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graphicsplugin_opengl.cpp
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graphicsplugin_opengl.cpp
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// Copyright (c) 2017-2024, The Khronos Group Inc.
//
// SPDX-License-Identifier: Apache-2.0
#include "pch.h"
#include "common.h"
#include "geometry.h"
#include "graphicsplugin.h"
#include "options.h"
#ifdef XR_USE_GRAPHICS_API_OPENGL
#include <common/gfxwrapper_opengl.h>
#include <common/xr_linear.h>
namespace {
static const char* VertexShaderGlsl = R"_(
#version 410
in vec3 VertexPos;
in vec3 VertexColor;
out vec3 PSVertexColor;
uniform mat4 ModelViewProjection;
void main() {
gl_Position = ModelViewProjection * vec4(VertexPos, 1.0);
PSVertexColor = VertexColor;
}
)_";
static const char* FragmentShaderGlsl = R"_(
#version 410
in vec3 PSVertexColor;
out vec4 FragColor;
void main() {
FragColor = vec4(PSVertexColor, 1);
}
)_";
struct OpenGLGraphicsPlugin : public IGraphicsPlugin {
OpenGLGraphicsPlugin(const std::shared_ptr<Options>& options, const std::shared_ptr<IPlatformPlugin> /*unused*/&)
: m_clearColor(options->GetBackgroundClearColor()) {}
OpenGLGraphicsPlugin(const OpenGLGraphicsPlugin&) = delete;
OpenGLGraphicsPlugin& operator=(const OpenGLGraphicsPlugin&) = delete;
OpenGLGraphicsPlugin(OpenGLGraphicsPlugin&&) = delete;
OpenGLGraphicsPlugin& operator=(OpenGLGraphicsPlugin&&) = delete;
~OpenGLGraphicsPlugin() override {
if (m_swapchainFramebuffer != 0) {
glDeleteFramebuffers(1, &m_swapchainFramebuffer);
}
if (m_program != 0) {
glDeleteProgram(m_program);
}
if (m_vao != 0) {
glDeleteVertexArrays(1, &m_vao);
}
if (m_cubeVertexBuffer != 0) {
glDeleteBuffers(1, &m_cubeVertexBuffer);
}
if (m_cubeIndexBuffer != 0) {
glDeleteBuffers(1, &m_cubeIndexBuffer);
}
for (auto& colorToDepth : m_colorToDepthMap) {
if (colorToDepth.second != 0) {
glDeleteTextures(1, &colorToDepth.second);
}
}
ksGpuWindow_Destroy(&window);
}
std::vector<std::string> GetInstanceExtensions() const override { return {XR_KHR_OPENGL_ENABLE_EXTENSION_NAME}; }
ksGpuWindow window{};
#if !defined(XR_USE_PLATFORM_MACOS)
void DebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message) {
(void)source;
(void)type;
(void)id;
(void)severity;
Log::Write(Log::Level::Info, "GL Debug: " + std::string(message, 0, length));
}
#endif // !defined(XR_USE_PLATFORM_MACOS)
void InitializeDevice(XrInstance instance, XrSystemId systemId) override {
// Extension function must be loaded by name
PFN_xrGetOpenGLGraphicsRequirementsKHR pfnGetOpenGLGraphicsRequirementsKHR = nullptr;
CHECK_XRCMD(xrGetInstanceProcAddr(instance, "xrGetOpenGLGraphicsRequirementsKHR",
reinterpret_cast<PFN_xrVoidFunction*>(&pfnGetOpenGLGraphicsRequirementsKHR)));
XrGraphicsRequirementsOpenGLKHR graphicsRequirements{XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_KHR};
CHECK_XRCMD(pfnGetOpenGLGraphicsRequirementsKHR(instance, systemId, &graphicsRequirements));
// Initialize the gl extensions. Note we have to open a window.
ksDriverInstance driverInstance{};
ksGpuQueueInfo queueInfo{};
ksGpuSurfaceColorFormat colorFormat{KS_GPU_SURFACE_COLOR_FORMAT_B8G8R8A8};
ksGpuSurfaceDepthFormat depthFormat{KS_GPU_SURFACE_DEPTH_FORMAT_D24};
ksGpuSampleCount sampleCount{KS_GPU_SAMPLE_COUNT_1};
if (!ksGpuWindow_Create(&window, &driverInstance, &queueInfo, 0, colorFormat, depthFormat, sampleCount, 640, 480, false)) {
THROW("Unable to create GL context");
}
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
const XrVersion desiredApiVersion = XR_MAKE_VERSION(major, minor, 0);
if (graphicsRequirements.minApiVersionSupported > desiredApiVersion) {
THROW("Runtime does not support desired Graphics API and/or version");
}
#ifdef XR_USE_PLATFORM_WIN32
m_graphicsBinding.hDC = window.context.hDC;
m_graphicsBinding.hGLRC = window.context.hGLRC;
#elif defined(XR_USE_PLATFORM_XLIB)
m_graphicsBinding.xDisplay = window.context.xDisplay;
m_graphicsBinding.visualid = window.context.visualid;
m_graphicsBinding.glxFBConfig = window.context.glxFBConfig;
m_graphicsBinding.glxDrawable = window.context.glxDrawable;
m_graphicsBinding.glxContext = window.context.glxContext;
#elif defined(XR_USE_PLATFORM_XCB)
// TODO: Still missing the platform adapter, and some items to make this usable.
m_graphicsBinding.connection = window.connection;
// m_graphicsBinding.screenNumber = window.context.screenNumber;
// m_graphicsBinding.fbconfigid = window.context.fbconfigid;
m_graphicsBinding.visualid = window.context.visualid;
m_graphicsBinding.glxDrawable = window.context.glxDrawable;
// m_graphicsBinding.glxContext = window.context.glxContext;
#elif defined(XR_USE_PLATFORM_WAYLAND)
// TODO: Just need something other than NULL here for now (for validation). Eventually need
// to correctly put in a valid pointer to an wl_display
m_graphicsBinding.display = reinterpret_cast<wl_display*>(0xFFFFFFFF);
#elif defined(XR_USE_PLATFORM_MACOS)
#error OpenGL bindings for Mac have not been implemented
#else
#error Platform not supported
#endif
#if !defined(XR_USE_PLATFORM_MACOS)
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(
[](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message,
const void* userParam) {
((OpenGLGraphicsPlugin*)userParam)->DebugMessageCallback(source, type, id, severity, length, message);
},
this);
#endif // !defined(XR_USE_PLATFORM_MACOS)
InitializeResources();
}
void InitializeResources() {
glGenFramebuffers(1, &m_swapchainFramebuffer);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &VertexShaderGlsl, nullptr);
glCompileShader(vertexShader);
CheckShader(vertexShader);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &FragmentShaderGlsl, nullptr);
glCompileShader(fragmentShader);
CheckShader(fragmentShader);
m_program = glCreateProgram();
glAttachShader(m_program, vertexShader);
glAttachShader(m_program, fragmentShader);
glLinkProgram(m_program);
CheckProgram(m_program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
m_modelViewProjectionUniformLocation = glGetUniformLocation(m_program, "ModelViewProjection");
m_vertexAttribCoords = glGetAttribLocation(m_program, "VertexPos");
m_vertexAttribColor = glGetAttribLocation(m_program, "VertexColor");
glGenBuffers(1, &m_cubeVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_cubeVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(Geometry::c_cubeVertices), Geometry::c_cubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_cubeIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cubeIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Geometry::c_cubeIndices), Geometry::c_cubeIndices, GL_STATIC_DRAW);
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glEnableVertexAttribArray(m_vertexAttribCoords);
glEnableVertexAttribArray(m_vertexAttribColor);
glBindBuffer(GL_ARRAY_BUFFER, m_cubeVertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cubeIndexBuffer);
glVertexAttribPointer(m_vertexAttribCoords, 3, GL_FLOAT, GL_FALSE, sizeof(Geometry::Vertex), nullptr);
glVertexAttribPointer(m_vertexAttribColor, 3, GL_FLOAT, GL_FALSE, sizeof(Geometry::Vertex),
reinterpret_cast<const void*>(sizeof(XrVector3f)));
}
void CheckShader(GLuint shader) {
GLint r = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &r);
if (r == GL_FALSE) {
GLchar msg[4096] = {};
GLsizei length;
glGetShaderInfoLog(shader, sizeof(msg), &length, msg);
THROW(Fmt("Compile shader failed: %s", msg));
}
}
void CheckProgram(GLuint prog) {
GLint r = 0;
glGetProgramiv(prog, GL_LINK_STATUS, &r);
if (r == GL_FALSE) {
GLchar msg[4096] = {};
GLsizei length;
glGetProgramInfoLog(prog, sizeof(msg), &length, msg);
THROW(Fmt("Link program failed: %s", msg));
}
}
int64_t SelectColorSwapchainFormat(const std::vector<int64_t>& runtimeFormats) const override {
// List of supported color swapchain formats.
constexpr int64_t SupportedColorSwapchainFormats[] = {
GL_RGB10_A2,
GL_RGBA16F,
// The two below should only be used as a fallback, as they are linear color formats without enough bits for color
// depth, thus leading to banding.
GL_RGBA8,
GL_RGBA8_SNORM,
};
auto swapchainFormatIt =
std::find_first_of(runtimeFormats.begin(), runtimeFormats.end(), std::begin(SupportedColorSwapchainFormats),
std::end(SupportedColorSwapchainFormats));
if (swapchainFormatIt == runtimeFormats.end()) {
THROW("No runtime swapchain format supported for color swapchain");
}
return *swapchainFormatIt;
}
const XrBaseInStructure* GetGraphicsBinding() const override {
return reinterpret_cast<const XrBaseInStructure*>(&m_graphicsBinding);
}
std::vector<XrSwapchainImageBaseHeader*> AllocateSwapchainImageStructs(
uint32_t capacity, const XrSwapchainCreateInfo& /*swapchainCreateInfo*/) override {
// Allocate and initialize the buffer of image structs (must be sequential in memory for xrEnumerateSwapchainImages).
// Return back an array of pointers to each swapchain image struct so the consumer doesn't need to know the type/size.
std::vector<XrSwapchainImageOpenGLKHR> swapchainImageBuffer(capacity, {XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_KHR});
std::vector<XrSwapchainImageBaseHeader*> swapchainImageBase;
for (XrSwapchainImageOpenGLKHR& image : swapchainImageBuffer) {
swapchainImageBase.push_back(reinterpret_cast<XrSwapchainImageBaseHeader*>(&image));
}
// Keep the buffer alive by moving it into the list of buffers.
m_swapchainImageBuffers.push_back(std::move(swapchainImageBuffer));
return swapchainImageBase;
}
uint32_t GetDepthTexture(uint32_t colorTexture) {
// If a depth-stencil view has already been created for this back-buffer, use it.
auto depthBufferIt = m_colorToDepthMap.find(colorTexture);
if (depthBufferIt != m_colorToDepthMap.end()) {
return depthBufferIt->second;
}
// This back-buffer has no corresponding depth-stencil texture, so create one with matching dimensions.
GLint width;
GLint height;
glBindTexture(GL_TEXTURE_2D, colorTexture);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
uint32_t depthTexture;
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
m_colorToDepthMap.insert(std::make_pair(colorTexture, depthTexture));
return depthTexture;
}
void RenderView(const XrCompositionLayerProjectionView& layerView, const XrSwapchainImageBaseHeader* swapchainImage,
int64_t swapchainFormat, const std::vector<Cube>& cubes) override {
CHECK(layerView.subImage.imageArrayIndex == 0); // Texture arrays not supported.
UNUSED_PARM(swapchainFormat); // Not used in this function for now.
glBindFramebuffer(GL_FRAMEBUFFER, m_swapchainFramebuffer);
const uint32_t colorTexture = reinterpret_cast<const XrSwapchainImageOpenGLKHR*>(swapchainImage)->image;
glViewport(static_cast<GLint>(layerView.subImage.imageRect.offset.x),
static_cast<GLint>(layerView.subImage.imageRect.offset.y),
static_cast<GLsizei>(layerView.subImage.imageRect.extent.width),
static_cast<GLsizei>(layerView.subImage.imageRect.extent.height));
glFrontFace(GL_CW);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
const uint32_t depthTexture = GetDepthTexture(colorTexture);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
// Clear swapchain and depth buffer.
glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2], m_clearColor[3]);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Set shaders and uniform variables.
glUseProgram(m_program);
const auto& pose = layerView.pose;
XrMatrix4x4f proj;
XrMatrix4x4f_CreateProjectionFov(&proj, GRAPHICS_OPENGL, layerView.fov, 0.05f, 100.0f);
XrMatrix4x4f toView;
XrMatrix4x4f_CreateFromRigidTransform(&toView, &pose);
XrMatrix4x4f view;
XrMatrix4x4f_InvertRigidBody(&view, &toView);
XrMatrix4x4f vp;
XrMatrix4x4f_Multiply(&vp, &proj, &view);
// Set cube primitive data.
glBindVertexArray(m_vao);
// Render each cube
for (const Cube& cube : cubes) {
// Compute the model-view-projection transform and set it..
XrMatrix4x4f model;
XrMatrix4x4f_CreateTranslationRotationScale(&model, &cube.Pose.position, &cube.Pose.orientation, &cube.Scale);
XrMatrix4x4f mvp;
XrMatrix4x4f_Multiply(&mvp, &vp, &model);
glUniformMatrix4fv(m_modelViewProjectionUniformLocation, 1, GL_FALSE, reinterpret_cast<const GLfloat*>(&mvp));
// Draw the cube.
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(ArraySize(Geometry::c_cubeIndices)), GL_UNSIGNED_SHORT, nullptr);
}
glBindVertexArray(0);
glUseProgram(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
uint32_t GetSupportedSwapchainSampleCount(const XrViewConfigurationView&) override { return 1; }
void UpdateOptions(const std::shared_ptr<Options>& options) override { m_clearColor = options->GetBackgroundClearColor(); }
private:
#ifdef XR_USE_PLATFORM_WIN32
XrGraphicsBindingOpenGLWin32KHR m_graphicsBinding{XR_TYPE_GRAPHICS_BINDING_OPENGL_WIN32_KHR};
#elif defined(XR_USE_PLATFORM_XLIB)
XrGraphicsBindingOpenGLXlibKHR m_graphicsBinding{XR_TYPE_GRAPHICS_BINDING_OPENGL_XLIB_KHR};
#elif defined(XR_USE_PLATFORM_XCB)
XrGraphicsBindingOpenGLXcbKHR m_graphicsBinding{XR_TYPE_GRAPHICS_BINDING_OPENGL_XCB_KHR};
#elif defined(XR_USE_PLATFORM_WAYLAND)
XrGraphicsBindingOpenGLWaylandKHR m_graphicsBinding{XR_TYPE_GRAPHICS_BINDING_OPENGL_WAYLAND_KHR};
#elif defined(XR_USE_PLATFORM_MACOS)
#error OpenGL bindings for Mac have not been implemented
#else
#error Platform not supported
#endif
std::list<std::vector<XrSwapchainImageOpenGLKHR>> m_swapchainImageBuffers;
GLuint m_swapchainFramebuffer{0};
GLuint m_program{0};
GLint m_modelViewProjectionUniformLocation{0};
GLint m_vertexAttribCoords{0};
GLint m_vertexAttribColor{0};
GLuint m_vao{0};
GLuint m_cubeVertexBuffer{0};
GLuint m_cubeIndexBuffer{0};
// Map color buffer to associated depth buffer. This map is populated on demand.
std::map<uint32_t, uint32_t> m_colorToDepthMap;
std::array<float, 4> m_clearColor;
};
} // namespace
std::shared_ptr<IGraphicsPlugin> CreateGraphicsPlugin_OpenGL(const std::shared_ptr<Options>& options,
std::shared_ptr<IPlatformPlugin> platformPlugin) {
return std::make_shared<OpenGLGraphicsPlugin>(options, platformPlugin);
}
#endif