示例#1
0
FShaderResourceViewRHIRef FOpenGLDynamicRHI::RHICreateShaderResourceView(FVertexBufferRHIParamRef VertexBufferRHI, uint32 Stride, uint8 Format)
{
	GLuint TextureID = 0;
	if ( FOpenGL::SupportsResourceView() )
	{
		DYNAMIC_CAST_OPENGLRESOURCE(VertexBuffer,VertexBuffer);

		const uint32 FormatBPP = GPixelFormats[Format].BlockBytes;

		if (FormatBPP != Stride)
		{
			UE_LOG(LogRHI, Fatal,TEXT("OpenGL 3.2 RHI supports only tightly packed texture buffers!"));
			return new FOpenGLShaderResourceView(this, 0, GL_TEXTURE_BUFFER);
		}

		const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Format];

		FOpenGL::GenTextures(1,&TextureID);

		// Use a texture stage that's not likely to be used for draws, to avoid waiting
		CachedSetupTextureStage(GetContextStateForCurrentContext(), FOpenGL::GetMaxCombinedTextureImageUnits() - 1, GL_TEXTURE_BUFFER, TextureID, -1, 1);
		FOpenGL::TexBuffer(GL_TEXTURE_BUFFER, GLFormat.InternalFormat[0], VertexBuffer->Resource);
	}

	// No need to restore texture stage; leave it like this,
	// and the next draw will take care of cleaning it up; or
	// next operation that needs the stage will switch something else in on it.

	return new FOpenGLShaderResourceView(this,TextureID,GL_TEXTURE_BUFFER);
}
void FOpenGLDynamicRHI::RHIResizeViewport(FViewportRHIParamRef ViewportRHI,uint32 SizeX,uint32 SizeY,bool bIsFullscreen)
{
	DYNAMIC_CAST_OPENGLRESOURCE(Viewport,Viewport);
	check( IsInGameThread() );

//#if !PLATFORM_MAC
//	SCOPED_SUSPEND_RENDERING_THREAD(true);
//#endif

	Viewport->Resize(SizeX,SizeY,bIsFullscreen);
}
示例#3
0
void FOpenGLDynamicRHI::RHIBeginDrawingViewport(FViewportRHIParamRef ViewportRHI, FTextureRHIParamRef RenderTarget)
{
	VERIFY_GL_SCOPE();

	DYNAMIC_CAST_OPENGLRESOURCE(Viewport,Viewport);

	SCOPE_CYCLE_COUNTER(STAT_OpenGLPresentTime);

	check(!DrawingViewport);
	DrawingViewport = Viewport;

	bRevertToSharedContextAfterDrawingViewport = false;
	EOpenGLCurrentContext CurrentContext = PlatformOpenGLCurrentContext( PlatformDevice );
	if( CurrentContext != CONTEXT_Rendering )
	{
		check(CurrentContext == CONTEXT_Shared);
		check(!bIsRenderingContextAcquired || !GUseThreadedRendering);
		bRevertToSharedContextAfterDrawingViewport = true;
		PlatformRenderingContextSetup(PlatformDevice);
	}

	if(!GPUProfilingData.FrameTiming.IsInitialized())
	{
		GPUProfilingData.FrameTiming.InitResource();
	}
	
	// Set the render target and viewport.
	if( RenderTarget )
	{
		FRHIRenderTargetView RTV(RenderTarget);
		RHISetRenderTargets(1, &RTV, FTextureRHIRef(), 0, NULL);
	}
	else
	{
		FRHIRenderTargetView RTV(DrawingViewport->GetBackBuffer());
		RHISetRenderTargets(1, &RTV, FTextureRHIRef(), 0, NULL);
	}
}
示例#4
0
FOpenGLVertexBufferUnorderedAccessView::FOpenGLVertexBufferUnorderedAccessView(	FOpenGLDynamicRHI* InOpenGLRHI, FVertexBufferRHIParamRef InVertexBufferRHI, uint8 Format):
	VertexBufferRHI(InVertexBufferRHI),
	OpenGLRHI(InOpenGLRHI)
{
	VERIFY_GL_SCOPE();
	DYNAMIC_CAST_OPENGLRESOURCE(VertexBuffer, InVertexBuffer);


	const FOpenGLTextureFormat& GLFormat = GOpenGLTextureFormats[Format];

	GLuint TextureID = 0;
	FOpenGL::GenTextures(1,&TextureID);

	// Use a texture stage that's not likely to be used for draws, to avoid waiting
	OpenGLRHI->CachedSetupTextureStage(OpenGLRHI->GetContextStateForCurrentContext(), FOpenGL::GetMaxCombinedTextureImageUnits() - 1, GL_TEXTURE_BUFFER, TextureID, -1, 1);
	FOpenGL::TexBuffer(GL_TEXTURE_BUFFER, GLFormat.InternalFormat[0], InVertexBuffer->Resource);

	// No need to restore texture stage; leave it like this,
	// and the next draw will take care of cleaning it up; or
	// next operation that needs the stage will switch something else in on it.

	this->Resource = TextureID;
	this->Format = GLFormat.InternalFormat[0];
}
FTexture2DRHIRef FOpenGLDynamicRHI::RHIGetViewportBackBuffer(FViewportRHIParamRef ViewportRHI)
{
	DYNAMIC_CAST_OPENGLRESOURCE(Viewport,Viewport);
	return Viewport->GetBackBuffer();
}
void FOpenGLDynamicRHI::RHIEndDrawingViewport(FViewportRHIParamRef ViewportRHI,bool bPresent,bool bLockToVsync)
{
	VERIFY_GL_SCOPE();

	DYNAMIC_CAST_OPENGLRESOURCE(Viewport,Viewport);

	SCOPE_CYCLE_COUNTER(STAT_OpenGLPresentTime);

	check(DrawingViewport.GetReference() == Viewport);

	FOpenGLTexture2D* BackBuffer = Viewport->GetBackBuffer();

	uint32 IdleStart = FPlatformTime::Cycles();

	PlatformBlitToViewport(PlatformDevice,
		Viewport->OpenGLContext,
		BackBuffer->GetSizeX(),
		BackBuffer->GetSizeY(),
		bPresent,
		bLockToVsync,
		RHIOpenGLConsoleVariables::SyncInterval
	);

	DrawingViewport = NULL;

	// Don't wait on the GPU when using SLI, let the driver determine how many frames behind the GPU should be allowed to get
	if (GNumActiveGPUsForRendering == 1)
	{
		static const auto CFinishFrameVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.FinishCurrentFrame"));
		if (!CFinishFrameVar->GetValueOnRenderThread())
		{
			// Wait for the GPU to finish rendering the previous frame before finishing this frame.
			Viewport->WaitForFrameEventCompletion();
			Viewport->IssueFrameEvent();
		}
		else
		{
			// Finish current frame immediately to reduce latency
			Viewport->IssueFrameEvent();
			Viewport->WaitForFrameEventCompletion();
		}
		
		// If the input latency timer has been triggered, block until the GPU is completely
		// finished displaying this frame and calculate the delta time.
		if ( GInputLatencyTimer.RenderThreadTrigger )
		{
			Viewport->WaitForFrameEventCompletion();
			uint32 EndTime = FPlatformTime::Cycles();
			GInputLatencyTimer.DeltaTime = EndTime - GInputLatencyTimer.StartTime;
			GInputLatencyTimer.RenderThreadTrigger = false;
		}
	}

	GRenderThreadIdle[ERenderThreadIdleTypes::WaitingForGPUPresent] += FPlatformTime::Cycles() - IdleStart;

	if (bRevertToSharedContextAfterDrawingViewport)
	{
		PlatformSharedContextSetup(PlatformDevice);
		bRevertToSharedContextAfterDrawingViewport = false;
	}
}
示例#7
0
FUnorderedAccessViewRHIRef FOpenGLDynamicRHI::RHICreateUnorderedAccessView(FTextureRHIParamRef TextureRHI)
{
	DYNAMIC_CAST_OPENGLRESOURCE(Texture,Texture);
	check(Texture->GetFlags() & TexCreate_UAV);
	return new FOpenGLTextureUnorderedAccessView(TextureRHI);
}
示例#8
0
FUnorderedAccessViewRHIRef FOpenGLDynamicRHI::RHICreateUnorderedAccessView(FStructuredBufferRHIParamRef StructuredBufferRHI, bool bUseUAVCounter, bool bAppendBuffer)
{
	DYNAMIC_CAST_OPENGLRESOURCE(StructuredBuffer,StructuredBuffer);
	UE_LOG(LogRHI, Fatal,TEXT("%s not implemented yet"),ANSI_TO_TCHAR(__FUNCTION__)); 
	return new FOpenGLUnorderedAccessView();
}
示例#9
0
FShaderResourceViewRHIRef FOpenGLDynamicRHI::RHICreateShaderResourceView(FStructuredBufferRHIParamRef StructuredBufferRHI)
{
	DYNAMIC_CAST_OPENGLRESOURCE(StructuredBuffer,StructuredBuffer);
	UE_LOG(LogRHI, Fatal,TEXT("OpenGL RHI doesn't support RHICreateShaderResourceView yet!"));
	return new FOpenGLShaderResourceView(this,0,GL_TEXTURE_BUFFER);
}
示例#10
0
FUnorderedAccessViewRHIRef FOpenGLDynamicRHI::RHICreateUnorderedAccessView(FVertexBufferRHIParamRef VertexBufferRHI,uint8 Format)
{
	DYNAMIC_CAST_OPENGLRESOURCE(VertexBuffer,VertexBuffer);
	return new FOpenGLVertexBufferUnorderedAccessView(this, VertexBufferRHI, Format);
}