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Revision acb44099

Added by Leszek Koltunski almost 6 years ago

Make the OIT SSBO size independent of screen size.

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
85 85
    }
86 86

  
87 87
  ///////////////////////////////////////////////////////////////
88
  // this has to be at least as big as the number of pixels in
89
  // the screen, lest the oitClear() pass overwrite memory.
90
  private static int mBufferSize=(0x1<<23);  // 8 million entries
88
  // meaning: allocate 1.0 screenful of places for transparent
89
  // fragments in the SSBO backing up the OIT render method.
90
  private static float mBufferSize=1.0f;
91 91

  
92 92
  /// OIT CLEAR PROGRAM ///
93 93
  private static DistortedProgram mOITClearProgram;
......
311 311
    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
312 312
    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
313 313

  
314
    if( mLinkedListSSBO[0]<0 )
315
      {
316
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
317
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
318
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, mBufferSize*4 , null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
319
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
320
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
321
      }
322

  
323
    if( mAtomicCounter[0]<0 )
324
      {
325
      GLES31.glGenBuffers(1,mAtomicCounter,0);
326
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[0]);
327
      GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] );
328
      GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
329
      GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0);
330
      }
331

  
332 314
    // OIT COLLAPSE PROGRAM ///////////////////////////
333 315
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
334 316
    final InputStream oitCollapseFragStream = resources.openRawResource(R.raw.oit_collapse_fragment_shader);
......
472 454
    mMainOITProgram.useProgram();
473 455
    GLES31.glUniform1i(mMainOITTextureH, 0);
474 456
    GLES31.glUniform2ui(mMainOITSizeH, surface.mWidth, surface.mHeight);
475
    GLES31.glUniform1ui(mMainOITNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 );  // see the fragment shader
457
    GLES31.glUniform1ui(mMainOITNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
476 458

  
477 459
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
478 460
    GLES31.glVertexAttribPointer(mMainOITProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
......
557 539

  
558 540
  static void zeroOutAtomic()
559 541
    {
542
    if( mAtomicCounter[0]<0 )
543
      {
544
      GLES31.glGenBuffers(1,mAtomicCounter,0);
545
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[0]);
546
      GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] );
547
      GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
548
      GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0);
549
      }
550

  
560 551
    GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[0] );
561 552

  
562 553
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
......
584 575

  
585 576
  static void oitClear(DistortedOutputSurface surface)
586 577
    {
578
    if( mLinkedListSSBO[0]<0 )
579
      {
580
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
581

  
582
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
583
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
584
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
585
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
586
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
587
      }
588

  
587 589
    mOITClearProgram.useProgram();
588 590

  
589 591
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
......
606 608
    GLES31.glUniform1i(mOITBuildDepthTextureH, 1);
607 609
    GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
608 610
    GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
609
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 );  // see the fragment shader
611
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
610 612
    GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
611 613
    GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
612 614
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);

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