Texture binding
This commit is contained in:
@@ -101,51 +101,24 @@ bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState
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std::vector<LayerProgram::TextBinding> textBindings;
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mTextureBindings.CreateTextBindings(state, textBindings);
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layerProgram.layerId = state.layerId;
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layerProgram.shaderId = state.shaderId;
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layerProgram.shaderTextureBase = mTextureBindings.ResolveShaderTextureBase(state, mRuntimeHost.GetMaxTemporalHistoryFrames());
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layerProgram.textureBindings.swap(textureBindings);
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layerProgram.textBindings.swap(textBindings);
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const GLuint globalParamsIndex = glGetUniformBlockIndex(newProgram.get(), "GlobalParams");
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if (globalParamsIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(newProgram.get(), globalParamsIndex, kGlobalParamsBindingPoint);
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const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
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const GLuint shaderTextureBase = state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
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glUseProgram(newProgram.get());
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const GLint videoInputLocation = glGetUniformLocation(newProgram.get(), "gVideoInput");
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if (videoInputLocation >= 0)
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glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
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for (unsigned index = 0; index < historyCap; ++index)
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{
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const std::string sourceSamplerName = "gSourceHistory" + std::to_string(index);
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const GLint sourceSamplerLocation = glGetUniformLocation(newProgram.get(), sourceSamplerName.c_str());
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if (sourceSamplerLocation >= 0)
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glUniform1i(sourceSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + index));
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const std::string temporalSamplerName = "gTemporalHistory" + std::to_string(index);
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const GLint temporalSamplerLocation = glGetUniformLocation(newProgram.get(), temporalSamplerName.c_str());
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if (temporalSamplerLocation >= 0)
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glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
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}
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for (std::size_t index = 0; index < textureBindings.size(); ++index)
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{
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const GLint textureSamplerLocation = mTextureBindings.FindSamplerUniformLocation(newProgram.get(), textureBindings[index].samplerName);
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if (textureSamplerLocation >= 0)
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glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
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}
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const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(textureBindings.size());
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for (std::size_t index = 0; index < textBindings.size(); ++index)
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{
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const GLint textSamplerLocation = mTextureBindings.FindSamplerUniformLocation(newProgram.get(), textBindings[index].samplerName);
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if (textSamplerLocation >= 0)
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glUniform1i(textSamplerLocation, static_cast<GLint>(textTextureBase + static_cast<GLuint>(index)));
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}
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mTextureBindings.AssignLayerSamplerUniforms(newProgram.get(), state, layerProgram, historyCap);
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glUseProgram(0);
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layerProgram.layerId = state.layerId;
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layerProgram.shaderId = state.shaderId;
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layerProgram.shaderTextureBase = shaderTextureBase;
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layerProgram.program = newProgram.release();
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layerProgram.vertexShader = newVertexShader.release();
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layerProgram.fragmentShader = newFragmentShader.release();
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layerProgram.textureBindings.swap(textureBindings);
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layerProgram.textBindings.swap(textBindings);
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return true;
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}
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@@ -102,3 +102,122 @@ GLint ShaderTextureBindings::FindSamplerUniformLocation(GLuint program, const st
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return location;
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return glGetUniformLocation(program, (samplerName + "_0").c_str());
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}
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GLuint ShaderTextureBindings::ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const
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{
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return state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
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}
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void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const LayerProgram& layerProgram, unsigned historyCap) const
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{
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const GLuint shaderTextureBase = ResolveShaderTextureBase(state, historyCap);
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const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
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if (videoInputLocation >= 0)
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glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
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for (unsigned index = 0; index < historyCap; ++index)
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{
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const std::string sourceSamplerName = "gSourceHistory" + std::to_string(index);
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const GLint sourceSamplerLocation = glGetUniformLocation(program, sourceSamplerName.c_str());
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if (sourceSamplerLocation >= 0)
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glUniform1i(sourceSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + index));
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const std::string temporalSamplerName = "gTemporalHistory" + std::to_string(index);
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const GLint temporalSamplerLocation = glGetUniformLocation(program, temporalSamplerName.c_str());
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if (temporalSamplerLocation >= 0)
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glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
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}
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for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
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{
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const GLint textureSamplerLocation = FindSamplerUniformLocation(program, layerProgram.textureBindings[index].samplerName);
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if (textureSamplerLocation >= 0)
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glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
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}
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const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(layerProgram.textureBindings.size());
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for (std::size_t index = 0; index < layerProgram.textBindings.size(); ++index)
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{
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const GLint textSamplerLocation = FindSamplerUniformLocation(program, layerProgram.textBindings[index].samplerName);
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if (textSamplerLocation >= 0)
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glUniform1i(textSamplerLocation, static_cast<GLint>(textTextureBase + static_cast<GLuint>(index)));
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}
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}
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ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLayerRuntimeBindingPlan(
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const LayerProgram& layerProgram,
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GLuint layerInputTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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const std::vector<GLuint>& temporalHistoryTextures) const
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{
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RuntimeTextureBindingPlan plan;
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plan.bindings.push_back({ "layerInput", "gVideoInput", layerInputTexture, kDecodedVideoTextureUnit });
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for (std::size_t index = 0; index < sourceHistoryTextures.size(); ++index)
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{
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plan.bindings.push_back({
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"sourceHistory",
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"gSourceHistory" + std::to_string(index),
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sourceHistoryTextures[index],
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kSourceHistoryTextureUnitBase + static_cast<GLuint>(index)
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});
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}
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const GLuint temporalBase = kSourceHistoryTextureUnitBase + static_cast<GLuint>(sourceHistoryTextures.size());
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for (std::size_t index = 0; index < temporalHistoryTextures.size(); ++index)
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{
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plan.bindings.push_back({
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"temporalHistory",
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"gTemporalHistory" + std::to_string(index),
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temporalHistoryTextures[index],
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temporalBase + static_cast<GLuint>(index)
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});
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}
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const GLuint shaderTextureBase = layerProgram.shaderTextureBase != 0 ? layerProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
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for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
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{
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const LayerProgram::TextureBinding& textureBinding = layerProgram.textureBindings[index];
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plan.bindings.push_back({
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"shaderTexture",
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textureBinding.samplerName,
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textureBinding.texture,
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shaderTextureBase + static_cast<GLuint>(index)
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});
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}
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const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(layerProgram.textureBindings.size());
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for (std::size_t index = 0; index < layerProgram.textBindings.size(); ++index)
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{
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const LayerProgram::TextBinding& textBinding = layerProgram.textBindings[index];
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plan.bindings.push_back({
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"textTexture",
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textBinding.samplerName,
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textBinding.texture,
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textTextureBase + static_cast<GLuint>(index)
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});
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}
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return plan;
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}
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void ShaderTextureBindings::BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
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{
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for (const RuntimeTextureBinding& binding : plan.bindings)
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{
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glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
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glBindTexture(GL_TEXTURE_2D, binding.texture);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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void ShaderTextureBindings::UnbindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
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{
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for (const RuntimeTextureBinding& binding : plan.bindings)
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{
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glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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@@ -11,8 +11,30 @@ class ShaderTextureBindings
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public:
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using LayerProgram = OpenGLRenderer::LayerProgram;
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struct RuntimeTextureBinding
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{
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std::string semanticName;
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std::string samplerName;
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GLuint texture = 0;
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GLuint textureUnit = 0;
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};
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struct RuntimeTextureBindingPlan
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{
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std::vector<RuntimeTextureBinding> bindings;
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};
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bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);
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void CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings);
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bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
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GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
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GLuint ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const;
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void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const LayerProgram& layerProgram, unsigned historyCap) const;
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RuntimeTextureBindingPlan BuildLayerRuntimeBindingPlan(
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const LayerProgram& layerProgram,
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GLuint layerInputTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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const std::vector<GLuint>& temporalHistoryTextures) const;
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void BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const;
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void UnbindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const;
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};
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