コード例 #1
0
ファイル: bindless.cpp プロジェクト: LuisAntonRebollo/apitest
// --------------------------------------------------------------------------------------------------------------------
bool UntexturedObjectsGLBindless::Init(const std::vector<UntexturedObjectsProblem::Vertex>& _vertices,
                                       const std::vector<UntexturedObjectsProblem::Index>& _indices,
                                       size_t _objectCount)
{
    if (glBufferStorage == nullptr) {
        console::warn("Unable to initialize solution '%s', glBufferStorage() unavailable.", GetName().c_str());
        return false;
    }

    if (glGetBufferParameterui64vNV == nullptr ||
        glMakeBufferResidentNV == nullptr) {
        console::warn("Unable to initialize solution '%s', GL_NV_shader_buffer_load unavailable.", GetName().c_str());
        return false;
    }

    if (!UntexturedObjectsSolution::Init(_vertices, _indices, _objectCount)) {
        return false;
    }

    // Program
    const char* kUniformNames[] = { "ViewProjection", "World", nullptr };

    m_prog = CreateProgramT("cubes_gl_bindless_vs.glsl", 
                            "cubes_gl_bindless_fs.glsl",
                            kUniformNames, &mUniformLocation);

    if (m_prog == 0) {
        console::warn("Unable to initialize solution '%s', shader compilation/linking failed.", GetName().c_str());
        return false;
    }

    m_ibs.resize(_objectCount);
    m_ib_addrs.resize(_objectCount);
    m_ib_sizes.resize(_objectCount);

    m_vbs.resize(_objectCount);
    m_vbo_addrs.resize(_objectCount);
    m_vbo_sizes.resize(_objectCount);

    glGenBuffers(_objectCount, &*m_ibs.begin());
    glGenBuffers(_objectCount, &*m_vbs.begin());
    for (size_t u = 0; u < _objectCount; ++u)
    {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibs[u]);
        glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, _indices.size() * sizeof(UntexturedObjectsProblem::Index), &*_indices.begin(), 0);
        glGetBufferParameterui64vNV(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_ib_addrs[u]);
        glMakeBufferResidentNV(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
        m_ib_sizes[u] = _indices.size() * sizeof(UntexturedObjectsProblem::Index);

        glBindBuffer(GL_ARRAY_BUFFER, m_vbs[u]);
        glBufferStorage(GL_ARRAY_BUFFER, _vertices.size() * sizeof(UntexturedObjectsProblem::Vertex), &*_vertices.begin(), 0);
        glGetBufferParameterui64vNV(GL_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_vbo_addrs[u]);
        glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
        m_vbo_sizes[u] = _vertices.size() * sizeof(UntexturedObjectsProblem::Vertex);
    }

    return glGetError() == GL_NO_ERROR;
}
コード例 #2
0
bool initArrayBuffer()
{
	glGenBuffers(1, &BufferName);

    glBindBuffer(GL_ARRAY_BUFFER, BufferName);
    glBufferData(GL_ARRAY_BUFFER, VertexSize, VertexData, GL_STATIC_DRAW);
	glGetBufferParameterui64vNV(GL_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &Address);
	glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	return glf::checkError("initArrayBuffer");;
}
コード例 #3
0
bool initBuffer()
{
	glGenBuffers(buffer::MAX, BufferName);

	glBindBuffer(GL_ARRAY_BUFFER, BufferName[buffer::VERTEX]);
	glBufferData(GL_ARRAY_BUFFER, VertexSize, VertexData, GL_STATIC_DRAW);
	glGetBufferParameterui64vNV(GL_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &Address);
	glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), 0, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	return true;
}
コード例 #4
0
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_NVShaderBufferLoad_nglGetBufferParameterui64vNV__IIJ(JNIEnv *__env, jclass clazz, jint target, jint pname, jlong paramsAddress) {
    glGetBufferParameterui64vNVPROC glGetBufferParameterui64vNV = (glGetBufferParameterui64vNVPROC)tlsGetFunction(2105);
    intptr_t params = (intptr_t)paramsAddress;
    UNUSED_PARAM(clazz)
    glGetBufferParameterui64vNV(target, pname, params);
}
コード例 #5
0
int voxel_zread(int bricks, FILE * fptr)
{
	unsigned char in[CHUNK];
	unsigned char out[CHUNK];

	z_stream strm = {
			.zalloc=Z_NULL,
			.zfree=Z_NULL,
			.opaque=Z_NULL,
			.avail_in=0,
			.next_in=Z_NULL
	};
	int ret = inflateInit(&strm);
	if(ret != Z_OK)
		return ret;

	int prev_off = 0;
	int brick_size = B_SIZE*B_SIZE*B_SIZE*sizeof(float4);
	unsigned char *prev_buf = malloc(brick_size);
		
	do {
		strm.avail_in = fread(in, 1, CHUNK, fptr);
		if(ferror(fptr)) {
			ret = Z_ERRNO;
			goto zread_fail;
		}
		if(strm.avail_in == 0)
			break;
		strm.next_in = in;

		do {
			strm.avail_out = CHUNK;
			strm.next_out = out;
			ret = inflate(&strm, Z_NO_FLUSH);
//			assert(ret != Z_STREAM_ERROR);
			switch(ret) {
			case Z_NEED_DICT:
				ret = Z_DATA_ERROR;
			case Z_DATA_ERROR:
			case Z_MEM_ERROR:
				goto zread_fail;
			}
			int have = CHUNK - strm.avail_out;
// pass data to loader
			int outoff = 0; 
			if(have+prev_off > brick_size)
			{
				if(prev_off)
				{
					outoff = brick_size - prev_off;
					memcpy(prev_buf+prev_off, out, outoff);
					bp_add((float4*)prev_buf);
					prev_off = 0;
				}
				for(;outoff+brick_size <= have; outoff+= brick_size)
					bp_add((float4*)(out+outoff));
			}
			if(outoff < have)
			{
				memcpy(prev_buf+prev_off, out+outoff, have - outoff);
				prev_off += have - outoff;
				if(prev_off >= brick_size)
				{
					bp_add((float4*)prev_buf);
					prev_off = 0;
				}
			}
	//		strm.avail_out = 0;
// end data loader

		} while(strm.avail_out == 0);
	} while(ret != Z_STREAM_END);

	inflateEnd(&strm);
	printf("zlib ok: inflated %d bricks.\n", brick_count-1);
	return 0;
zread_fail:
	inflateEnd(&strm);
	free(prev_buf);
	printf("zlib fail = %d, bricks=%d\n", ret, brick_count);
	return ret;
}


int voxel_init(char *filename)
{

	bPool = malloc(bPool_size);
	memset(bPool, 0, bPool_size);
	nPool = malloc(nPool_size);
	memset(nPool, 0, nPool_size);
	// Load file off of disk
	FILE *fptr = fopen(filename, "rb");
	if(!fptr)
	{
		printf("Failed Opening SVO file \"%s\"\n", filename);
		return 0;
	}


	char check[4] = "VOCT";
	int bricks, blocks;
	int zero;

	fread(check, 4, 1, fptr);
	fread(&blocks, 4, 1, fptr);
	fread(&bricks, 4, 1, fptr);
	fread(&zero, 4, 1, fptr);

	fread(nPool, blocks * 64, 1, fptr);
	int ret = voxel_zread(bricks, fptr);

	if(ret)
	{
		printf("zload failed\n");

	}
/*
	for(int i=0; i < bricks; i++)
	{
		int3 boff;
		int itmp = i % B_COUNT;
		boff.x = itmp;
		itmp = (i-boff.x)/B_COUNT;
		boff.y = itmp % B_COUNT;
		boff.z = (itmp-boff.y) / B_COUNT;
		F3MULS(boff, boff, B_SIZE);
		for(int z=0; z < B_SIZE; z++)
		for(int y=0; y < B_SIZE; y++)
		{
			
	fread(&bPool[boff.z+z][boff.y+y][boff.x],
			sizeof(float4)*B_SIZE, 1, fptr);
		}
		
	}
*/
//	fread(bPool, 16*B_CUBE, 1, fptr);
	fclose(fptr);
	
	printf("Loaded %d blocks, %d bricks\n", blocks, bricks);
	printf("Error = \"%s\"\n", glError(glGetError()));

	free_vram();

	// Send the brick pool to the GPU
	glEnable(GL_TEXTURE_3D);
	glGenTextures(1, &brick_tex);
	glBindTexture(GL_TEXTURE_3D, brick_tex);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
	printf("Error = \"%s\"\n", glError(glGetError()));
	glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA16F,
			B_EDGE, B_EDGE, B_EDGE,
			0, GL_RGBA, GL_FLOAT, bPool);
	printf("Error = \"%s\"\n", glError(glGetError()));
	glBindTexture(GL_TEXTURE_3D, 0);

	printf("Error = \"%s\"\n", glError(glGetError()));
	free_vram();

	// load the node pool onto the GPU
	glGenBuffers(1, &node_pool);
	glBindBuffer(GL_ARRAY_BUFFER, node_pool);
	glBufferData(GL_ARRAY_BUFFER, nPool_size, nPool, GL_DYNAMIC_DRAW);
	glGetBufferParameterui64vNV(GL_ARRAY_BUFFER,
			GL_BUFFER_GPU_ADDRESS_NV, &nodepool_devptr);
	glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	printf("Error = \"%s\"\n", glError(glGetError()));
	prepare_shader();
	return 1;
}
コード例 #6
0
void GLGeometry::refresh() {
	Assert(m_id[0] != 0 && m_id[1] != 0);
	m_stride = 3;
	if (m_mesh->hasVertexNormals())
		m_stride += 3;
	if (m_mesh->hasVertexTexcoords())
		m_stride += 2;
	if (m_mesh->hasUVTangents())
		m_stride += 3;
	if (m_mesh->hasVertexColors())
		m_stride += 3;
	m_stride *= sizeof(GLfloat);

	size_t vertexCount = m_mesh->getVertexCount(), triCount = m_mesh->getTriangleCount();
	m_size[EVertexID] = (GLuint) (vertexCount * m_stride);
	m_size[EIndexID] = (GLuint) (triCount * sizeof(GLuint) * 3);

	Log(ETrace, "Uploading a GPU geometry object (\"%s\", " SIZE_T_FMT
		" vertices, " SIZE_T_FMT " triangles, %s)",
		getName().c_str(), vertexCount, triCount,
		memString(m_size[EVertexID] + m_size[EIndexID]).c_str());

	GLfloat *vertices = new GLfloat[vertexCount * m_stride/sizeof(GLfloat)];
	GLuint *indices = (GLuint *) m_mesh->getTriangles();
	const Point *sourcePositions = m_mesh->getVertexPositions();
	const Normal *sourceNormals = m_mesh->getVertexNormals();
	const Point2 *sourceTexcoords = m_mesh->getVertexTexcoords();
	const Color3 *sourceColors = m_mesh->getVertexColors();
	Vector *sourceTangents = NULL;

	if (m_mesh->hasUVTangents()) {
		/* Convert into per-vertex tangents */
		const TangentSpace *triTangents = m_mesh->getUVTangents();
		sourceTangents = new Vector[vertexCount];
		uint32_t *count = new uint32_t[vertexCount];
		memset(sourceTangents, 0, sizeof(Vector)*vertexCount);

		for (size_t i=0; i<triCount; ++i) {
			const Triangle &tri = m_mesh->getTriangles()[i];
			const TangentSpace &tangents = triTangents[i];
			for (int j=0; j<3; ++j) {
				sourceTangents[tri.idx[j]] += tangents.dpdu;
				++count[tri.idx[j]];
			}
		}

		for (size_t i=0; i<vertexCount; ++i) {
			if (count[i] == 0)
				continue;
			sourceTangents[i] /= (Float) count[i];
		}

		delete[] count;
	}

	size_t pos = 0;
	for (size_t i=0; i<vertexCount; ++i) {
		vertices[pos++] = (GLfloat) sourcePositions[i].x;
		vertices[pos++] = (GLfloat) sourcePositions[i].y;
		vertices[pos++] = (GLfloat) sourcePositions[i].z;
		if (sourceNormals) {
			vertices[pos++] = (GLfloat) sourceNormals[i].x;
			vertices[pos++] = (GLfloat) sourceNormals[i].y;
			vertices[pos++] = (GLfloat) sourceNormals[i].z;
		}
		if (sourceTexcoords) {
			vertices[pos++] = (GLfloat) sourceTexcoords[i].x;
			vertices[pos++] = (GLfloat) sourceTexcoords[i].y;
		}
		if (sourceTangents) {
			vertices[pos++] = (GLfloat) sourceTangents[i].x;
			vertices[pos++] = (GLfloat) sourceTangents[i].y;
			vertices[pos++] = (GLfloat) sourceTangents[i].z;
		}
		if (sourceColors) {
			vertices[pos++] = (GLfloat) sourceColors[i][0];
			vertices[pos++] = (GLfloat) sourceColors[i][1];
			vertices[pos++] = (GLfloat) sourceColors[i][2];
		}
	}
	Assert(pos * sizeof(GLfloat) == m_stride * vertexCount);

	bind();

	glBufferData(GL_ARRAY_BUFFER, m_size[EVertexID], vertices, GL_STATIC_DRAW);
	if (GLEW_NV_vertex_buffer_unified_memory) {
		glGetBufferParameterui64vNV(GL_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_addr[EVertexID]);
		glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
	}

	glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_size[EIndexID], indices, GL_STATIC_DRAW);
	if (GLEW_NV_vertex_buffer_unified_memory) {
		glGetBufferParameterui64vNV(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_addr[EIndexID]);
		glMakeBufferResidentNV(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
	}
	unbind();

	delete[] vertices;
	if (sourceTangents)
		delete[] sourceTangents;
}
コード例 #7
0
ファイル: bindlessindirect.cpp プロジェクト: jdm3/apitest
// --------------------------------------------------------------------------------------------------------------------
bool UntexturedObjectsGLBindlessIndirect::Init(const std::vector<UntexturedObjectsProblem::Vertex>& _vertices,
                                               const std::vector<UntexturedObjectsProblem::Index>& _indices,
                                               size_t _objectCount)
{
    if (glBufferStorage == nullptr) {
        console::warn("Unable to initialize solution '%s', glBufferStorage() unavailable.", GetName().c_str());
        return false;
    }

    if (glGetBufferParameterui64vNV == nullptr ||
        glMakeBufferResidentNV == nullptr) {
        console::warn("Unable to initialize solution '%s', GL_NV_shader_buffer_load unavailable.", GetName().c_str());
        return false;
    }

    if (!UntexturedObjectsSolution::Init(_vertices, _indices, _objectCount)) {
        return false;
    }

    // Program
    const char* kUniformNames[] = { "ViewProjection", "World", nullptr };

    m_prog = CreateProgramT("cubes_gl_bindless_indirect_vs.glsl",
                            "cubes_gl_bindless_indirect_fs.glsl",
                            kUniformNames, &mUniformLocation);

    if (m_prog == 0) {
        console::warn("Unable to initialize solution '%s', shader compilation/linking failed.", GetName().c_str());
        return false;
    }

    m_ibs.resize(_objectCount);
    m_ib_addrs.resize(_objectCount);
    m_ib_sizes.resize(_objectCount);

    m_vbs.resize(_objectCount);
    m_vbo_addrs.resize(_objectCount);
    m_vbo_sizes.resize(_objectCount);

    m_commands.resize(_objectCount);

    glGenBuffers(_objectCount, &*m_ibs.begin());
    glGenBuffers(_objectCount, &*m_vbs.begin());

    for (size_t u = 0; u < _objectCount; ++u)
    {
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibs[u]);
        glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, _indices.size() * sizeof(UntexturedObjectsProblem::Index), &*_indices.begin(), 0);
        glGetBufferParameterui64vNV(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_ib_addrs[u]);
        glMakeBufferResidentNV(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
        m_ib_sizes[u] = _indices.size() * sizeof(UntexturedObjectsProblem::Index);

        glBindBuffer(GL_ARRAY_BUFFER, m_vbs[u]);
        glBufferStorage(GL_ARRAY_BUFFER, _vertices.size() * sizeof(UntexturedObjectsProblem::Vertex), &*_vertices.begin(), 0);
        glGetBufferParameterui64vNV(GL_ARRAY_BUFFER, GL_BUFFER_GPU_ADDRESS_NV, &m_vbo_addrs[u]);
        glMakeBufferResidentNV(GL_ARRAY_BUFFER, GL_READ_ONLY);
        m_vbo_sizes[u] = _vertices.size() * sizeof(UntexturedObjectsProblem::Vertex);
    }

    glGenBuffers(1, &m_transform_buffer);
    glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_transform_buffer);
    glBufferStorage(GL_SHADER_STORAGE_BUFFER, _objectCount * 64, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_DYNAMIC_STORAGE_BIT);
    m_transform_ptr = glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, _objectCount * 64, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);

    glGenBuffers(1, &m_cmd_buffer);
    glBindBuffer(GL_DRAW_INDIRECT_BUFFER, m_cmd_buffer);
    glBufferStorage(GL_DRAW_INDIRECT_BUFFER, _objectCount * sizeof(Command), nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_DYNAMIC_STORAGE_BIT);
    m_cmd_ptr = glMapBufferRange(GL_DRAW_INDIRECT_BUFFER, 0, _objectCount * sizeof(Command), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);

    m_queries.resize(4);
    glGenQueries(kQueryCount, &*m_queries.begin());

    return glGetError() == GL_NO_ERROR;
}