \n\
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#endif \n\
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bool area1 = false; \n\
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bool shadowed = false; \n\
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if (isShadowed(pixel)) \n\
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{ \n\
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if (isTwoVolumes(pp)) \n\
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area1 = true; \n\
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else \n\
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shadowed = true; \n\
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} \n\
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vec4 srcColor; \n\
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if (getSrcSelect(pp, area1)) \n\
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srcColor = secondaryBuffer; \n\
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else \n\
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{ \n\
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srcColor = pixel.color; \n\
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if (shadowed) \n\
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srcColor.rgb *= shade_scale_factor; \n\
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} \n\
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vec4 dstColor = getDstSelect(pp, area1) ? secondaryBuffer : finalColor; \n\
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vec4 srcCoef; \n\
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vec4 dstCoef; \n\
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\n\
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int srcBlend = getSrcBlendFunc(pp, area1); \n\
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switch (srcBlend) \n\
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{ \n\
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case ZERO: \n\
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srcCoef = vec4(0.0); \n\
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break; \n\
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case ONE: \n\
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srcCoef = vec4(1.0); \n\
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break; \n\
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case OTHER_COLOR: \n\
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srcCoef = finalColor; \n\
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break; \n\
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case INVERSE_OTHER_COLOR: \n\
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srcCoef = vec4(1.0) - dstColor; \n\
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break; \n\
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case SRC_ALPHA: \n\
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srcCoef = vec4(srcColor.a); \n\
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break; \n\
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case INVERSE_SRC_ALPHA: \n\
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srcCoef = vec4(1.0 - srcColor.a); \n\
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break; \n\
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case DST_ALPHA: \n\
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srcCoef = vec4(dstColor.a); \n\
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break; \n\
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case INVERSE_DST_ALPHA: \n\
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srcCoef = vec4(1.0 - dstColor.a); \n\
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break; \n\
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} \n\
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int dstBlend = getDstBlendFunc(pp, area1); \n\
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switch (dstBlend) \n\
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{ \n\
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case ZERO: \n\
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dstCoef = vec4(0.0); \n\
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break; \n\
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case ONE: \n\
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dstCoef = vec4(1.0); \n\
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break; \n\
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case OTHER_COLOR: \n\
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dstCoef = srcColor; \n\
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break; \n\
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case INVERSE_OTHER_COLOR: \n\
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dstCoef = vec4(1.0) - srcColor; \n\
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break; \n\
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case SRC_ALPHA: \n\
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dstCoef = vec4(srcColor.a); \n\
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break; \n\
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case INVERSE_SRC_ALPHA: \n\
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dstCoef = vec4(1.0 - srcColor.a); \n\
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break; \n\
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case DST_ALPHA: \n\
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dstCoef = vec4(dstColor.a); \n\
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break; \n\
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case INVERSE_DST_ALPHA: \n\
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dstCoef = vec4(1.0 - dstColor.a); \n\
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break; \n\
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} \n\
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const vec4 result = clamp(dstColor * dstCoef + srcColor * srcCoef, 0.0, 1.0); \n\
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if (getDstSelect(pp, area1)) \n\
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secondaryBuffer = result; \n\
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else \n\
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finalColor = result; \n\
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} \n\
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\n\
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return finalColor; \n\
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\n\
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} \n\
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\n\
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void main(void) \n\
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{ \n\
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ivec2 coords = ivec2(gl_FragCoord.xy); \n\
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// Compute and output final color for the frame buffer \n\
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// Visualize the number of layers in use \n\
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//FragColor = vec4(float(fillFragmentArray(coords)) / MAX_PIXELS_PER_FRAGMENT, 0, 0, 1); \n\
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FragColor = resolveAlphaBlend(coords); \n\
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} \n\
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";
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static const char *clear_shader_source = SHADER_HEADER "\
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\n\
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void main(void) \n\
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{ \n\
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ivec2 coords = ivec2(gl_FragCoord.xy); \n\
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\n\
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// Reset pointers \n\
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imageStore(abufferPointerImg, coords, uvec4(EOL)); \n\
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\n\
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// Discard fragment so nothing is written to the framebuffer \n\
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discard; \n\
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} \n\
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";
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static const char *tr_modvol_shader_source = SHADER_HEADER "\
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#define MV_MODE %d \n\
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#define MAX_PIXELS_PER_FRAGMENT " MAX_PIXELS_PER_FRAGMENT " \n\
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\n\
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// Must match ModifierVolumeMode enum values \n\
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#define MV_XOR 0 \n\
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#define MV_OR 1 \n\
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#define MV_INCLUSION 2 \n\
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#define MV_EXCLUSION 3 \n\
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\n\
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void main(void) \n\
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{ \n\
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#if MV_MODE == MV_XOR || MV_MODE == MV_OR \n\
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setFragDepth(); \n\
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#endif \n\
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ivec2 coords = ivec2(gl_FragCoord.xy); \n\
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\n\
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uint idx = imageLoad(abufferPointerImg, coords).x; \n\
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int list_len = 0; \n\
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while (idx != EOL && list_len < MAX_PIXELS_PER_FRAGMENT) \n\
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{ \n\
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const Pixel pixel = pixels[idx]; \n\
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const PolyParam pp = tr_poly_params[getPolyNumber(pixel)]; \n\
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if (getShadowEnable(pp)) \n\
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{ \n\
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#if MV_MODE == MV_XOR \n\
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if (gl_FragDepth <= pixel.depth) \n\
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atomicXor(pixels[idx].seq_num, SHADOW_STENCIL); \n\
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#elif MV_MODE == MV_OR \n\
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if (gl_FragDepth <= pixel.depth) \n\
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atomicOr(pixels[idx].seq_num, SHADOW_STENCIL); \n\
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#elif MV_MODE == MV_INCLUSION \n\
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uint prev_val = atomicAnd(pixels[idx].seq_num, ~(SHADOW_STENCIL)); \n\
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if ((prev_val & (SHADOW_STENCIL|SHADOW_ACC)) == SHADOW_STENCIL) \n\
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pixels[idx].seq_num = bitfieldInsert(pixel.seq_num, 1u, 31, 1); \n\
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#elif MV_MODE == MV_EXCLUSION \n\
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uint prev_val = atomicAnd(pixels[idx].seq_num, ~(SHADOW_STENCIL|SHADOW_ACC)); \n\
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if ((prev_val & (SHADOW_STENCIL|SHADOW_ACC)) == SHADOW_ACC) \n\
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pixels[idx].seq_num = bitfieldInsert(pixel.seq_num, 1u, 31, 1); \n\
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#endif \n\
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} \n\
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idx = pixel.next; \n\
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list_len++; \n\
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} \n\
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\n\
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discard; \n\
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} \n\
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";
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void DrawQuad();
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void initABuffer()
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{
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g_imageWidth = screen_width;
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g_imageHeight = screen_height;
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if (g_imageWidth > 0 && g_imageHeight > 0)
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{
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if (pixels_pointers == 0)
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pixels_pointers = glcache.GenTexture();
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, pixels_pointers);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R32UI, g_imageWidth, g_imageHeight, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, 0);
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glBindImageTexture(4, pixels_pointers, 0, false, 0, GL_READ_WRITE, GL_R32UI);
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glCheck();
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}
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if (pixels_buffer == 0 )
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{
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// get the max buffer size
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GLint64 size;
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glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &size);
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pixel_buffer_size = (GLuint)min((GLint64)pixel_buffer_size, size);
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// Create the buffer
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glGenBuffers(1, &pixels_buffer);
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// Bind it
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, pixels_buffer);
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// Declare storage
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glBufferData(GL_SHADER_STORAGE_BUFFER, pixel_buffer_size, NULL, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pixels_buffer);
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glCheck();
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}
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if (atomic_buffer == 0 )
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{
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// Create the buffer
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glGenBuffers(1, &atomic_buffer);
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// Bind it
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glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomic_buffer);
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// Declare storage
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glBufferData(GL_ATOMIC_COUNTER_BUFFER, 4, NULL, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, atomic_buffer);
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GLint zero = 0;
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glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLint), &zero);
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glCheck();
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}
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if (g_abuffer_final_shader.program == 0)
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{
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char source[16384];
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sprintf(source, final_shader_source, 1);
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gl4CompilePipelineShader(&g_abuffer_final_shader, source);
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}
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if (g_abuffer_final_nosort_shader.program == 0)
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{
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char source[16384];
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sprintf(source, final_shader_source, 0);
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gl4CompilePipelineShader(&g_abuffer_final_nosort_shader, source);
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}
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if (g_abuffer_clear_shader.program == 0)
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gl4CompilePipelineShader(&g_abuffer_clear_shader, clear_shader_source);
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if (g_abuffer_tr_modvol_shaders[0].program == 0)
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{
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char source[16384];
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for (int mode = 0; mode < ModeCount; mode++)
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{
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sprintf(source, tr_modvol_shader_source, mode);
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gl4CompilePipelineShader(&g_abuffer_tr_modvol_shaders[mode], source);
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}
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}
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if (g_quadVertexArray == 0)
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glGenVertexArrays(1, &g_quadVertexArray);
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if (g_quadBuffer == 0)
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glGenBuffers(1, &g_quadBuffer);
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glCheck();
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// Clear A-buffer pointers
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glcache.UseProgram(g_abuffer_clear_shader.program);
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gl4ShaderUniforms.Set(&g_abuffer_clear_shader);
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DrawQuad();
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glCheck();
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}
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void termABuffer()
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{
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if (pixels_pointers != 0)
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{
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glcache.DeleteTextures(1, &pixels_pointers);
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pixels_pointers = 0;
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}
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if (pixels_buffer != 0)
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{
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glDeleteBuffers(1, &pixels_buffer);
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pixels_buffer = 0;
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}
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if (atomic_buffer != 0)
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{
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glDeleteBuffers(1, &atomic_buffer);
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atomic_buffer = 0;
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}
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if (g_quadVertexArray != 0)
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{
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glDeleteVertexArrays(1, &g_quadVertexArray);
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g_quadVertexArray = 0;
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}
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if (g_quadBuffer != 0)
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{
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glDeleteBuffers(1, &g_quadBuffer);
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g_quadBuffer = 0;
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}
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}
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void reshapeABuffer(int w, int h)
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{
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if (w != g_imageWidth || h != g_imageHeight) {
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if (pixels_pointers != 0)
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{
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glcache.DeleteTextures(1, &pixels_pointers);
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pixels_pointers = 0;
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}
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initABuffer();
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}
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}
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void DrawQuad()
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{
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glBindVertexArray(g_quadVertexArray);
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float xmin = (gl4ShaderUniforms.scale_coefs[2] - 1) / gl4ShaderUniforms.scale_coefs[0];
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float xmax = (gl4ShaderUniforms.scale_coefs[2] + 1) / gl4ShaderUniforms.scale_coefs[0];
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float ymin = (gl4ShaderUniforms.scale_coefs[3] - 1) / gl4ShaderUniforms.scale_coefs[1];
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float ymax = (gl4ShaderUniforms.scale_coefs[3] + 1) / gl4ShaderUniforms.scale_coefs[1];
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if (ymin > ymax)
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{
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float t = ymin;
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ymin = ymax;
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ymax = t;
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}
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struct Vertex vertices[] = {
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{ xmin, ymax, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 0, 1 },
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{ xmin, ymin, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 0, 0 },
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{ xmax, ymax, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 1, 1 },
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{ xmax, ymin, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 1, 0 },
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};
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GLushort indices[] = { 0, 1, 2, 1, 3 };
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glBindBuffer(GL_ARRAY_BUFFER, g_quadBuffer); glCheck();
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); glCheck();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glCheck();
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glEnableVertexAttribArray(VERTEX_POS_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_POS_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex,x)); glCheck();
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glEnableVertexAttribArray(VERTEX_COL_BASE_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_COL_BASE_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex,col)); glCheck();
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glEnableVertexAttribArray(VERTEX_COL_OFFS_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_COL_OFFS_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex,spc)); glCheck();
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glEnableVertexAttribArray(VERTEX_UV_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_UV_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex,u)); glCheck();
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|
|
glDisableVertexAttribArray(VERTEX_UV1_ARRAY);
|
|
glDisableVertexAttribArray(VERTEX_COL_OFFS1_ARRAY);
|
|
glDisableVertexAttribArray(VERTEX_COL_BASE1_ARRAY);
|
|
|
|
glDrawElements(GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices); glCheck();
|
|
}
|
|
|
|
void DrawTranslucentModVols(int first, int count)
|
|
{
|
|
if (count == 0 || pvrrc.modtrig.used() == 0)
|
|
return;
|
|
gl4SetupModvolVBO();
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glcache.Disable(GL_DEPTH_TEST);
|
|
glcache.Disable(GL_STENCIL_TEST);
|
|
|
|
glCheck();
|
|
|
|
ModifierVolumeParam* params = &pvrrc.global_param_mvo_tr.head()[first];
|
|
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT);
|
|
|
|
int mod_base = -1;
|
|
|
|
for (u32 cmv = 0; cmv < count; cmv++)
|
|
{
|
|
ModifierVolumeParam& param = params[cmv];
|
|
|
|
if (param.count == 0)
|
|
continue;
|
|
|
|
u32 mv_mode = param.isp.DepthMode;
|
|
|
|
verify(param.first >= 0 && param.first + param.count <= pvrrc.modtrig.used());
|
|
|
|
if (mod_base == -1)
|
|
mod_base = param.first;
|
|
|
|
gl4PipelineShader *shader;
|
|
if (!param.isp.VolumeLast && mv_mode > 0)
|
|
shader = &g_abuffer_tr_modvol_shaders[Or]; // OR'ing (open volume or quad)
|
|
else
|
|
shader = &g_abuffer_tr_modvol_shaders[Xor]; // XOR'ing (closed volume)
|
|
glcache.UseProgram(shader->program);
|
|
gl4ShaderUniforms.Set(shader);
|
|
|
|
SetCull(param.isp.CullMode); glCheck();
|
|
|
|
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
|
|
|
|
glDrawArrays(GL_TRIANGLES, param.first * 3, param.count * 3); glCheck();
|
|
|
|
if (mv_mode == 1 || mv_mode == 2)
|
|
{
|
|
//Sum the area
|
|
shader = &g_abuffer_tr_modvol_shaders[mv_mode == 1 ? Inclusion : Exclusion];
|
|
glcache.UseProgram(shader->program);
|
|
gl4ShaderUniforms.Set(shader);
|
|
|
|
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
|
|
glDrawArrays(GL_TRIANGLES, mod_base * 3, (param.first + param.count - mod_base) * 3); glCheck();
|
|
mod_base = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void checkOverflowAndReset()
|
|
{
|
|
// Using atomic counter
|
|
GLuint max_pixel_index = 0;
|
|
// glGetBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint), &max_pixel_index);
|
|
//// printf("ABUFFER %d pixels used\n", max_pixel_index);
|
|
// if ((max_pixel_index + 1) * 32 - 1 >= pixel_buffer_size)
|
|
// {
|
|
// GLint64 size;
|
|
// glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &size);
|
|
// if (pixel_buffer_size == size)
|
|
// printf("A-buffer overflow: %d pixels. Buffer size already maxed out\n", max_pixel_index);
|
|
// else
|
|
// {
|
|
// pixel_buffer_size = (GLuint)min(2 * (GLint64)pixel_buffer_size, size);
|
|
//
|
|
// printf("A-buffer overflow: %d pixels. Resizing buffer to %d MB\n", max_pixel_index, pixel_buffer_size / 1024 / 1024);
|
|
//
|
|
// glBindBuffer(GL_SHADER_STORAGE_BUFFER, pixels_buffer);
|
|
// glBufferData(GL_SHADER_STORAGE_BUFFER, pixel_buffer_size, NULL, GL_DYNAMIC_COPY);
|
|
// glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pixels_buffer);
|
|
// glCheck();
|
|
// }
|
|
// }
|
|
// Reset counter
|
|
max_pixel_index = 0;
|
|
glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0 , sizeof(GLuint), &max_pixel_index);
|
|
}
|
|
|
|
void renderABuffer(bool sortFragments)
|
|
{
|
|
// Render to output FBO
|
|
glcache.UseProgram(sortFragments ? g_abuffer_final_shader.program : g_abuffer_final_nosort_shader.program);
|
|
gl4ShaderUniforms.Set(&g_abuffer_final_shader);
|
|
|
|
glcache.Disable(GL_DEPTH_TEST);
|
|
glcache.Disable(GL_CULL_FACE);
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT);
|
|
|
|
DrawQuad();
|
|
|
|
glCheck();
|
|
|
|
// Clear A-buffer pointers
|
|
glcache.UseProgram(g_abuffer_clear_shader.program);
|
|
gl4ShaderUniforms.Set(&g_abuffer_clear_shader);
|
|
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
DrawQuad();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glCheck();
|
|
}
|