data storage
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#include "ShaderFeedbackBuffers.h"
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#include <set>
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namespace
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{
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void ConfigureFeedbackTexture(unsigned frameWidth, unsigned frameHeight)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
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}
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}
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bool ShaderFeedbackBuffers::EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned frameWidth, unsigned frameHeight, std::string& error)
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{
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if (!EnsureZeroTexture())
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{
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error = "Failed to initialize shader feedback fallback texture.";
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return false;
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}
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std::set<std::string> requiredLayerIds;
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for (const RuntimeRenderState& state : layerStates)
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{
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if (!state.feedback.enabled)
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continue;
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requiredLayerIds.insert(state.layerId);
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auto surfaceIt = mSurfacesByLayerId.find(state.layerId);
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if (surfaceIt == mSurfacesByLayerId.end() ||
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surfaceIt->second.width != frameWidth ||
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surfaceIt->second.height != frameHeight)
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{
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Surface replacement;
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if (!CreateSurface(replacement, frameWidth, frameHeight, error))
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return false;
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mSurfacesByLayerId[state.layerId] = std::move(replacement);
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}
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}
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for (auto it = mSurfacesByLayerId.begin(); it != mSurfacesByLayerId.end();)
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{
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if (requiredLayerIds.find(it->first) == requiredLayerIds.end())
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{
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DestroySurface(it->second);
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it = mSurfacesByLayerId.erase(it);
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}
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else
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{
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++it;
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}
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}
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return true;
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}
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void ShaderFeedbackBuffers::DestroyResources()
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{
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for (auto& entry : mSurfacesByLayerId)
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DestroySurface(entry.second);
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mSurfacesByLayerId.clear();
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if (mZeroTexture != 0)
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{
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glDeleteTextures(1, &mZeroTexture);
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mZeroTexture = 0;
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}
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}
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void ShaderFeedbackBuffers::ResetState()
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{
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for (auto& entry : mSurfacesByLayerId)
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ClearSurfaceState(entry.second);
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}
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GLuint ShaderFeedbackBuffers::ResolveReadTexture(const RuntimeRenderState& state) const
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{
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if (!state.feedback.enabled)
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return mZeroTexture;
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auto surfaceIt = mSurfacesByLayerId.find(state.layerId);
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if (surfaceIt == mSurfacesByLayerId.end() || !surfaceIt->second.hasData)
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return mZeroTexture;
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return surfaceIt->second.slots[surfaceIt->second.readIndex].texture != 0
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? surfaceIt->second.slots[surfaceIt->second.readIndex].texture
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: mZeroTexture;
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}
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bool ShaderFeedbackBuffers::FeedbackAvailable(const RuntimeRenderState& state) const
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{
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if (!state.feedback.enabled)
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return false;
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auto surfaceIt = mSurfacesByLayerId.find(state.layerId);
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return surfaceIt != mSurfacesByLayerId.end() && surfaceIt->second.hasData;
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}
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void ShaderFeedbackBuffers::CaptureFeedbackFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight)
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{
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auto surfaceIt = mSurfacesByLayerId.find(layerId);
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if (surfaceIt == mSurfacesByLayerId.end())
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return;
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Surface& surface = surfaceIt->second;
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const unsigned writeIndex = 1u - surface.readIndex;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, surface.slots[writeIndex].framebuffer);
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glBlitFramebuffer(0, 0, frameWidth, frameHeight, 0, 0, frameWidth, frameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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surface.pendingWrite = true;
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}
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void ShaderFeedbackBuffers::FinalizeFrame()
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{
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for (auto& entry : mSurfacesByLayerId)
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{
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Surface& surface = entry.second;
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if (!surface.pendingWrite)
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continue;
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surface.readIndex = 1u - surface.readIndex;
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surface.hasData = true;
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surface.pendingWrite = false;
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}
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}
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bool ShaderFeedbackBuffers::EnsureZeroTexture()
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{
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if (mZeroTexture != 0)
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return true;
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glGenTextures(1, &mZeroTexture);
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glBindTexture(GL_TEXTURE_2D, mZeroTexture);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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const float zeroPixel[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, 1, 1, 0, GL_RGBA, GL_FLOAT, zeroPixel);
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glBindTexture(GL_TEXTURE_2D, 0);
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return mZeroTexture != 0;
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}
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bool ShaderFeedbackBuffers::CreateSurface(Surface& surface, unsigned frameWidth, unsigned frameHeight, std::string& error)
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{
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DestroySurface(surface);
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surface.width = frameWidth;
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surface.height = frameHeight;
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for (Slot& slot : surface.slots)
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{
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glGenTextures(1, &slot.texture);
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glBindTexture(GL_TEXTURE_2D, slot.texture);
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ConfigureFeedbackTexture(frameWidth, frameHeight);
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glGenFramebuffers(1, &slot.framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, slot.framebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, slot.texture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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error = "Failed to initialize a shader feedback framebuffer.";
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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DestroySurface(surface);
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return false;
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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ClearSurfaceState(surface);
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return true;
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}
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void ShaderFeedbackBuffers::DestroySurface(Surface& surface)
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{
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for (Slot& slot : surface.slots)
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{
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if (slot.framebuffer != 0)
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glDeleteFramebuffers(1, &slot.framebuffer);
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if (slot.texture != 0)
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glDeleteTextures(1, &slot.texture);
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slot.framebuffer = 0;
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slot.texture = 0;
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}
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surface.width = 0;
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surface.height = 0;
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surface.readIndex = 0;
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surface.hasData = false;
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surface.pendingWrite = false;
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}
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void ShaderFeedbackBuffers::ClearSurfaceState(Surface& surface)
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{
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surface.readIndex = 0;
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surface.hasData = false;
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surface.pendingWrite = false;
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}
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