示例#1
0
void Profiler::init(ID3D11Device* graphicsDevice)
{
	GPA_RegisterLoggingCallback(GPA_LOGGING_ALL, &GPUPerfLogging);

	GPA_Initialize();
	GPA_OpenContext(graphicsDevice);

	GPA_GetCounterIndex("PrimitivesIn", &primitivesInCounterID);
	GPA_GetCounterIndex("PAPixelsPerTriangle", &pixelsPerTriangleCounterID);

	GPA_EnableCounter(primitivesInCounterID);
	GPA_EnableCounter(pixelsPerTriangleCounterID);

	GPA_GetPassCount(&numPasses);
}
示例#2
0
/** Documented at declaration */
struct dxt_encoder*
dxt_encoder_create(enum dxt_type type, int width, int height, enum dxt_format format, int legacy)
{
    struct dxt_encoder* encoder = (struct dxt_encoder*)malloc(sizeof(struct dxt_encoder));

#ifndef HAVE_MACOSX
    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    assert(err == GLEW_OK);
#endif

    if ( encoder == NULL )
        return NULL;
    encoder->type = type;
    encoder->width = width;
    encoder->height = height;
    encoder->format = format;
    encoder->legacy = legacy;

    if(legacy) {
            glEnable(GL_TEXTURE_2D);
    }

    //glEnable(GL_TEXTURE_2D);
#ifdef HAVE_GPUPERFAPI
    GPA_EnableAllCounters();
#endif

    glGenFramebuffers(1, &encoder->fbo_id);
    glBindFramebuffer(GL_FRAMEBUFFER, encoder->fbo_id);

#ifdef USE_PBO_DXT_ENCODER
    int bpp;
    if(format == DXT_FORMAT_RGB) {
        bpp = 3;
    } else {
        bpp = 4;
    }

    glGenBuffersARB(1, &encoder->pbo_in); //Allocate PBO
    glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, encoder->pbo_in);
    glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB,width*height*bpp,0,GL_STREAM_DRAW_ARB);
    glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
        
    glGenBuffersARB(1, &encoder->pbo_out); //Allocate PBO
    glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, encoder->pbo_out);
    glBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, ((width + 3) / 4 * 4) * ((height + 3) / 4 * 4)  / (encoder->type == DXT_TYPE_DXT5_YCOCG ? 1 : 2), 0, GL_STREAM_READ_ARB);
    glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
    
#endif
    
    GLuint fbo_tex;
    glGenTextures(1, &fbo_tex); 
    glBindTexture(GL_TEXTURE_2D, fbo_tex); 
    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);
    if ( encoder->type == DXT_TYPE_DXT5_YCOCG )
        glTexImage2D(GL_TEXTURE_2D, 0 , GL_RGBA32UI_EXT, (encoder->width + 3) / 4 * 4, (encoder->height + 3) / 4, 0, GL_RGBA_INTEGER_EXT, GL_INT, 0); 
    else
        glTexImage2D(GL_TEXTURE_2D, 0 , GL_RGBA16UI_EXT, (encoder->width + 3) / 4 * 4, (encoder->height + 3) / 4, 0, GL_RGBA_INTEGER_EXT, GL_INT, 0); 
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo_tex, 0);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Create program [display] and its shader
    encoder->program_compress = glCreateProgram();
    // Create fragment shader from file
    encoder->shader_fragment_compress = 0;
    if ( encoder->type == DXT_TYPE_DXT5_YCOCG ) {
        if(encoder->legacy) {
            if(format == DXT_FORMAT_YUV422 || format == DXT_FORMAT_YUV) {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt5ycocg_yuv_legacy, GL_FRAGMENT_SHADER);
            } else {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt5ycocg_legacy, GL_FRAGMENT_SHADER);
            }
        } else {
            if(format == DXT_FORMAT_YUV422 || format == DXT_FORMAT_YUV) {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt5ycocg_yuv, GL_FRAGMENT_SHADER);
            } else {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt5ycocg, GL_FRAGMENT_SHADER);
            }
        }
    } else {
        if(encoder->legacy) {
            if(format == DXT_FORMAT_YUV422 || format == DXT_FORMAT_YUV) {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt1_yuv_legacy, GL_FRAGMENT_SHADER);
            } else {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt1_legacy, GL_FRAGMENT_SHADER);
            }
        } else {
            if(format == DXT_FORMAT_YUV422 || format == DXT_FORMAT_YUV) {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt1_yuv, GL_FRAGMENT_SHADER);
            } else {
                encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt1, GL_FRAGMENT_SHADER);
            }
        }
    }
    if ( encoder->shader_fragment_compress == 0 ) {
        fprintf(stderr, "Failed to compile fragment compress program!\n");
        free(encoder);
        return NULL;
    }
    // Create vertex shader from file
    encoder->shader_vertex_compress = 0;
    if(encoder->legacy) {
        encoder->shader_vertex_compress = dxt_shader_create_from_source(vp_compress_legacy, GL_VERTEX_SHADER);
    } else {
        encoder->shader_vertex_compress = dxt_shader_create_from_source(vp_compress, GL_VERTEX_SHADER);
    }
    if ( encoder->shader_vertex_compress == 0 ) {
        fprintf(stderr, "Failed to compile vertex compress program!\n");
        free(encoder);
        return NULL;
    }
    // Attach shader to program and link the program
    glAttachShader(encoder->program_compress, encoder->shader_fragment_compress);
    glAttachShader(encoder->program_compress, encoder->shader_vertex_compress);
    glLinkProgram(encoder->program_compress);
    
    char log[32768];
    glGetProgramInfoLog(encoder->program_compress, 32768, NULL, (GLchar*)log);
    if ( strlen(log) > 0 )
        printf("Link Log: %s\n", log);
    

    glGenTextures(1, &encoder->texture_id);
    glBindTexture(GL_TEXTURE_2D, encoder->texture_id);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
    if(format == DXT_FORMAT_RGB) {
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, encoder->width, encoder->height, 0, GL_RGB, GL_BYTE, NULL);
    } else {
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, encoder->width, encoder->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    }
    
    //glActiveTexture(GL_TEXTURE0);
    
    if(format == DXT_FORMAT_YUV422) {
            if(!dxt_prepare_yuv422_shader(encoder)) {
                /// @todo What about generated textures etc. ?
                free(encoder);
                return NULL;
            }
    }

    glBindTexture(GL_TEXTURE_2D, encoder->texture_id);
    //glClear(GL_COLOR_BUFFER_BIT);
 
    glViewport(0, 0, (encoder->width + 3) / 4, encoder->height / 4);
    glDisable(GL_DEPTH_TEST);
    
    // User compress program and set image size parameters
    glUseProgram(encoder->program_compress);
//glBindFragDataLocation(encoder->program_compress, 0, "colorInt");
    glUniform1i(glGetUniformLocation(encoder->program_compress, "image"), 0);
    
    if(format == DXT_FORMAT_YUV422 || format == DXT_FORMAT_YUV) {
            glUniform1i(glGetUniformLocation(encoder->program_compress, "imageFormat"), FORMAT_YUV);
    } else {
            glUniform1i(glGetUniformLocation(encoder->program_compress, "imageFormat"), FORMAT_RGB); 
    }
    glUniform2f(glGetUniformLocation(encoder->program_compress, "imageSize"), encoder->width, (encoder->height + 3) / 4 * 4); 
    glUniform1f(glGetUniformLocation(encoder->program_compress, "textureWidth"), (encoder->width + 3) / 4 * 4); 

    if(!encoder->legacy) {
#if ! defined HAVE_MACOSX || OS_VERSION_MAJOR >= 11
        GLint g_vertexLocation;

        // ToDo:
        glGenVertexArrays(1, &encoder->g_vao);

        // ToDo:
        glBindVertexArray(encoder->g_vao);

        // http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
        g_vertexLocation = glGetAttribLocation(encoder->program_compress, "position");

        // http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
        glGenBuffers(1, &encoder->g_vertices);

        // http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
        glBindBuffer(GL_ARRAY_BUFFER, encoder->g_vertices);

        // http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
        //glBufferData(GL_ARRAY_BUFFER, 3 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);
        glBufferData(GL_ARRAY_BUFFER, 8 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW);

        // http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
        //glUseProgram(g_program.program);

        // http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
        glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);

        // http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
        glEnableVertexAttribArray(g_vertexLocation);

        glBindFragDataLocation(encoder->program_compress, 0, "colorOut");
#endif
    }

    // Render to framebuffer
    glBindFramebuffer(GL_FRAMEBUFFER, encoder->fbo_id);

#ifdef HAVE_GPUPERFAPI
    GPA_BeginSession( &encoder->sessionID );
    GPA_GetPassCount( &encoder->numRequiredPasses );
    encoder->currentWaitSessionID = 0;
#endif
#ifdef RTDXT_DEBUG
    glGenQueries(4, encoder->queries);
#endif

    return encoder;
}