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@ -39,7 +39,7 @@ using namespace std;
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using namespace NLMISC;
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using namespace NLMISC;
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#define NL3D_GL3_FRAME_IN_FLIGHT_DEBUG 0
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// ***************************************************************************
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// ***************************************************************************
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@ -313,6 +313,9 @@ CDriverGL3::CDriverGL3()
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//
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//
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_CurrentOcclusionQuery = NULL;
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_CurrentOcclusionQuery = NULL;
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_SwapBufferCounter = 0;
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_SwapBufferCounter = 0;
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_SwapBufferInFlight = 0;
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for (size_t i = 0; i < NL3D_GL3_BUFFER_QUEUE_MAX; ++i)
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_SwapBufferSync[i] = 0;
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_LightMapDynamicLightEnabled = false;
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_LightMapDynamicLightEnabled = false;
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_LightMapDynamicLightDirty= false;
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_LightMapDynamicLightDirty= false;
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@ -590,9 +593,38 @@ void CDriverGL3::setColorMask (bool bRed, bool bGreen, bool bBlue, bool bAlpha)
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// --------------------------------------------------
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// --------------------------------------------------
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bool CDriverGL3::swapBuffers()
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bool CDriverGL3::swapBuffers()
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{
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{
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H_AUTO_OGL(CDriverGL3_swapBuffers)
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H_AUTO_OGL(CDriverGL3_swapBuffers);
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++ _SwapBufferCounter;
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// Set fence
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size_t syncI = _SwapBufferCounter % NL3D_GL3_BUFFER_QUEUE_MAX;
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if (_SwapBufferSync[syncI]) // Wait for oldest fence, if this is still in flight
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{
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#if NL3D_GL3_FRAME_IN_FLIGHT_DEBUG
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nldebug("Wait for oldest fence");
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#endif
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GLenum syncR = nglClientWaitSync(_SwapBufferSync[syncI], 0, 1000000000ULL);
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switch (syncR)
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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break;
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case GL_TIMEOUT_EXPIRED:
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nlwarning("Timeout expired for glClientWaitSync");
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break;
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case GL_WAIT_FAILED:
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nlwarning("Wait failed for glClientWaitSync");
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break;
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default:
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nlwarning("Unknown glClientWaitSync result");
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}
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nglDeleteSync(_SwapBufferSync[syncI]);
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++_SwapBufferInFlight;
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}
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// Fence occurs before the frame swap, because it only is relevant for user supplied buffers. The framebuffer is not our concern
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_SwapBufferSync[syncI] = nglFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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nlassert(_SwapBufferSync[syncI]);
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++_SwapBufferCounter;
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if (!_WndActive)
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if (!_WndActive)
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{
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{
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@ -658,6 +690,38 @@ bool CDriverGL3::swapBuffers()
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// Check all vertex buffer to see which one are lost
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// Check all vertex buffer to see which one are lost
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updateLostBuffers();
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updateLostBuffers();
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// Check in flight buffers, also checks the current one
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for (size_t i = 0; i < NL3D_GL3_BUFFER_QUEUE_MAX; ++i)
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{
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size_t syncJ = (syncI + 1 + i) % NL3D_GL3_BUFFER_QUEUE_MAX;
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if (_SwapBufferSync[syncJ]) // If there's a frame in flight
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{
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GLint status = 0;
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nglGetSynciv(_SwapBufferSync[syncJ], GL_SYNC_STATUS, 1, NULL, &status);
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if (status == GL_SIGNALED)
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{
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// Frame is no longer in flight
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nglDeleteSync(_SwapBufferSync[syncJ]);
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_SwapBufferSync[syncJ] = 0;
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#if NL3D_GL3_FRAME_IN_FLIGHT_DEBUG
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nldebug("Frame %u no longer in flight", (unsigned int)_SwapBufferInFlight);
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#endif
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++_SwapBufferInFlight;
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nlassert(_SwapBufferInFlight <= _SwapBufferCounter);
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}
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else
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{
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// Following frames are still in flight
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break;
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}
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}
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}
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nlassert(_SwapBufferInFlight <= _SwapBufferCounter);
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#if NL3D_GL3_FRAME_IN_FLIGHT_DEBUG
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nldebug("Swap buffer: %u, in flight: %u", (unsigned int)_SwapBufferCounter, (unsigned int)_SwapBufferInFlight);
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#endif
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return true;
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return true;
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}
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}
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@ -695,6 +759,15 @@ bool CDriverGL3::release()
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nlassert(_DepthStencilFBOs.empty());
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nlassert(_DepthStencilFBOs.empty());
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_SwapBufferCounter = 0;
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_SwapBufferCounter = 0;
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_SwapBufferInFlight = 0;
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for (size_t i = 0; i < NL3D_GL3_BUFFER_QUEUE_MAX; ++i)
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{
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if (_SwapBufferSync[i])
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{
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nglDeleteSync(_SwapBufferSync[i]);
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_SwapBufferSync[i] = 0;
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}
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}
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// delete querries
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// delete querries
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while (!_OcclusionQueryList.empty())
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while (!_OcclusionQueryList.empty())
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