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-rw-r--r--togl/linuxwin/glmgr_flush.inl622
1 files changed, 622 insertions, 0 deletions
diff --git a/togl/linuxwin/glmgr_flush.inl b/togl/linuxwin/glmgr_flush.inl
new file mode 100644
index 0000000..fcddd61
--- /dev/null
+++ b/togl/linuxwin/glmgr_flush.inl
@@ -0,0 +1,622 @@
+// BE VERY VERY CAREFUL what you do in these function. They are extremely hot, and calling the wrong GL API's in here will crush perf. (especially on NVidia threaded drivers).
+
+FORCEINLINE uint32 bitmix32(uint32 a)
+{
+ a -= (a<<6);
+ //a ^= (a>>17);
+ //a -= (a<<9);
+ a ^= (a<<4);
+ //a -= (a<<3);
+ //a ^= (a<<10);
+ a ^= (a>>15);
+ return a;
+}
+
+#ifndef OSX
+
+FORCEINLINE GLuint GLMContext::FindSamplerObject( const GLMTexSamplingParams &desiredParams )
+{
+ int h = bitmix32( desiredParams.m_bits + desiredParams.m_borderColor ) & ( cSamplerObjectHashSize - 1 );
+ while ( ( m_samplerObjectHash[h].m_params.m_bits != desiredParams.m_bits ) || ( m_samplerObjectHash[h].m_params.m_borderColor != desiredParams.m_borderColor ) )
+ {
+ if ( !m_samplerObjectHash[h].m_params.m_packed.m_isValid )
+ break;
+ if ( ++h >= cSamplerObjectHashSize )
+ h = 0;
+ }
+
+ if ( !m_samplerObjectHash[h].m_params.m_packed.m_isValid )
+ {
+ GLMTexSamplingParams &hashParams = m_samplerObjectHash[h].m_params;
+ hashParams = desiredParams;
+ hashParams.SetToSamplerObject( m_samplerObjectHash[h].m_samplerObject );
+ if ( ++m_nSamplerObjectHashNumEntries == cSamplerObjectHashSize )
+ {
+ // TODO: Support resizing
+ Error( "Sampler object hash is full, increase cSamplerObjectHashSize" );
+ }
+ }
+
+ return m_samplerObjectHash[h].m_samplerObject;
+}
+
+#endif // !OSX
+
+// BE VERY CAREFUL WHAT YOU DO IN HERE. This is called on every batch, even seemingly simple changes can kill perf.
+FORCEINLINE void GLMContext::FlushDrawStates( uint nStartIndex, uint nEndIndex, uint nBaseVertex ) // shadersOn = true for draw calls, false for clear calls
+{
+ Assert( m_drawingLang == kGLMGLSL ); // no support for ARB shaders right now (and NVidia reports that they aren't worth targeting under Windows/Linux for various reasons anyway)
+ Assert( ( m_drawingFBO == m_boundDrawFBO ) && ( m_drawingFBO == m_boundReadFBO ) ); // this check MUST succeed
+ Assert( m_pDevice->m_pVertDecl );
+
+#if GLMDEBUG
+ GLM_FUNC;
+#endif
+
+ GL_BATCH_PERF( m_FlushStats.m_nTotalBatchFlushes++; )
+
+#if GLMDEBUG
+ bool tex0_srgb = (m_boundDrawFBO[0].m_attach[0].m_tex->m_layout->m_key.m_texFlags & kGLMTexSRGB) != 0;
+
+ // you can only actually use the sRGB FB state on some systems.. check caps
+ if (m_caps.m_hasGammaWrites)
+ {
+ GLBlendEnableSRGB_t writeSRGBState;
+ m_BlendEnableSRGB.Read( &writeSRGBState, 0 ); // the client set value, not the API-written value yet..
+ bool draw_srgb = writeSRGBState.enable != 0;
+
+ if (draw_srgb)
+ {
+ if (tex0_srgb)
+ {
+ // good - draw mode and color tex agree
+ }
+ else
+ {
+ // bad
+
+ // Client has asked to write sRGB into a texture that can't do it.
+ // there is no way to satisfy this unless we change the RT tex and we avoid doing that.
+ // (although we might consider a ** ONE TIME ** promotion.
+ // this shouldn't be a big deal if the tex format is one where it doesn't matter like 32F.
+
+ GLMPRINTF(("-Z- srgb-enabled FBO conflict: attached tex %08x [%s] is not SRGB", m_boundDrawFBO[0].m_attach[0].m_tex, m_boundDrawFBO[0].m_attach[0].m_tex->m_layout->m_layoutSummary ));
+
+ // do we shoot down the srgb-write state for this batch?
+ // I think the runtime will just ignore it.
+ }
+ }
+ else
+ {
+ if (tex0_srgb)
+ {
+ // odd - client is not writing sRGB into a texture which *can* do it.
+ //GLMPRINTF(( "-Z- srgb-disabled FBO conflict: attached tex %08x [%s] is SRGB", m_boundFBO[0].m_attach[0].m_tex, m_boundFBO[0].m_attach[0].m_tex->m_layout->m_layoutSummary ));
+ //writeSRGBState.enable = true;
+ //m_BlendEnableSRGB.Write( &writeSRGBState );
+ }
+ else
+ {
+ // good - draw mode and color tex agree
+ }
+ }
+ }
+#endif
+
+ Assert( m_drawingProgram[ kGLMVertexProgram ] );
+ Assert( m_drawingProgram[ kGLMFragmentProgram ] );
+
+ Assert( ( m_drawingProgram[kGLMVertexProgram]->m_type == kGLMVertexProgram ) && ( m_drawingProgram[kGLMFragmentProgram]->m_type == kGLMFragmentProgram ) );
+ Assert( m_drawingProgram[ kGLMVertexProgram ]->m_bTranslatedProgram && m_drawingProgram[ kGLMFragmentProgram ]->m_bTranslatedProgram );
+
+#if GLMDEBUG
+ // Depth compare mode check
+ uint nCurMask = 1, nShaderSamplerMask = m_drawingProgram[kGLMFragmentProgram]->m_samplerMask;
+ for ( int nSamplerIndex = 0; nSamplerIndex < GLM_SAMPLER_COUNT; ++nSamplerIndex, nCurMask <<= 1 )
+ {
+ if ( !m_samplers[nSamplerIndex].m_pBoundTex )
+ continue;
+
+ if ( m_samplers[nSamplerIndex].m_pBoundTex->m_layout->m_mipCount == 1 )
+ {
+ if ( m_samplers[nSamplerIndex].m_samp.m_packed.m_mipFilter == D3DTEXF_LINEAR )
+ {
+ GLMDebugPrintf( "Sampler %u has mipmap filtering enabled on a texture without mipmaps! (texture name: %s, pixel shader: %s)!\n",
+ nSamplerIndex,
+ m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
+ m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
+ }
+ }
+
+ if ( ( nShaderSamplerMask & nCurMask ) == 0 )
+ continue;
+
+ if ( m_samplers[nSamplerIndex].m_pBoundTex->m_layout->m_mipCount == 1 )
+ {
+ if ( m_samplers[nSamplerIndex].m_samp.m_packed.m_mipFilter == D3DTEXF_LINEAR )
+ {
+ // Note this is not always an error - shadow buffer debug visualization shaders purposely want to read shadow depths (and not do the comparison)
+ GLMDebugPrintf( "Sampler %u has mipmap filtering enabled on a texture without mipmaps! (texture name: %s, pixel shader: %s)!\n",
+ nSamplerIndex,
+ m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
+ m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
+ }
+ }
+
+ bool bSamplerIsDepth = ( m_samplers[nSamplerIndex].m_pBoundTex->m_layout->m_key.m_texFlags & kGLMTexIsDepth ) != 0;
+ bool bSamplerShadow = m_samplers[nSamplerIndex].m_samp.m_packed.m_compareMode != 0;
+
+ bool bShaderShadow = ( m_drawingProgram[kGLMFragmentProgram]->m_nShadowDepthSamplerMask & nCurMask ) != 0;
+
+ if ( bShaderShadow )
+ {
+ // Shader expects shadow depth sampling at this sampler index
+ // Must have a depth texture and compare mode must be enabled
+ if ( !bSamplerIsDepth || !bSamplerShadow )
+ {
+ // FIXME: This occasionally occurs in L4D2 when CShaderAPIDx8::ExecuteCommandBuffer() sets the TEXTURE_WHITE texture in the flashlight depth texture slot.
+ GLMDebugPrintf( "Sampler %u's compare mode (%u) or format (depth=%u) is not consistent with pixel shader's compare mode (%u) (texture name: %s, pixel shader: %s)!\n",
+ nSamplerIndex, bSamplerShadow, bSamplerIsDepth, bShaderShadow,
+ m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
+ m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
+ }
+ }
+ else
+ {
+ // Shader does not expect shadow depth sampling as this sampler index
+ // We don't care if comparemode is enabled, but we can't have a depth texture in this sampler
+ if ( bSamplerIsDepth )
+ {
+ GLMDebugPrintf( "Sampler %u is a depth texture but the pixel shader's shadow depth sampler mask does not expect depth here (texture name: %s, pixel shader: %s)!\n",
+ nSamplerIndex,
+ m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel ? m_samplers[nSamplerIndex].m_pBoundTex->m_debugLabel : "?",
+ m_drawingProgram[kGLMFragmentProgram]->m_shaderName );
+ }
+ }
+ }
+#endif
+
+ if ( m_bDirtyPrograms )
+ {
+ m_bDirtyPrograms = false;
+
+ CGLMShaderPair *pNewPair = m_pairCache->SelectShaderPair( m_drawingProgram[ kGLMVertexProgram ], m_drawingProgram[ kGLMFragmentProgram ], 0 );
+
+ if ( pNewPair != m_pBoundPair )
+ {
+#if GL_BATCH_TELEMETRY_ZONES
+ tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "NewProgram" );
+#endif
+
+ if ( !pNewPair->m_valid )
+ {
+ if ( !pNewPair->ValidateProgramPair() )
+ {
+ goto flush_error_exit;
+ }
+ }
+
+ gGL->glUseProgram( (GLuint)pNewPair->m_program );
+
+ GL_BATCH_PERF( m_FlushStats.m_nTotalProgramPairChanges++; )
+
+ if ( !m_pBoundPair )
+ {
+ GL_BATCH_PERF( m_FlushStats.m_nNewPS++; )
+ GL_BATCH_PERF( m_FlushStats.m_nNewVS++; )
+ }
+ else
+ {
+ GL_BATCH_PERF( if ( pNewPair->m_fragmentProg != m_pBoundPair->m_fragmentProg ) m_FlushStats.m_nNewPS++; )
+ GL_BATCH_PERF( if ( pNewPair->m_vertexProg != m_pBoundPair->m_vertexProg ) m_FlushStats.m_nNewVS++; )
+ }
+
+#if GL_BATCH_PERF_ANALYSIS
+ tmMessage( TELEMETRY_LEVEL2, TMMF_ICON_NOTE, "V:%s (V Regs:%u V Bone Regs:%u) F:%s (F Regs:%u)",
+ m_drawingProgram[ kGLMVertexProgram ]->m_shaderName,
+ m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_highWater,
+ m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_VSHighWaterBone,
+ m_drawingProgram[ kGLMFragmentProgram ]->m_shaderName,
+ m_drawingProgram[ kGLMFragmentProgram ]->m_descs[kGLMGLSL].m_highWater );
+#endif
+
+ m_pBoundPair = pNewPair;
+
+ // set the dirty levels appropriately since the program changed and has never seen any of the current values.
+ m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = 0;
+ m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_highWater;
+ m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone = m_drawingProgram[ kGLMVertexProgram ]->m_descs[kGLMGLSL].m_VSHighWaterBone;
+
+ m_programParamsF[kGLMFragmentProgram].m_firstDirtySlotNonBone = 0;
+ m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone = m_drawingProgram[ kGLMFragmentProgram ]->m_descs[kGLMGLSL].m_highWater;
+
+ // bool and int dirty levels get set to max, we don't have actual high water marks for them
+ // code which sends the values must clamp on these types.
+ m_programParamsB[kGLMVertexProgram].m_dirtySlotCount = kGLMProgramParamBoolLimit;
+ m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount = kGLMProgramParamBoolLimit;
+
+ m_programParamsI[kGLMVertexProgram].m_dirtySlotCount = kGLMProgramParamInt4Limit;
+ m_programParamsI[kGLMFragmentProgram].m_dirtySlotCount = 0;
+
+ // check fragment buffers used (MRT)
+ if( pNewPair->m_fragmentProg->m_fragDataMask != m_fragDataMask )
+ {
+ gGL->glDrawBuffers( pNewPair->m_fragmentProg->m_numDrawBuffers, pNewPair->m_fragmentProg->m_drawBuffers );
+ m_fragDataMask = pNewPair->m_fragmentProg->m_fragDataMask;
+ }
+ }
+ }
+
+ Assert( m_ViewportBox.GetData().width == (int)( m_ViewportBox.GetData().widthheight & 0xFFFF ) );
+ Assert( m_ViewportBox.GetData().height == (int)( m_ViewportBox.GetData().widthheight >> 16 ) );
+
+ m_pBoundPair->UpdateScreenUniform( m_ViewportBox.GetData().widthheight );
+
+ GL_BATCH_PERF( m_FlushStats.m_nNumChangedSamplers += m_nNumDirtySamplers );
+
+#if !defined( OSX ) // no support for sampler objects in OSX 10.6 (GL 2.1 profile)
+ if ( m_bUseSamplerObjects)
+ {
+ while ( m_nNumDirtySamplers )
+ {
+ const uint nSamplerIndex = m_nDirtySamplers[--m_nNumDirtySamplers];
+ Assert( ( nSamplerIndex < GLM_SAMPLER_COUNT ) && ( !m_nDirtySamplerFlags[nSamplerIndex]) );
+
+ m_nDirtySamplerFlags[nSamplerIndex] = 1;
+
+ gGL->glBindSampler( nSamplerIndex, FindSamplerObject( m_samplers[nSamplerIndex].m_samp ) );
+
+ GL_BATCH_PERF( m_FlushStats.m_nNumSamplingParamsChanged++ );
+
+#if defined( OSX ) // valid for OSX only if using GL 3.3 context
+ CGLMTex *pTex = m_samplers[nSamplerIndex].m_pBoundTex;
+
+ if( pTex && !( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) )
+ {
+ // see if requested SRGB state differs from the known one
+ bool texSRGB = ( pTex->m_layout->m_key.m_texFlags & kGLMTexSRGB ) != 0;
+ bool glSampSRGB = m_samplers[nSamplerIndex].m_samp.m_packed.m_srgb;
+
+ if ( texSRGB != glSampSRGB ) // mismatch
+ {
+ pTex->HandleSRGBMismatch( glSampSRGB, pTex->m_srgbFlipCount );
+ }
+ }
+#endif
+ }
+ }
+ else
+#endif // if !defined( OSX )
+ {
+ while ( m_nNumDirtySamplers )
+ {
+ const uint nSamplerIndex = m_nDirtySamplers[--m_nNumDirtySamplers];
+ Assert( ( nSamplerIndex < GLM_SAMPLER_COUNT ) && ( !m_nDirtySamplerFlags[nSamplerIndex]) );
+
+ m_nDirtySamplerFlags[nSamplerIndex] = 1;
+
+ CGLMTex *pTex = m_samplers[nSamplerIndex].m_pBoundTex;
+
+ if ( ( pTex ) && ( !( pTex->m_SamplingParams == m_samplers[nSamplerIndex].m_samp ) ) )
+ {
+ SelectTMU( nSamplerIndex );
+
+ m_samplers[nSamplerIndex].m_samp.DeltaSetToTarget( pTex->m_texGLTarget, pTex->m_SamplingParams );
+
+ pTex->m_SamplingParams = m_samplers[nSamplerIndex].m_samp;
+
+#if defined( OSX )
+ if( pTex && !( gGL->m_bHave_GL_EXT_texture_sRGB_decode ) )
+ {
+ // see if requested SRGB state differs from the known one
+ bool texSRGB = ( pTex->m_layout->m_key.m_texFlags & kGLMTexSRGB ) != 0;
+ bool glSampSRGB = m_samplers[nSamplerIndex].m_samp.m_packed.m_srgb;
+
+ if ( texSRGB != glSampSRGB ) // mismatch
+ {
+ pTex->HandleSRGBMismatch( glSampSRGB, pTex->m_srgbFlipCount );
+ }
+ }
+#endif
+ }
+ }
+ }
+
+ // vertex stage --------------------------------------------------------------------
+ if ( m_bUseBoneUniformBuffers )
+ {
+ // vertex stage --------------------------------------------------------------------
+ if ( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone )
+ {
+ int firstDirtySlot = m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone;
+ int dirtySlotHighWater = MIN( m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_highWater, m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone );
+
+ GLint vconstLoc = m_pBoundPair->m_locVertexParams;
+ if ( ( vconstLoc >= 0 ) && ( dirtySlotHighWater > firstDirtySlot ) )
+ {
+#if GL_BATCH_TELEMETRY_ZONES
+ tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "VSNonBoneUniformUpdate %u %u", firstDirtySlot, dirtySlotHighWater );
+#endif
+ int numSlots = dirtySlotHighWater - DXABSTRACT_VS_FIRST_BONE_SLOT;
+
+ // consts after the bones (c217 onwards), since we use the concatenated destination array vc[], upload these consts starting from vc[58]
+ if( numSlots > 0 )
+ {
+ gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMVertexProgram][DXABSTRACT_VS_FIRST_BONE_SLOT], numSlots, &m_programParamsF[kGLMVertexProgram].m_values[(DXABSTRACT_VS_LAST_BONE_SLOT+1)][0] );
+
+ dirtySlotHighWater = DXABSTRACT_VS_FIRST_BONE_SLOT;
+
+ GL_BATCH_PERF( m_nTotalVSUniformCalls++; )
+ GL_BATCH_PERF( m_nTotalVSUniformsSet += numSlots; )
+
+ GL_BATCH_PERF( m_FlushStats.m_nFirstVSConstant = DXABSTRACT_VS_FIRST_BONE_SLOT; )
+ GL_BATCH_PERF( m_FlushStats.m_nNumVSConstants += numSlots; )
+ }
+
+ numSlots = dirtySlotHighWater - firstDirtySlot;
+
+ // consts before the bones (c0-c57)
+ if( numSlots > 0 )
+ {
+ gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMVertexProgram][firstDirtySlot], dirtySlotHighWater - firstDirtySlot, &m_programParamsF[kGLMVertexProgram].m_values[firstDirtySlot][0] );
+
+ GL_BATCH_PERF( m_nTotalVSUniformCalls++; )
+ GL_BATCH_PERF( m_nTotalVSUniformsSet += dirtySlotHighWater - firstDirtySlot; )
+
+ GL_BATCH_PERF( m_FlushStats.m_nFirstVSConstant = firstDirtySlot; )
+ GL_BATCH_PERF( m_FlushStats.m_nNumVSConstants += (dirtySlotHighWater - firstDirtySlot); )
+ }
+ }
+
+ m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = 256;
+ m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = 0;
+ }
+
+ if ( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone )
+ {
+ const GLint vconstBoneLoc = m_pBoundPair->m_locVertexBoneParams;
+ if ( vconstBoneLoc >= 0 )
+ {
+ int shaderSlotsBone = 0;
+ if ( ( m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_VSHighWaterBone > 0 ) && ( m_nMaxUsedVertexProgramConstantsHint > DXABSTRACT_VS_FIRST_BONE_SLOT ) )
+ {
+ shaderSlotsBone = MIN( m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_VSHighWaterBone, m_nMaxUsedVertexProgramConstantsHint - DXABSTRACT_VS_FIRST_BONE_SLOT );
+ }
+
+ int dirtySlotHighWaterBone = MIN( shaderSlotsBone, m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone );
+ if ( dirtySlotHighWaterBone )
+ {
+ uint nNumBoneRegs = dirtySlotHighWaterBone;
+
+#if GL_BATCH_TELEMETRY_ZONES
+ tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "VSBoneUniformUpdate %u", nNumBoneRegs );
+#endif
+
+ gGL->glUniform4fv( vconstBoneLoc, nNumBoneRegs, &m_programParamsF[kGLMVertexProgram].m_values[DXABSTRACT_VS_FIRST_BONE_SLOT][0] );
+
+ GL_BATCH_PERF( m_nTotalVSUniformBoneCalls++; )
+ GL_BATCH_PERF( m_nTotalVSUniformsBoneSet += nNumBoneRegs; )
+ GL_BATCH_PERF( m_FlushStats.m_nNumVSBoneConstants += nNumBoneRegs; )
+ }
+
+ m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterBone = 0;
+ }
+ }
+
+ }
+ else
+ {
+ if ( m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone )
+ {
+ const int nMaxUsedShaderSlots = m_drawingProgram[kGLMVertexProgram]->m_descs[kGLMGLSL].m_highWater;
+
+ int firstDirtySlot = m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone;
+ int dirtySlotHighWater = MIN( nMaxUsedShaderSlots, m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone );
+
+ GLint vconstLoc = m_pBoundPair->m_locVertexParams;
+ if ( ( vconstLoc >= 0 ) && ( dirtySlotHighWater > firstDirtySlot ) )
+ {
+ #if GL_BATCH_TELEMETRY_ZONES
+ tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "VSNonBoneUniformUpdate %u %u", firstDirtySlot, dirtySlotHighWater );
+ #endif
+ gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMVertexProgram][firstDirtySlot], dirtySlotHighWater - firstDirtySlot, &m_programParamsF[kGLMVertexProgram].m_values[firstDirtySlot][0] );
+
+ GL_BATCH_PERF( m_nTotalVSUniformCalls++; )
+ GL_BATCH_PERF( m_nTotalVSUniformsSet += dirtySlotHighWater - firstDirtySlot; )
+
+ GL_BATCH_PERF( m_FlushStats.m_nFirstVSConstant = firstDirtySlot; )
+ GL_BATCH_PERF( m_FlushStats.m_nNumVSConstants += (dirtySlotHighWater - firstDirtySlot); )
+ }
+
+ m_programParamsF[kGLMVertexProgram].m_firstDirtySlotNonBone = 256;
+ m_programParamsF[kGLMVertexProgram].m_dirtySlotHighWaterNonBone = 0;
+ }
+ }
+
+
+ // see if VS uses i0, b0, b1, b2, b3.
+ // use a glUniform1i to set any one of these if active. skip all of them if no dirties reported.
+ // my kingdom for the UBO extension!
+
+ // ------- bools ---------- //
+ if ( m_pBoundPair->m_bHasBoolOrIntUniforms )
+ {
+ if ( m_programParamsB[kGLMVertexProgram].m_dirtySlotCount ) // optimize this later after the float param pushes are proven out
+ {
+ const uint nLimit = MIN( CGLMShaderPair::cMaxVertexShaderBoolUniforms, m_programParamsB[kGLMVertexProgram].m_dirtySlotCount );
+ for ( uint i = 0; i < nLimit; ++i )
+ {
+ GLint constBoolLoc = m_pBoundPair->m_locVertexBool[i];
+ if ( constBoolLoc >= 0 )
+ gGL->glUniform1i( constBoolLoc, m_programParamsB[kGLMVertexProgram].m_values[i] );
+ }
+
+ m_programParamsB[kGLMVertexProgram].m_dirtySlotCount = 0;
+ }
+
+ if ( m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount ) // optimize this later after the float param pushes are proven out
+ {
+ const uint nLimit = MIN( CGLMShaderPair::cMaxFragmentShaderBoolUniforms, m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount );
+ for ( uint i = 0; i < nLimit; ++i )
+ {
+ GLint constBoolLoc = m_pBoundPair->m_locFragmentBool[i];
+ if ( constBoolLoc >= 0 )
+ gGL->glUniform1i( constBoolLoc, m_programParamsB[kGLMFragmentProgram].m_values[i] );
+ }
+
+ m_programParamsB[kGLMFragmentProgram].m_dirtySlotCount = 0;
+ }
+
+ if ( m_programParamsI[kGLMVertexProgram].m_dirtySlotCount )
+ {
+ GLint vconstInt0Loc = m_pBoundPair->m_locVertexInteger0; //glGetUniformLocationARB( prog, "i0");
+ if ( vconstInt0Loc >= 0 )
+ {
+ gGL->glUniform1i( vconstInt0Loc, m_programParamsI[kGLMVertexProgram].m_values[0][0] ); //FIXME magic number
+ }
+ m_programParamsI[kGLMVertexProgram].m_dirtySlotCount = 0;
+ }
+ }
+
+ Assert( ( m_pDevice->m_streams[0].m_vtxBuffer && ( m_pDevice->m_streams[0].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[0] ) ) || ( ( !m_pDevice->m_streams[0].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[0] == m_pDevice->m_pDummy_vtx_buffer ) ) );
+ Assert( ( m_pDevice->m_streams[1].m_vtxBuffer && ( m_pDevice->m_streams[1].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[1] ) ) || ( ( !m_pDevice->m_streams[1].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[1] == m_pDevice->m_pDummy_vtx_buffer ) ) );
+ Assert( ( m_pDevice->m_streams[2].m_vtxBuffer && ( m_pDevice->m_streams[2].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[2] ) ) || ( ( !m_pDevice->m_streams[2].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[2] == m_pDevice->m_pDummy_vtx_buffer ) ) );
+ Assert( ( m_pDevice->m_streams[3].m_vtxBuffer && ( m_pDevice->m_streams[3].m_vtxBuffer->m_vtxBuffer == m_pDevice->m_vtx_buffers[3] ) ) || ( ( !m_pDevice->m_streams[3].m_vtxBuffer ) && ( m_pDevice->m_vtx_buffers[3] == m_pDevice->m_pDummy_vtx_buffer ) ) );
+
+ uint nCurTotalBufferRevision;
+ nCurTotalBufferRevision = m_pDevice->m_vtx_buffers[0]->m_nRevision + m_pDevice->m_vtx_buffers[1]->m_nRevision + m_pDevice->m_vtx_buffers[2]->m_nRevision + m_pDevice->m_vtx_buffers[3]->m_nRevision;
+
+ // If any of these inputs have changed, we need to enumerate through all of the expected GL vertex attribs and modify anything in the GL layer that have changed.
+ // This is not always a win, but it is a net win on NVidia (by 1-4.8% depending on whether driver threading is enabled).
+ if ( ( nCurTotalBufferRevision != m_CurAttribs.m_nTotalBufferRevision ) ||
+ ( m_CurAttribs.m_pVertDecl != m_pDevice->m_pVertDecl ) ||
+ ( m_CurAttribs.m_vtxAttribMap[0] != reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[0] ) ||
+ ( m_CurAttribs.m_vtxAttribMap[1] != reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[1] ) ||
+ ( memcmp( m_CurAttribs.m_streams, m_pDevice->m_streams, sizeof( m_pDevice->m_streams ) ) != 0 ) )
+ {
+ // This branch is taken 52.2% of the time in the L4D2 test1 (long) timedemo.
+
+#if GL_BATCH_TELEMETRY_ZONES
+ tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "SetVertexAttribs" );
+#endif
+
+ m_CurAttribs.m_nTotalBufferRevision = nCurTotalBufferRevision;
+ m_CurAttribs.m_pVertDecl = m_pDevice->m_pVertDecl;
+ m_CurAttribs.m_vtxAttribMap[0] = reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[0];
+ m_CurAttribs.m_vtxAttribMap[1] = reinterpret_cast<const uint64 *>(m_pDevice->m_vertexShader->m_vtxAttribMap)[1];
+ memcpy( m_CurAttribs.m_streams, m_pDevice->m_streams, sizeof( m_pDevice->m_streams ) );
+
+ unsigned char *pVertexShaderAttribMap = m_pDevice->m_vertexShader->m_vtxAttribMap;
+ const int nMaxVertexAttributesToCheck = m_drawingProgram[ kGLMVertexProgram ]->m_maxVertexAttrs;
+
+ IDirect3DVertexDeclaration9 *pVertDecl = m_pDevice->m_pVertDecl;
+ const uint8 *pVertexAttribDescToStreamIndex = pVertDecl->m_VertexAttribDescToStreamIndex;
+
+ for( int nMask = 1, nIndex = 0; nIndex < nMaxVertexAttributesToCheck; ++nIndex, nMask <<= 1 )
+ {
+ uint8 vertexShaderAttrib = pVertexShaderAttribMap[ nIndex ];
+
+ uint nDeclIndex = pVertexAttribDescToStreamIndex[vertexShaderAttrib];
+ if ( nDeclIndex == 0xFF )
+ {
+ // Not good - the vertex shader has an attribute which can't be located in the decl!
+ // The D3D9 debug runtime is also going to complain.
+ Assert( 0 );
+
+ if ( m_lastKnownVertexAttribMask & nMask )
+ {
+ m_lastKnownVertexAttribMask &= ~nMask;
+ gGL->glDisableVertexAttribArray( nIndex );
+ }
+ continue;
+ }
+
+ D3DVERTEXELEMENT9_GL *pDeclElem = &pVertDecl->m_elements[nDeclIndex];
+
+ Assert( ( ( vertexShaderAttrib >> 4 ) == pDeclElem->m_dxdecl.Usage ) && ( ( vertexShaderAttrib & 0x0F ) == pDeclElem->m_dxdecl.UsageIndex) );
+
+ const uint nStreamIndex = pDeclElem->m_dxdecl.Stream;
+ const D3DStreamDesc *pStream = &m_pDevice->m_streams[ nStreamIndex ];
+
+ CGLMBuffer *pBuf = m_pDevice->m_vtx_buffers[ nStreamIndex ];
+ if ( pBuf == m_pDevice->m_pDummy_vtx_buffer )
+ {
+ Assert( pStream->m_vtxBuffer == NULL );
+
+ // this shader doesn't use that pair.
+ if ( m_lastKnownVertexAttribMask & nMask )
+ {
+ m_lastKnownVertexAttribMask &= ~nMask;
+ gGL->glDisableVertexAttribArray( nIndex );
+ }
+ continue;
+ }
+ Assert( pStream->m_vtxBuffer->m_vtxBuffer == pBuf );
+
+ int nBufOffset = pDeclElem->m_gldecl.m_offset + pStream->m_offset;
+ Assert( nBufOffset >= 0 );
+ Assert( nBufOffset < (int)pBuf->m_nSize );
+ if ( pBuf->m_bUsingPersistentBuffer )
+ {
+ nBufOffset += pBuf->m_nPersistentBufferStartOffset;
+ }
+
+ SetBufAndVertexAttribPointer( nIndex, pBuf->GetHandle(),
+ pStream->m_stride, pDeclElem->m_gldecl.m_datatype, pDeclElem->m_gldecl.m_normalized, pDeclElem->m_gldecl.m_nCompCount,
+ reinterpret_cast< const GLvoid * >( reinterpret_cast< int >( pBuf->m_pPseudoBuf ) + nBufOffset ),
+ pBuf->m_nRevision );
+
+ if ( !( m_lastKnownVertexAttribMask & nMask ) )
+ {
+ m_lastKnownVertexAttribMask |= nMask;
+ gGL->glEnableVertexAttribArray( nIndex );
+ }
+ }
+
+ for( int nIndex = nMaxVertexAttributesToCheck; nIndex < m_nNumSetVertexAttributes; nIndex++ )
+ {
+ gGL->glDisableVertexAttribArray( nIndex );
+ m_lastKnownVertexAttribMask &= ~(1 << nIndex);
+ }
+
+ m_nNumSetVertexAttributes = nMaxVertexAttributesToCheck;
+ }
+
+ // fragment stage --------------------------------------------------------------------
+ if ( m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone )
+ {
+ GLint fconstLoc;
+ fconstLoc = m_pBoundPair->m_locFragmentParams;
+ if ( fconstLoc >= 0 )
+ {
+ const int nMaxUsedShaderSlots = m_drawingProgram[kGLMFragmentProgram]->m_descs[kGLMGLSL].m_highWater;
+
+ int firstDirtySlot = m_programParamsF[kGLMFragmentProgram].m_firstDirtySlotNonBone;
+ int dirtySlotHighWater = MIN( nMaxUsedShaderSlots, m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone );
+
+ if ( dirtySlotHighWater > firstDirtySlot )
+ {
+#if GL_BATCH_TELEMETRY_ZONES
+ tmZone( TELEMETRY_LEVEL2, TMZF_NONE, "PSUniformUpdate %u %u", firstDirtySlot, dirtySlotHighWater );
+#endif
+
+ gGL->glUniform4fv( m_pBoundPair->m_UniformBufferParams[kGLMFragmentProgram][firstDirtySlot], dirtySlotHighWater - firstDirtySlot, &m_programParamsF[kGLMFragmentProgram].m_values[firstDirtySlot][0] );
+
+ GL_BATCH_PERF( m_nTotalPSUniformCalls++; )
+ GL_BATCH_PERF( m_nTotalPSUniformsSet += dirtySlotHighWater - firstDirtySlot; )
+
+ GL_BATCH_PERF( m_FlushStats.m_nFirstPSConstant = firstDirtySlot; )
+ GL_BATCH_PERF( m_FlushStats.m_nNumPSConstants += (dirtySlotHighWater - firstDirtySlot); )
+ }
+ m_programParamsF[kGLMFragmentProgram].m_firstDirtySlotNonBone = 256;
+ m_programParamsF[kGLMFragmentProgram].m_dirtySlotHighWaterNonBone = 0;
+ }
+ }
+
+ return;
+
+flush_error_exit:
+ m_pBoundPair = NULL;
+ m_bDirtyPrograms = true;
+ return;
+}