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lfbL.cpp
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lfbL.cpp
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/* Copyright 2011 Pyarelal Knowles, under GNU LGPL (see LICENCE.txt) */
#include <assert.h>
#include <stdio.h>
#include <ostream>
#include <fstream>
#include <string>
#include <vector>
#include <map>
#include <set>
#include <zlib.h>
#include <pyarlib/gpu.h>
#include "lfbL.h"
#include "prefixSums.h"
EMBED(lfbLGLSL, shaders/lfbL.glsl);
EMBED(lfbCopyVERT, shaders/lfbCopy.vert);
EMBED(lfbRaggedSortVERT, shaders/lfbRaggedSort.vert);
EMBED(prefixSumsVERT, shaders/prefixSums.vert);
//when blending, this shader copies the blend texture into the TextureBuffer
static Shader shaderCopy("lfbCopy");
static Shader shaderSort("lfbRaggedSort");
void LFB_L::backupFBO()
{
//the user may have bound an FBO, to render the transparency to a
//texture. this stores whatever FBO is bound for replacement after blending
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &backupFBOHandle);
}
void LFB_L::restoreFBO()
{
glBindFramebuffer(GL_FRAMEBUFFER, backupFBOHandle);
}
LFB_L::LFB_L()
{
//all LFBBase shaders are embedded. when the first LFBBase is created, the embedded data is given to the shader compiler
static bool loadEmbed = false;
if (!loadEmbed)
{
Shader::include("lfbL.glsl", RESOURCE(lfbLGLSL));
Shader::include("lfbCopy.vert", RESOURCE(lfbCopyVERT));
Shader::include("lfbRaggedSort.vert", RESOURCE(lfbRaggedSortVERT));
Shader::include("prefixSums.vert", RESOURCE(prefixSumsVERT));
loadEmbed = true;
}
countUsingBlending = false;
globalSort = false;
prefixSumsSize = 0;
offsets = new TextureBuffer(GL_R32UI);
data = new TextureBuffer(lfbDataType);
ids = new TextureBuffer(GL_R32UI);
blendFBO = 0;
blendTex = 0;
}
LFB_L::~LFB_L()
{
ids->release();
offsets->release();
data->release();
delete ids;
delete offsets;
delete data;
ids = NULL;
offsets = NULL;
data = NULL;
glDeleteFramebuffers(1, &blendFBO);
glDeleteTextures(1, &blendTex);
}
void LFB_L::useBlending(bool enable)
{
//check this was called outside rendering
if (state == FIRST_PASS)
{
printf("Error: cannot call LFB_L.useBlending() while rendering\n");
return;
}
else if (enable && totalPixels && size2D.y < 2)
{
printf("Error: cannot call useBlending(true) before resize(x, y). Must be 2D!\n");
countUsingBlending = false;
}
else
countUsingBlending = enable;
//as an alternative to atomicAdd()-ing to counts, blending can be used
if (totalPixels && countUsingBlending)
{
//create FBO and blend texture
if (!blendFBO)
glGenFramebuffers(1, &blendFBO);
if (!blendTex)
glGenTextures(1, &blendTex);
//set up blendTex
prefixSumsHeight = size2D.y + ceil(prefixSumsSize - (int)totalPixels, size2D.x);
assert(prefixSumsHeight * size2D.x >= prefixSumsSize);
glBindTexture(GL_TEXTURE_2D, blendTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
CHECKERROR;
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, size2D.x, prefixSumsHeight, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
CHECKERROR;
glBindTexture(GL_TEXTURE_2D, 0);
memory["Blend"] = size2D.x * prefixSumsHeight * 4;
//attach blendTex to blendFBO
CHECKERROR;
glBindFramebuffer(GL_FRAMEBUFFER, blendFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blendTex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
CHECKERROR;
}
else if (blendFBO || blendTex)
{
//free blending data
glDeleteFramebuffers(1, &blendFBO);
glDeleteTextures(1, &blendTex);
blendFBO = 0;
blendTex = 0;
memory.erase("Blend");
}
}
void LFB_L::useGlobalSort(bool enable)
{
globalSort = enable;
if (!globalSort && ids)
ids->resize(0);
}
bool LFB_L::_resize(vec2i size)
{
assert(totalPixels > 0);
//the prefix sum algorithm used requires 2^n data
prefixSumsSize = nextPowerOf2((int)totalPixels);
offsets->resize(sizeof(unsigned int) * (prefixSumsSize + 1));
memory["Offsets"] = offsets->size();
//a resize of the blend texture is needed
useBlending(countUsingBlending);
return true; //needed to resize
}
void LFB_L::setDefines(Shader& program)
{
LFBBase::setDefines(program);
program.define("COUNT_USING_BLENDING", intToString((int)countUsingBlending));
program.define("LFB_METHOD_H", "lfbL.glsl");
program.define("GLOBAL_SORT", intToString((int)globalSort));
}
bool LFB_L::setUniforms(Shader& program, std::string suffix)
{
if (!offsets->object)
return false;
if ((state == SECOND_PASS || state == DRAWING) && (!data->object || (globalSort && !ids->object)) && allocFragments > 0)
return false;
//writing, depending on the state, determines READ_ONLY, WRITE_ONLY and READ_WRITE TextureBuffer data
bool writing = state!=DRAWING;
//TextureBuffer::unbindAll();
std::string offsetsName = "offsets" + suffix;
std::string dataName = "data" + suffix;
std::string idsName = "fragIDs" + suffix;
std::string infoStructName = "lfbInfo";
if (size2D.x > 0)
glUniform2i(glGetUniformLocation(program, (infoStructName + suffix + ".size").c_str()), size2D.x, size2D.y);
glUniform1i(glGetUniformLocation(program, (infoStructName + suffix + ".depthOnly").c_str()), (state==FIRST_PASS?1:0));
int exposeAs = bindless ? Shader::BINDLESS : Shader::IMAGE_UNIT;
if (state != SORTING)
program.set(exposeAs, offsetsName, *offsets);
//offsets->bind(program.unique("image", offsetsName), offsetsName.c_str(), program, true, writing);
if (data->size() > 0)
program.set(exposeAs, dataName, *data);
//data->bind(program.unique("image", dataName), dataName.c_str(), program, !writing, writing);
if (globalSort)
{
if (state == SORTING || state == SECOND_PASS)
if (ids->size() > 0)
program.set(exposeAs, idsName, *ids);
//ids->bind(program.unique("image", idsName), idsName.c_str(), program, true, writing);
}
return true;
}
void LFB_L::initBlending()
{
backupFBO();
glBindFramebuffer(GL_FRAMEBUFFER, blendFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, blendTex, 0);
glPushAttrib(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
//clear the entire offset table
//(including areas outside the current viewport)
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
}
void LFB_L::copyBlendResult()
{
//cleanup blending state
glPopAttrib();
restoreFBO();
//copy blending results (the count data) into offsets
shaderCopy.use();
glBindTexture(GL_TEXTURE_2D, blendTex);
shaderCopy.set("blendCount", 0); //set the sampler2D
//offsets->bind(1, "offsets", shaderCopy, false, true);
shaderCopy.set("offsets", *offsets);
shaderCopy.set("width", size2D.x);
glEnable(GL_RASTERIZER_DISCARD);
glDrawArrays(GL_POINTS, 0, prefixSumsSize);
glDisable(GL_RASTERIZER_DISCARD);
glBindTexture(GL_TEXTURE_2D, 0);
shaderCopy.unuse();
}
bool LFB_L::begin()
{
//mark the start of the frame for profiler averaging
//if (profile) profile->begin();
//parent begin - may trigger ::_resize()
LFBBase::begin();
//zero lookup tables
if (!countUsingBlending)
{
zeroBuffer(offsets);
glMemoryBarrierEXT(GL_BUFFER_UPDATE_BARRIER_BIT_EXT);
}
if (profile) profile->time("Zero");
//set up blending FBO
if (countUsingBlending)
{
initBlending();
if (profile) profile->time("Clear");
}
return false; //depth-only render
}
bool LFB_L::count()
{
CHECKERROR;
//finish all the imageAtomicAdds for fragment counting
glMemoryBarrierEXT(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT);
LFBBase::count();
if (profile) profile->time("Count");
if (countUsingBlending)
{
copyBlendResult();
if (profile) profile->time("Copy");
}
//perform parallel prefix sums
totalFragments = prefixSumsInPlace(offsets);
if (profile) profile->time("PSums");
//Counts are not stored as they can be reconstructed
//as the difference between consecutive offsets. Having the total
//stored at the end of the offsets saves checking offset array bounds in the shader.
//However, after rendering they have shifted which means a zero needs to be stored at array index -1 to avoid the if statement
//The simplest solution was to keep the if statment (very minimal performance overhead)
/*
//copy the total into the offset data
glBindBuffer(GL_TEXTURE_BUFFER, *offsets); //the * operator dereferences data which then returns its bufferObject
glBufferSubData(
GL_TEXTURE_BUFFER,
(prefixSumsSize)*sizeof(unsigned int),
sizeof(unsigned int),
&totalFragments);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
*/
//allocate data
if (allocFragments > totalFragments * 4.0 || allocFragments < totalFragments)
allocFragments = totalFragments + totalFragments / 2;
if (globalSort)
allocFragments = ceil((int)totalFragments, 8) * 8;
data->setFormat(lfbDataType);
data->resize(allocFragments * lfbDataStride);
if (globalSort)
ids->resize(allocFragments * sizeof(int));
else
ids->resize(0);
memory["Data"] = data->size();
if (profile) profile->time("Alloc");
return true; //always need to do a second pass
}
size_t LFB_L::end()
{
glMemoryBarrierEXT(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT);
if (profile) profile->time("Render");
state = SORTING;
//global sort
if (globalSort && allocFragments > 0)
{
assert(allocFragments % 8 == 0);
shaderSort.use();
setUniforms(shaderSort, "");
glDrawArrays(GL_POINTS, 0, (GLsizei)allocFragments / 8);
shaderSort.unuse();
if (profile) profile->time("Sort");
}
LFBBase::end();
return totalFragments;
}
std::string LFB_L::getName()
{
return "LinearizedLFB";
}
bool LFB_L::getDepthHistogram(std::vector<unsigned int>& histogram)
{
if (!offsets->size())
return LFBBase::getDepthHistogram(histogram);
histogram.clear();
unsigned int* l = (unsigned int*)offsets->map(true, false);
unsigned int p = 0;
for (size_t i = 0; i < getTotalPixels(); ++i)
{
assert(offsets->size() > i * (int)sizeof(unsigned int));
unsigned int v = l[i] - p;
p = l[i];
if (histogram.size() <= v)
histogram.resize(v+1, 0);
histogram[v]++;
}
offsets->unmap();
return true;
}
bool LFB_L::save(std::string filename) const
{
if (!offsets->size())
return false;
std::ofstream ofile(filename.c_str(), std::ios::binary);
if (!ofile)
return false;
size_t pixels = size2D.x * size2D.y;
std::vector<int> counts(pixels);
unsigned int* endoffsets = (unsigned int*)offsets->map(true, false);
unsigned int p = 0;
for (size_t i = 0; i < pixels; ++i)
{
assert(offsets->size() > i * (int)sizeof(unsigned int));
counts[i] = endoffsets[i] - p;
p = endoffsets[i];
}
const int COMPRESS_KEY = 0x001;
const int COMPRESS_VAL_NONE = 0x0;
const int COMPRESS_VAL_ZLIB = 0x1;
const int LAYOUT_KEY = 0x002;
const int LAYOUT_VAL_PIXELS = 0x000; //63% data compression
const int LAYOUT_VAL_SHEETS = 0x001; //54% data compression
bool enableCompression = false;
int layout = LAYOUT_VAL_PIXELS;
//header
ofile.write("LFB", 3);
ofile.write((char*)&size2D.x, sizeof(int)); //must have sizex
ofile.write((char*)&size2D.y, sizeof(int)); //must have sizex
ofile.write((char*)&lfbDataStride, sizeof(int)); //must have data stride
int headerStart = (int)ofile.tellp();
int dataStart = 0;
ofile.write((char*)&dataStart, sizeof(int));
ofile.write((char*)&COMPRESS_KEY, sizeof(int));
if (enableCompression)
ofile.write((char*)&COMPRESS_VAL_ZLIB, sizeof(int));
else
ofile.write((char*)&COMPRESS_VAL_NONE, sizeof(int));
ofile.write((char*)&LAYOUT_KEY, sizeof(int));
ofile.write((char*)&layout, sizeof(int));
//go back and write dataStart, for code to skip the header
dataStart = (int)ofile.tellp();
ofile.seekp(headerStart);
ofile.write((char*)&dataStart, sizeof(int)); //for future attribs
ofile.seekp(dataStart);
//per-pixel counts - sizex * sizey or (
if (enableCompression)
{
uLongf compressLen = compressBound((int)counts.size() * sizeof(unsigned int));
std::vector<char> compressedCounts(compressLen);
//printf("BEFORE %i\n", compressLen);
compress((Bytef*)&compressedCounts[0], &compressLen, (Bytef*)&counts[0], (int)counts.size() * sizeof(unsigned int));
//printf("AFTER %i\n", compressLen);
int64_t compressLen64 = compressLen;
ofile.write((char*)&compressLen64, sizeof(int64_t));
ofile.write((const char*)&compressedCounts[0], compressLen);
}
else
ofile.write((const char*)&counts[0], counts.size() * sizeof(unsigned int));
//printf("end counts %i\n", (int)ofile.tellp());
//packed data - sum(counts) * data stride
//FIXME: this has a fairly terrible compression ratio
float* d = (float*)data->map(true, false);
int datSize = endoffsets[pixels-1] * lfbDataStride;
int attribs = lfbDataStride/sizeof(float);
std::vector<float> shuffled;
if (layout == LAYOUT_VAL_SHEETS)
{
shuffled.reserve(datSize);
for (int attrib = 0; attrib < attribs; ++attrib)
{
for (int sheet = 0;; ++sheet)
{
bool found = false;
for (size_t i = 0; i < pixels; ++i)
{
if (counts[i] > sheet) //FIXME: REALLY SLOOOOW!!!
{
found = true;
shuffled.push_back(d[(endoffsets[i]-counts[i]+sheet)*attribs+attrib]);
}
}
if (!found)
break;
}
}
assert((int)shuffled.size()*(int)sizeof(float) == (int)(int)(int)datSize); //happy yet?
}
if (enableCompression)
{
uLongf compressLen = compressBound(datSize);
std::vector<char> compressedData(compressLen);
//printf("BEFORE %i\n", datSize);
if (shuffled.size())
compress((Bytef*)&compressedData[0], &compressLen, (Bytef*)&shuffled[0], datSize);
else
compress((Bytef*)&compressedData[0], &compressLen, (Bytef*)d, datSize);
//printf("AFTER %i\n", compressLen);
int64_t compressLen64 = compressLen;
ofile.write((char*)&compressLen64, sizeof(int64_t));
ofile.write((char*)&compressedData[0], compressLen);
}
else
{
if (shuffled.size())
ofile.write((char*)&shuffled[0], datSize);
else
ofile.write((char*)d, datSize);
}
//printf("end data %i\n", (int)ofile.tellp());
ofile.close();
data->unmap();
offsets->unmap();
return true;
}