/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package tests.gl_500; import com.jogamp.opengl.GL; import static com.jogamp.opengl.GL2GL3.*; import com.jogamp.opengl.GL4; import com.jogamp.opengl.util.GLBuffers; import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderProgram; import framework.BufferUtils; import framework.Profile; import framework.Semantic; import framework.Test; import glf.Vertex_v2fv2f; import glm.glm; import glm.mat._4.Mat4; import glm.vec._2.Vec2; import java.io.IOException; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import java.util.logging.Level; import java.util.logging.Logger; import jgli.Texture2d; /** * * @author GBarbieri */ public class Gl_500_buffer_pinned_amd extends Test { public static void main(String[] args) { Gl_500_buffer_pinned_amd gl_500_buffer_pinned_amd = new Gl_500_buffer_pinned_amd(); } public Gl_500_buffer_pinned_amd() { super("gl-500-buffer-pinned-amd", Profile.CORE, 4, 5); } private final String SHADERS_SOURCE = "buffer-pinned-amd"; private final String SHADERS_ROOT = "src/data/gl_500"; private final String TEXTURE_DIFFUSE = "kueken7_rgba8_srgb.dds"; private int vertexCount = 4; private int vertexSize = vertexCount * Vertex_v2fv2f.SIZE; private float[] vertexData = { -1.0f, -1.0f,/**/ 0.0f, 1.0f, +1.0f, -1.0f,/**/ 1.0f, 1.0f, +1.0f, +1.0f,/**/ 1.0f, 0.0f, -1.0f, +1.0f,/**/ 0.0f, 0.0f}; private int elementCount = 6; private int elementSize = elementCount * Short.BYTES; private short[] elementData = { 0, 1, 2, 2, 3, 0}; private class Buffer { public static final int VERTEX = 0; public static final int ELEMENT = 1; public static final int TRANSFORM = 2; public static final int MAX = 3; } private final int PAGE_SIZE = 4096; private IntBuffer pipelineName = GLBuffers.newDirectIntBuffer(1), vertexArrayName = GLBuffers.newDirectIntBuffer(1), textureName = GLBuffers.newDirectIntBuffer(1), bufferName = GLBuffers.newDirectIntBuffer(Buffer.MAX); private int programName; private ByteBuffer clientBufferAddress; private FloatBuffer clearColor = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f}); @Override protected boolean begin(GL gl) { GL4 gl4 = (GL4) gl; boolean validated = true; validated = validated && gl4.isExtensionAvailable("GL_AMD_pinned_memory"); if (validated) { validated = initTexture(gl4); } if (validated) { validated = initProgram(gl4); } if (validated) { validated = initBuffer(gl4); } if (validated) { validated = initVertexArray(gl4); } return validated; } private boolean initProgram(GL4 gl4) { boolean validated = true; if (validated) { ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram shaderProgram = new ShaderProgram(); shaderProgram.init(gl4); programName = shaderProgram.program(); gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE); shaderProgram.add(vertShaderCode); shaderProgram.add(fragShaderCode); shaderProgram.link(gl4, System.out); } if (validated) { gl4.glGenProgramPipelines(1, pipelineName); gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName); } return validated & checkError(gl4, "initProgram"); } private boolean initBuffer(GL4 gl4) { boolean validated = true; IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1); ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData); gl4.glGenBuffers(Buffer.MAX, bufferName); gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset); int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0)); gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW); gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // void* Pointer = initMemoryBuffer(); ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(Math.max(vertexSize, PAGE_SIZE)); gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, bufferName.get(Buffer.VERTEX)); // gl4.glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vertexSize, Pointer, GL_STREAM_COPY); gl4.glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vertexSize, vertexBuffer, GL_STREAM_COPY); gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0); gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0); BufferUtils.destroyDirectBuffer(uniformBufferOffset); return validated; } private ByteBuffer initMemoryBuffer() { clientBufferAddress = GLBuffers.newDirectByteBuffer(vertexSize + PAGE_SIZE - 1); // glm::byte* UnalignAddress = this->ClientBufferAddress.get(); // glm::byte* AlignAddress = align(UnalignAddress, PAGE_SIZE); // memcpy(AlignAddress, VertexData, VertexSize); // return reinterpret_cast<void*>(AlignAddress); return null; } private boolean initTexture(GL4 gl4) { boolean validated = true; try { jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE)); jgli.Gl.Format format = jgli.Gl.translate(texture.format()); gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); gl4.glGenTextures(1, textureName); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, format.swizzles.r.value); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, format.swizzles.g.value); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, format.swizzles.b.value); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, format.swizzles.a.value); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(), format.internal.value, texture.dimensions(0)[0], texture.dimensions(0)[1], 1); for (int level = 0; level < texture.levels(); ++level) { gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, 0, texture.dimensions(level)[0], texture.dimensions(level)[1], 1, format.external.value, format.type.value, texture.data(level)); } gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } catch (IOException ex) { Logger.getLogger(Gl_500_buffer_pinned_amd.class.getName()).log(Level.SEVERE, null, ex); } return validated; } private boolean initVertexArray(GL4 gl4) { boolean validated = true; gl4.glGenVertexArrays(1, vertexArrayName); gl4.glBindVertexArray(vertexArrayName.get(0)); { gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0); gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE); gl4.glBindBuffer(GL_ARRAY_BUFFER, 0); gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); } gl4.glBindVertexArray(0); return validated; } @Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; } }