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blueshogun96

Member Since 09 Jun 2005
Offline Last Active Sep 09 2016 02:45 PM

Posts I've Made

In Topic: Why so many fence/sync types?

29 August 2016 - 06:55 PM

OpenGL has core and extensions.

 

Extensions start by being proposed by a vendor. GL_NV_sync is such example (it was proposed and implemented by NVIDIA, although other vendors can also implement it if they want).

When an extension becomes really useful/widespread but needs some tweaking (i.e. a different behavior in edge cases, a different interface to accomodate for certain hardware) it may be promoted to ARB (IIRC ARB stands for Architecture Review Board, but don't quote me on that). Which is what happened when GL_NV_sync became GL_ARB_sync.

In some cases, an extension is vendor agnostic but it's not popular/stable enough to be ARB, so its name will say EXT.

Once it becomes really useful it can get into core. GL_ARB_sync became into core in OpenGL 3.2; which means it's guaranteed/mandatory to be present starting from OpenGL 3.2

 

GL_APPLE_sync (GL ES) & GL_APPLE_fence (GL) are Apple's way of doing it. However since Apple already supports GL 3.2; that means you can use GL_ARB_sync.

 

Long story short you only need to aim for three:

  1. GL_ARB_sync (Windows, Linux, OSX, all vendors; unless you don't target GL core >= 3.2)
  2. GL_APPLE_sync (iOS)
  3. EGL_ANDROID_native_fence_sync (Android)

The rest are just historic relics that vendors must support so old games can still run.

 

Cheers

 

Good response, that's a general rule of thumb to remember.  However, I'm still going to support GL_NV_fence not for Windows, but for Android since the EGL extension requires you to have the EGL context/display setup by your own code in advance.  I've always initialized OpenGL ES using Java in the past, and I plan to use SDL2 to initialize OpenGL ES for Android, so I believe it's safe to assume I won't have easy access to the EGLDisplay pointer.  Because of this, I will likely use GL_NV_fence since it is supported on Android.  At least, it is supported on every Android devices I own with 5.0+ installed.  But I will cross that bridge when I come to it.

 

Shogun


In Topic: Why so many fence/sync types?

29 August 2016 - 05:48 PM

Thanks for the responses.  I'm rather busy today, and I haven't had much of a chance to finish this. 

 

This is my code:

 

https://github.com/blueshogun96/KunaiEngine/blob/master/source/KeOpenGL/KeOpenGLFence.cpp

/*
 * OpenGL fencing/syncronization functionality
 * Notes: The renderer needs to determine the appropriate functionality to use based on the
 *		  OS and it's available extensions.  Choose wisely.
 *
 * Legacy and Core OpenGL:
 * https://www.opengl.org/registry/specs/NV/fence.txt
 * https://www.opengl.org/registry/specs/APPLE/fence.txt
 * https://www.opengl.org/registry/specs/ARB/sync.txt
 *
 * OpenGL ES:
 * https://www.khronos.org/registry/vg/extensions/KHR/EGL_KHR_fence_sync.txt
 * https://www.khronos.org/registry/gles/extensions/APPLE/APPLE_sync.txt
 *
 */


#include "Ke.h"
#include "KeRenderDevice.h"
#include "KeOpenGLRenderDevice.h"
#include "KeOpenGLFence.h"


/*
 * Debugging macros
 */
#define DISPDBG_R( a, b ) { DISPDBG( a, b ); return; }
#define DISPDBG_RB( a, b ) { DISPDBG( a, b ); return false; }
#define OGL_DISPDBG( a, b ) error = glGetError(); if(error) { DISPDBG( a, b << "\nError code: (" << error << ")" ); }
#define OGL_DISPDBG_R( a, b ) error = glGetError(); if(error) { DISPDBG( a, b << "\nError code: (" << error << ")" ); return; }
#define OGL_DISPDBG_RB( a, b ) error = glGetError(); if(error) { DISPDBG( a, b << "\nError code: (" << error << ")" ); return false; }


/*
 * NVIDIA fencing functions (GL_NV_fence)
 */
bool KeOpenGLCreateFenceNV( IKeOpenGLFence** fence )
{
#if GL_NV_fence
    GLenum error = glGetError();
    
    /* Generate a new fence */
    glGenFencesNV( 1, &(*fence)->fence );
    OGL_DISPDBG_RB( KE_ERROR, "Error generating new fence!" );
    
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_NV_fence not supported!" );
#endif
}

bool KeOpenGLInsertFenceNV( IKeOpenGLFence** fence )
{
#if GL_NV_fence
    GLenum error = glGetError();
    
    /* Set the fence */
    glSetFenceNV( (*fence)->fence, GL_ALL_COMPLETED_NV );
    OGL_DISPDBG_RB( KE_ERROR, "Error setting new fence!" );
    
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_NV_fence not supported!" );
#endif
}

bool KeOpenGLTestFenceNV( IKeOpenGLFence* fence )
{
#if GL_NV_fence
    if( glTestFenceNV( fence->fence ) )
    return true;
    
    return false;
#else
    DISPDBG_RB( KE_ERROR, "GL_NV_fence not supported!" );
#endif
}

void KeOpenGLBlockOnFenceNV( IKeOpenGLFence* fence )
{
#if GL_NV_fence
    glFinishFenceNV( fence->fence );
#else
    DISPDBG( KE_ERROR, "GL_NV_fence not supported!" );
#endif
}

void KeOpenGLDeleteFenceNV( IKeOpenGLFence* fence )
{
#if GL_NV_fence
    glDeleteFencesNV( 1, &fence->fence );
#else
    DISPDBG( KE_ERROR, "GL_NV_fence not supported!" );
#endif
}

bool KeOpenGLIsFenceNV( IKeOpenGLFence* fence )
{
#if GL_NV_fence
    if( glTestFenceNV( fence->fence ) )
    return true;
    
    return false;
#else
    DISPDBG_RB( KE_ERROR, "GL_NV_fence not supported!" );
#endif
}


/*
 * APPLE fencing functions (GL_APPLE_fence)
 */
bool KeOpenGLCreateFenceAPPLE( IKeOpenGLFence** fence )
{
#if GL_APPLE_fence
    GLenum error = glGetError();
    
    /* Generate a new fence */
    glGenFencesAPPLE( 1, &(*fence)->fence );
	OGL_DISPDBG_RB( KE_ERROR, "Error creating new fence!" );
    
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_fence not supported!" );
#endif
}

bool KeOpenGLInsertFenceAPPLE( IKeOpenGLFence** fence )
{
#if GL_APPLE_fence
    GLenum error = glGetError();
    
    /* Set the fence */
    glSetFenceAPPLE( (*fence)->fence );
    OGL_DISPDBG_RB( KE_ERROR, "Error setting new fence!" );
    
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_fence not supported!" );
#endif
}

bool KeOpenGLTestFenceAPPLE( IKeOpenGLFence* fence )
{
#if GL_APPLE_fence
    if( glTestFenceAPPLE( fence->fence ) )
    return true;
    
    return false;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_fence not supported!" );
#endif
    
}

void KeOpenGLBlockOnFenceAPPLE( IKeOpenGLFence* fence )
{
#if GL_APPLE_fence
    glFinishFenceAPPLE( fence->fence );
#else
    DISPDBG( KE_ERROR, "GL_APPLE_fence not supported!" );
#endif
    
}

void KeOpenGLDeleteFenceAPPLE( IKeOpenGLFence* fence )
{
#if GL_APPLE_fence
    glDeleteFencesAPPLE( 1, &fence->fence );
#else
    DISPDBG( KE_ERROR, "GL_APPLE_fence not supported!" );
#endif
    
}

bool KeOpenGLIsFenceAPPLE( IKeOpenGLFence* fence )
{
#if GL_APPLE_fence
    if( glTestFenceAPPLE( fence->fence ) )
        return true;
    
    return false;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_fence not supported!" );
#endif
    
}


/*
 * ARB synchronization functions (GL_ARB_sync)
 */
bool KeOpenGLCreateFenceARB( IKeOpenGLFence** fence )
{
#if GL_ARB_sync
    /* ARB_sync creates and inserts the fence with the same API call */
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_ARB_sync not supported!" );
#endif
}

bool KeOpenGLInsertFenceARB( IKeOpenGLFence** fence )
{
#if GL_ARB_sync
    GLenum error = glGetError();
    
    /* Create sync object.  It will automatically be set in the unsignaled state
     if successful. */
    (*fence)->sync = glFenceSync( GL_SYNC_GPU_COMMANDS_COMPLETE, 0 );
    OGL_DISPDBG_RB( KE_ERROR, "Error creating and setting new sync object!" );
    
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_ARB_sync not supported!" );
#endif
}

bool KeOpenGLTestFenceARB( IKeOpenGLFence* fence )
{
#if GL_ARB_sync
    int signaled = GL_UNSIGNALED;
    
    /* Test this sync object for it's status and return the result */
    glGetSynciv( fence->sync, GL_SYNC_STATUS, sizeof( int ), NULL, &signaled );
    
    return signaled ? true : false;
#else
    DISPDBG_RB( KE_ERROR, "GL_ARB_sync not supported!" );
#endif
}

void KeOpenGLBlockOnFenceARB( IKeOpenGLFence* fence )
{
#if GL_ARB_sync
    /* Stall the current thread until this sync object is signaled */
    //glWaitSync( fence->sync, 0, GL_TIMEOUT_IGNORED );
    GLenum ret = glClientWaitSync( fence->sync, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED );
#else
    DISPDBG( KE_ERROR, "GL_ARB_sync not supported!" );
#endif
    
}

void KeOpenGLDeleteFenceARB( IKeOpenGLFence* fence )
{
#if GL_ARB_sync
    glDeleteSync( fence->sync );
#else
    DISPDBG( KE_ERROR, "GL_ARB_sync not supported!" );
#endif
}

bool KeOpenGLIsFenceARB( IKeOpenGLFence* fence )
{
#if GL_ARB_sync
    return glIsSync( fence->sync ) ? true : false;
#else
    DISPDBG_RB( KE_ERROR, "GL_ARB_sync not supported!" );
#endif
}


/*
 * APPLE synchronization functions (GL_APPLE_sync)
 */
bool KeOpenGLCreateFenceAPPLEiOS( IKeOpenGLFence** fence )
{
#if GL_APPLE_sync
    /* ARB_sync creates and inserts the fence with the same API call */
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_sync not supported!" );
#endif
}

bool KeOpenGLInsertFenceAPPLEiOS( IKeOpenGLFence** fence )
{
#if GL_APPLE_sync
    GLenum error = glGetError();
    
    /* Create sync object.  It will automatically be set in the unsignaled state
     if successful. */
    (*fence)->sync = glFenceSyncAPPLE( GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE, 0 );
    OGL_DISPDBG_RB( KE_ERROR, "Error creating and setting new sync object!" );
    
    return true;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_sync not supported!" );
#endif
}

bool KeOpenGLTestFenceAPPLEiOS( IKeOpenGLFence* fence )
{
#if GL_APPLE_sync
    int signaled = GL_UNSIGNALED;
    
    /* Test this sync object for it's status and return the result */
    glGetSyncivAPPLE( fence->sync, GL_SYNC_STATUS_APPLE, sizeof( int ), NULL, &signaled );
    
    return signaled ? true : false;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_sync not supported!" );
#endif
}

void KeOpenGLBlockOnFenceAPPLEiOS( IKeOpenGLFence* fence )
{
#if GL_APPLE_sync
    /* Stall the current thread until this sync object is signaled */
    //glWaitSync( fence->sync, 0, GL_TIMEOUT_IGNORED );
    GLenum ret = glClientWaitSyncAPPLE( fence->sync, GL_SYNC_FLUSH_COMMANDS_BIT_APPLE, GL_TIMEOUT_IGNORED );
#else
    DISPDBG( KE_ERROR, "GL_APPLE_sync not supported!" );
#endif
    
}

void KeOpenGLDeleteFenceAPPLEiOS( IKeOpenGLFence* fence )
{
#if GL_APPLE_sync
    glDeleteSyncAPPLE( fence->sync );
#else
    DISPDBG( KE_ERROR, "GL_APPLE_sync not supported!" );
#endif
}

bool KeOpenGLIsFenceAPPLEiOS( IKeOpenGLFence* fence )
{
#if GL_APPLE_sync
    return glIsSyncAPPLE( fence->sync ) ? true : false;
#else
    DISPDBG_RB( KE_ERROR, "GL_APPLE_sync not supported!" );
#endif
}


bool ( *KeOpenGLCreateFence[4] )( IKeOpenGLFence** ) = { KeOpenGLCreateFenceARB, KeOpenGLCreateFenceNV, KeOpenGLCreateFenceAPPLE, KeOpenGLCreateFenceAPPLEiOS };
bool ( *KeOpenGLInsertFence[4] )( IKeOpenGLFence** ) = { KeOpenGLInsertFenceARB, KeOpenGLInsertFenceNV, KeOpenGLInsertFenceAPPLE, KeOpenGLInsertFenceAPPLEiOS };
bool ( *KeOpenGLTestFence[4] )( IKeOpenGLFence* ) = { KeOpenGLTestFenceARB, KeOpenGLTestFenceNV, KeOpenGLTestFenceAPPLE, KeOpenGLTestFenceAPPLEiOS };
void ( *KeOpenGLBlockOnFence[4] )( IKeOpenGLFence* ) = { KeOpenGLBlockOnFenceARB, KeOpenGLBlockOnFenceNV, KeOpenGLBlockOnFenceAPPLE, KeOpenGLBlockOnFenceAPPLEiOS };
void ( *KeOpenGLDeleteFence[4] )( IKeOpenGLFence* ) = { KeOpenGLDeleteFenceARB, KeOpenGLDeleteFenceNV, KeOpenGLDeleteFenceAPPLE, KeOpenGLDeleteFenceAPPLEiOS };
bool ( *KeOpenGLIsFence[4] )( IKeOpenGLFence* ) = { KeOpenGLIsFenceARB, KeOpenGLIsFenceNV, KeOpenGLIsFenceAPPLE, KeOpenGLIsFenceAPPLEiOS };


/*
 * Name: IKeOpenGLFence::Destroy
 * Desc: Handles destruction of this interface instance.
 */
void IKeOpenGLFence::Destroy()
{
    /* Destroy the fence */
    KeOpenGLDeleteFence[vendor]( this );
    
    /* Delete this instance */
    delete this;
}

/*
 * Name: IKeOpenGLFence::Insert
 * Desc: Inserts GPU fence object into the execution pipeline.
 */
bool IKeOpenGLFence::Insert()
{
    /* Sanity check */
    if( !fence && !sync )
        return false;
    
    IKeOpenGLFence* f = this;
    
    return KeOpenGLInsertFence[vendor]( (IKeOpenGLFence**) &f ); 
}


/*
 * Name: IKeOpenGLFence::Test
 * Desc: Returns true if this all GPU commands have been completed since
 *		 this fence was set.  If there are still GPU commands pending,
 *		 returns false.
 */
bool IKeOpenGLFence::Test()
{
    if( !fence && !sync )
        return false;
    
    return KeOpenGLTestFence[vendor]( this );
}


/*
 * Name: IKeOpenGLFence::Block
 * Desc: Stalls the current thread until the fence has been crossed.
 */
void IKeOpenGLFence::Block()
{
    KeOpenGLBlockOnFence[vendor]( this );
}


/*
 * Name: IKeOpenGLFence::Valid
 * Desc: Tests this fence object for a valid fence.
 */
bool IKeOpenGLFence::Valid()
{
    if( !fence && !sync )
        return false;
    
    return KeOpenGLIsFence[vendor]( this );
}

Now, i know this can be better written, I just never got around to doing it yet.  My über is here, better get outside.  Be right back... again!

 

Shogun.


In Topic: Pre-emptive Solution for 'The application was unable to start correctly (...

14 August 2016 - 06:45 PM

Typically, that error code usually deals with conflicts for 32 and 64-bit libraries.  Had this issue occur several times, sometimes because the dll being loaded is for the wrong arch, other times because a 32-bit exe header is missing information necessary to be run on a 64-bit version of Windows.

 

Excuse me if I am ignorant of this, but I noticed that there is a 32 at the end of each library.  Are you compiling for 64-bit or just compiling on a 64-bit Windows installation?  If it's the latter, have you run into the same issue on 32-bit Windows? 

 

 

I am linking the static OpenSSL libraries so shouldn't I not need to distribute the dll with my installer? Shouldnt it be packaged into the exe?

 

My Linker->Input->Additional Dependencies are:

 

C:\OpenSSL-Win32\lib\VC\static\libeay32MTd.lib

...

C:\OpenSSL-Win32\lib\VC\static\libeay32MD.lib

C:\OpenSSL-Win32\lib\VC\static\libeay32MDd.lib

C:\OpenSSL-Win32\lib\VC\static\ssleay32MTd.lib

...

C:\OpenSSL-Win32\lib\VC\static\ssleay32MD.lib

C:\OpenSSL-Win32\lib\VC\static\ssleay32MDd.lib

Bear in mind that libraries with a "d" at the end are generally debug libraries, and you probably don't want them being used in the release version of your code. 

 

Quoted for truth.  Too easy to assume one is already aware of this.

 

Shogun.


In Topic: One channel textures not working for ES 2.0?

29 June 2016 - 06:52 PM

Okay, now I get it.  I personally don't see the need for two different formats, but I'm not on the ARB, so it doesn't matter what I think.

 

Bottom line is that it works, so I'm satisfied.

 

Thanks,

 

Shogun


In Topic: USC Canceled Video Game Panel For Too Many Men

12 June 2016 - 10:28 PM

 

Women by nature are gentler and less aggressive.


Disagree.

The methods involved might be different but in many respects, maybe due to social conditioning, women are much worse.

There is the old line, two guys who are friends have a fight they will be down the pub the following weekend laughing about it - two women have a fight and its only the beginning of a multi-year cold war.

 

Women actually initiate more non-reciprocal domestic violence than men, and lesbian couples experience the most domestic violence.  Counting my own experience, I've been physically assaulted by women much more often than by men.  So women are equally capable of being as brutal as men.

 

Shogun.


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