Files
Aiden 7777cfc194
All checks were successful
CI / React UI Build (push) Successful in 11s
CI / Native Windows Build And Tests (push) Successful in 2m23s
CI / Windows Release Package (push) Successful in 2m46s
data storage
2026-05-10 20:39:28 +10:00

203 lines
5.7 KiB
C++

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