Beispiel #1
0
	bool CD3D11Driver::runComputeShader(IShader* shader, u32 x, u32 y, u32 z,
		ISceneNode* node)
	{
		shader->reset();

		if (!shader || shader->getType() != EST_COMPUTE_SHADER)
			return false;

		// following actions must be done before calling this method
		// 1, setTexture or setRWTexture
		// 2, setVariable, except for auto variable.

		CShaderVariableInjection::injectToComputeShader(shader, node);
		
		// update constant variables
		shader->update();
		
		// update samplers
		shader->applySamplers();

		bindTexture(EST_COMPUTE_SHADER, shader->getTextureCount());
		bindRWTexture(shader->getRWTextureCount());
		bindSampler(EST_COMPUTE_SHADER, shader->getSamplerCount());

		shader->submit();

		md3dDeviceContext->Dispatch(x, y, z);

		return true;
	}
void StateManagerGL::deleteSampler(GLuint sampler)
{
    if (sampler != 0)
    {
        for (size_t unit = 0; unit < mSamplers.size(); unit++)
        {
            if (mSamplers[unit] == sampler)
            {
                bindSampler(unit, 0);
            }
        }

        mFunctions->deleteSamplers(1, &sampler);
    }
}
gl::Error StateManagerGL::setGenericDrawState(const gl::Data &data)
{
    const gl::State &state = *data.state;

    // If the context has changed, pause the previous context's transform feedback and queries
    if (data.context != mPrevDrawContext)
    {
        if (mPrevDrawTransformFeedback != nullptr)
        {
            mPrevDrawTransformFeedback->syncPausedState(true);
        }

        for (QueryGL *prevQuery : mPrevDrawQueries)
        {
            prevQuery->pause();
        }
    }
    mPrevDrawTransformFeedback = nullptr;
    mPrevDrawQueries.clear();

    mPrevDrawContext = data.context;

    // Sync the current program state
    const gl::Program *program = state.getProgram();
    const ProgramGL *programGL = GetImplAs<ProgramGL>(program);
    useProgram(programGL->getProgramID());

    for (size_t uniformBlockIndex = 0; uniformBlockIndex < program->getActiveUniformBlockCount();
         uniformBlockIndex++)
    {
        GLuint binding = program->getUniformBlockBinding(static_cast<GLuint>(uniformBlockIndex));
        const OffsetBindingPointer<gl::Buffer> &uniformBuffer =
            data.state->getIndexedUniformBuffer(binding);

        if (uniformBuffer.get() != nullptr)
        {
            BufferGL *bufferGL = GetImplAs<BufferGL>(uniformBuffer.get());

            if (uniformBuffer.getSize() == 0)
            {
                bindBufferBase(GL_UNIFORM_BUFFER, binding, bufferGL->getBufferID());
            }
            else
            {
                bindBufferRange(GL_UNIFORM_BUFFER, binding, bufferGL->getBufferID(),
                                uniformBuffer.getOffset(), uniformBuffer.getSize());
            }
        }
    }

    const std::vector<SamplerBindingGL> &appliedSamplerUniforms = programGL->getAppliedSamplerUniforms();
    for (const SamplerBindingGL &samplerUniform : appliedSamplerUniforms)
    {
        GLenum textureType = samplerUniform.textureType;
        for (GLuint textureUnitIndex : samplerUniform.boundTextureUnits)
        {
            const gl::Texture *texture = state.getSamplerTexture(textureUnitIndex, textureType);
            if (texture != nullptr)
            {
                const TextureGL *textureGL = GetImplAs<TextureGL>(texture);

                if (mTextures[textureType][textureUnitIndex] != textureGL->getTextureID())
                {
                    activeTexture(textureUnitIndex);
                    bindTexture(textureType, textureGL->getTextureID());
                }

                textureGL->syncState(textureUnitIndex, texture->getTextureState());
            }
            else
            {
                if (mTextures[textureType][textureUnitIndex] != 0)
                {
                    activeTexture(textureUnitIndex);
                    bindTexture(textureType, 0);
                }
            }

            const gl::Sampler *sampler = state.getSampler(textureUnitIndex);
            if (sampler != nullptr)
            {
                const SamplerGL *samplerGL = GetImplAs<SamplerGL>(sampler);
                samplerGL->syncState(sampler->getSamplerState());
                bindSampler(textureUnitIndex, samplerGL->getSamplerID());
            }
            else
            {
                bindSampler(textureUnitIndex, 0);
            }
        }
    }

    const gl::Framebuffer *framebuffer = state.getDrawFramebuffer();
    const FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
    bindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferGL->getFramebufferID());
    framebufferGL->syncDrawState();

    // Seamless cubemaps are required for ES3 and higher contexts.
    setTextureCubemapSeamlessEnabled(data.clientVersion >= 3);

    // Set the current transform feedback state
    gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback();
    if (transformFeedback)
    {
        TransformFeedbackGL *transformFeedbackGL =
            GetImplAs<TransformFeedbackGL>(transformFeedback);
        bindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbackGL->getTransformFeedbackID());
        transformFeedbackGL->syncActiveState(transformFeedback->isActive(),
                                             transformFeedback->getPrimitiveMode());
        transformFeedbackGL->syncPausedState(transformFeedback->isPaused());
        mPrevDrawTransformFeedback = transformFeedbackGL;
    }
    else
    {
        bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        mPrevDrawTransformFeedback = nullptr;
    }

    // Set the current query state
    for (GLenum queryType : QueryTypes)
    {
        gl::Query *query = state.getActiveQuery(queryType);
        if (query != nullptr)
        {
            QueryGL *queryGL = GetImplAs<QueryGL>(query);
            queryGL->resume();

            mPrevDrawQueries.insert(queryGL);
        }
    }

    return gl::Error(GL_NO_ERROR);
}