Alex Vakulenko | e4eec20 | 2017-01-27 14:41:04 -0800 | [diff] [blame^] | 1 | #include "include/private/dvr/late_latch.h" |
| 2 | |
| 3 | #include <unistd.h> |
| 4 | |
| 5 | #include <fstream> |
| 6 | #include <iostream> |
| 7 | #include <string> |
| 8 | |
| 9 | #include <base/logging.h> |
| 10 | #include <private/dvr/clock_ns.h> |
| 11 | #include <private/dvr/debug.h> |
| 12 | #include <private/dvr/graphics/gpu_profiler.h> |
| 13 | #include <private/dvr/pose_client_internal.h> |
| 14 | #include <private/dvr/sensor_constants.h> |
| 15 | #include <private/dvr/types.h> |
| 16 | |
| 17 | #define PRINT_MATRIX 0 |
| 18 | |
| 19 | #if PRINT_MATRIX |
| 20 | #ifndef LOG_TAG |
| 21 | #define LOG_TAG "latelatch" |
| 22 | #endif |
| 23 | #include <cutils/log.h> |
| 24 | |
| 25 | #define PE(str, ...) \ |
| 26 | fprintf(stderr, "[%s:%d] " str, __FILE__, __LINE__, ##__VA_ARGS__); \ |
| 27 | ALOGI("[%s:%d] " str, __FILE__, __LINE__, ##__VA_ARGS__) |
| 28 | |
| 29 | #define PV4(v) PE(#v "=%f,%f,%f,%f\n", v[0], v[1], v[2], v[3]); |
| 30 | #define PM4(m) \ |
| 31 | PE(#m ":\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n %f,%f,%f,%f\n", \ |
| 32 | m(0, 0), m(0, 1), m(0, 2), m(0, 3), m(1, 0), m(1, 1), m(1, 2), m(1, 3), \ |
| 33 | m(2, 0), m(2, 1), m(2, 2), m(2, 3), m(3, 0), m(3, 1), m(3, 2), m(3, 3)) |
| 34 | #endif // PRINT_MATRIX |
| 35 | |
| 36 | #define STRINGIFY2(s) #s |
| 37 | #define STRINGIFY(s) STRINGIFY2(s) |
| 38 | |
| 39 | // Compute shader bindings. |
| 40 | // GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS must be at least 8 for GLES 3.1. |
| 41 | #define POSE_BINDING 0 |
| 42 | #define RENDER_POSE_BINDING 1 |
| 43 | #define INPUT_BINDING 2 |
| 44 | #define OUTPUT_BINDING 3 |
| 45 | |
| 46 | using android::pdx::LocalHandle; |
| 47 | |
| 48 | namespace { |
| 49 | |
| 50 | static const std::string kShaderLateLatch = R"( // NOLINT |
| 51 | struct Pose { |
| 52 | vec4 quat; |
| 53 | vec3 pos; |
| 54 | }; |
| 55 | |
| 56 | // Must match DvrPoseAsync C struct. |
| 57 | struct DvrPoseAsync { |
| 58 | vec4 orientation; |
| 59 | vec4 translation; |
| 60 | vec4 right_orientation; |
| 61 | vec4 right_translation; |
| 62 | vec4 angular_velocity; |
| 63 | vec4 velocity; |
| 64 | vec4 reserved[2]; |
| 65 | }; |
| 66 | |
| 67 | // Must match LateLatchInputData C struct. |
| 68 | layout(binding = INPUT_BINDING, std140) |
| 69 | buffer InputData { |
| 70 | mat4 uEyeFromHeadMat[kSurfaceViewMaxCount]; |
| 71 | mat4 uProjMat[kSurfaceViewMaxCount]; |
| 72 | mat4 uPoseOffset[kSurfaceViewMaxCount]; |
| 73 | mat4 uEdsMat1[kSurfaceViewMaxCount]; |
| 74 | mat4 uEdsMat2[kSurfaceViewMaxCount]; |
| 75 | uint uPoseIndex; |
| 76 | uint uRenderPoseIndex; |
| 77 | } bIn; |
| 78 | |
| 79 | // std140 is to layout the structure in a consistent, standard way so we |
| 80 | // can access it from C++. |
| 81 | // This structure exactly matches the pose ring buffer in pose_client.h. |
| 82 | layout(binding = POSE_BINDING, std140) |
| 83 | buffer PoseBuffer { |
| 84 | DvrPoseAsync data[kPoseAsyncBufferTotalCount]; |
| 85 | } bPose; |
| 86 | |
| 87 | // Must stay in sync with DisplaySurfaceMetadata C struct. |
| 88 | // GPU thread 0 will exclusively read in a pose and capture it |
| 89 | // into this array. |
| 90 | layout(binding = RENDER_POSE_BINDING, std140) |
| 91 | buffer DisplaySurfaceMetadata { |
| 92 | vec4 orientation[kSurfaceBufferMaxCount]; |
| 93 | vec4 translation[kSurfaceBufferMaxCount]; |
| 94 | } bSurfaceData; |
| 95 | |
| 96 | // Must stay in sync with DisplaySurfaceMetadata C struct. |
| 97 | // Each thread writes to a vertic |
| 98 | layout(binding = OUTPUT_BINDING, std140) |
| 99 | buffer Output { |
| 100 | mat4 viewProjMatrix[kSurfaceViewMaxCount]; |
| 101 | mat4 viewMatrix[kSurfaceViewMaxCount]; |
| 102 | vec4 quaternion; |
| 103 | vec4 translation; |
| 104 | } bOut; |
| 105 | |
| 106 | // Thread 0 will also store the single quat/pos pair in shared variables |
| 107 | // for the other threads to use (left and right eye in this array). |
| 108 | shared Pose sharedPose[2]; |
| 109 | |
| 110 | // Rotate v1 by the given quaternion. This is based on mathfu's |
| 111 | // Quaternion::Rotate function. It is the typical implementation of this |
| 112 | // operation. Eigen has a similar method (Quaternion::_transformVector) that |
| 113 | // supposedly requires fewer operations, but I am skeptical of optimizing |
| 114 | // shader code without proper profiling first. |
| 115 | vec3 rotate(vec4 quat, vec3 v1) { |
| 116 | float ss = 2.0 * quat.w; |
| 117 | vec3 v = quat.xyz; |
| 118 | return ss * cross(v, v1) + (ss * quat.w - 1.0) * v1 + |
| 119 | 2.0 * dot(v, v1) * v; |
| 120 | } |
| 121 | |
| 122 | // See Eigen Quaternion::conjugate; |
| 123 | // Note that this isn't a true multiplicative inverse unless you can guarantee |
| 124 | // quat is also normalized, but that typically isn't an issue for our |
| 125 | // purposes. |
| 126 | vec4 quatInvert(vec4 quat) { |
| 127 | return vec4(-quat.xyz, quat.w); |
| 128 | } |
| 129 | |
| 130 | // This is based on mathfu's Quaternion::operator*(Quaternion) |
| 131 | // Eigen's version is mathematically equivalent, just notationally different. |
| 132 | vec4 quatMul(vec4 q1, vec4 q2) { |
| 133 | return vec4(q1.w * q2.xyz + q2.w * q1.xyz + cross(q1.xyz, q2.xyz), |
| 134 | q1.w * q2.w - dot(q1.xyz, q2.xyz)); |
| 135 | } |
| 136 | |
| 137 | // Equivalent to pose.h GetObjectFromReferenceMatrix. |
| 138 | mat4 getInverseMatrix(Pose pose) { |
| 139 | // Invert quaternion and store fields the way Eigen does so we can |
| 140 | // keep in sync with Eigen methods easier. |
| 141 | vec4 quatInv = quatInvert(pose.quat); |
| 142 | vec3 v = quatInv.xyz; |
| 143 | float s = quatInv.w; |
| 144 | // Convert quaternion to matrix. See Eigen Quaternion::toRotationMatrix() |
| 145 | float x2 = v.x * v.x, y2 = v.y * v.y, z2 = v.z * v.z; |
| 146 | float sx = s * v.x, sy = s * v.y, sz = s * v.z; |
| 147 | float xz = v.x * v.z, yz = v.y * v.z, xy = v.x * v.y; |
| 148 | // Inverse translation. |
| 149 | vec3 point = -pose.pos; |
| 150 | |
| 151 | return |
| 152 | mat4(1.0 - 2.0 * (y2 + z2), 2.0 * (xy + sz), 2.0 * (xz - sy), 0.0, |
| 153 | 2.0 * (xy - sz), 1.0 - 2.0 * (x2 + z2), 2.0 * (sx + yz), 0.0, |
| 154 | 2.0 * (sy + xz), 2.0 * (yz - sx), 1.0 - 2.0 * (x2 + y2), 0.0, |
| 155 | 0.0, 0.0, 0.0, 1.0)* |
| 156 | mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, |
| 157 | point.x, point.y, point.z, 1.0); |
| 158 | } |
| 159 | |
| 160 | void appLateLatch() { |
| 161 | uint poseIndex = (gl_LocalInvocationIndex & uint(1)); |
| 162 | mat4 head_from_center = getInverseMatrix(sharedPose[poseIndex]); |
| 163 | bOut.viewMatrix[gl_LocalInvocationIndex] = |
| 164 | bIn.uEyeFromHeadMat[gl_LocalInvocationIndex] * |
| 165 | head_from_center * bIn.uPoseOffset[gl_LocalInvocationIndex]; |
| 166 | bOut.viewProjMatrix[gl_LocalInvocationIndex] = |
| 167 | bIn.uProjMat[gl_LocalInvocationIndex] * |
| 168 | bOut.viewMatrix[gl_LocalInvocationIndex]; |
| 169 | } |
| 170 | |
| 171 | // Extract the app frame's pose. |
| 172 | Pose getPoseFromApp() { |
| 173 | Pose p; |
| 174 | p.quat = bSurfaceData.orientation[bIn.uRenderPoseIndex]; |
| 175 | p.pos = bSurfaceData.translation[bIn.uRenderPoseIndex].xyz; |
| 176 | return p; |
| 177 | } |
| 178 | |
| 179 | // See Posef::GetPoseOffset. |
| 180 | Pose getPoseOffset(Pose p1, Pose p2) { |
| 181 | Pose p; |
| 182 | p.quat = quatMul(quatInvert(p2.quat), p1.quat); |
| 183 | // TODO(jbates) Consider enabling positional EDS when it is better |
| 184 | // tested. |
| 185 | // p.pos = p2.pos - p1.pos; |
| 186 | p.pos = vec3(0.0); |
| 187 | return p; |
| 188 | } |
| 189 | |
| 190 | void edsLateLatch() { |
| 191 | Pose pose1 = getPoseFromApp(); |
| 192 | Pose correction; |
| 193 | // Ignore the texture pose if the quat is not unit-length. |
| 194 | float tex_quat_length = length(pose1.quat); |
| 195 | uint poseIndex = (gl_LocalInvocationIndex & uint(1)); |
| 196 | if (abs(tex_quat_length - 1.0) < 0.001) |
| 197 | correction = getPoseOffset(pose1, sharedPose[poseIndex]); |
| 198 | else |
| 199 | correction = Pose(vec4(0, 0, 0, 1), vec3(0, 0, 0)); |
| 200 | mat4 eye_old_from_eye_new_matrix = getInverseMatrix(correction); |
| 201 | bOut.viewProjMatrix[gl_LocalInvocationIndex] = |
| 202 | bIn.uEdsMat1[gl_LocalInvocationIndex] * |
| 203 | eye_old_from_eye_new_matrix * bIn.uEdsMat2[gl_LocalInvocationIndex]; |
| 204 | // Currently unused, except for debugging: |
| 205 | bOut.viewMatrix[gl_LocalInvocationIndex] = eye_old_from_eye_new_matrix; |
| 206 | } |
| 207 | |
| 208 | // One thread per surface view. |
| 209 | layout (local_size_x = kSurfaceViewMaxCount, local_size_y = 1, |
| 210 | local_size_z = 1) in; |
| 211 | |
| 212 | void main() { |
| 213 | // First, thread 0 late latches pose and stores it into various places. |
| 214 | if (gl_LocalInvocationIndex == uint(0)) { |
| 215 | sharedPose[0].quat = bPose.data[bIn.uPoseIndex].orientation; |
| 216 | sharedPose[0].pos = bPose.data[bIn.uPoseIndex].translation.xyz; |
| 217 | sharedPose[1].quat = bPose.data[bIn.uPoseIndex].right_orientation; |
| 218 | sharedPose[1].pos = bPose.data[bIn.uPoseIndex].right_translation.xyz; |
| 219 | if (IS_APP_LATE_LATCH) { |
| 220 | bSurfaceData.orientation[bIn.uRenderPoseIndex] = sharedPose[0].quat; |
| 221 | bSurfaceData.translation[bIn.uRenderPoseIndex] = vec4(sharedPose[0].pos, 0.0); |
| 222 | // TODO(jbates) implement app late-latch support for separate eye poses. |
| 223 | // App late latch currently uses the same pose for both eye views. |
| 224 | sharedPose[1] = sharedPose[0]; |
| 225 | } |
| 226 | bOut.quaternion = sharedPose[0].quat; |
| 227 | bOut.translation = vec4(sharedPose[0].pos, 0.0); |
| 228 | } |
| 229 | |
| 230 | // Memory barrier to make sure all threads can see prior writes. |
| 231 | memoryBarrierShared(); |
| 232 | |
| 233 | // Execution barrier to block all threads here until all threads have |
| 234 | // reached this point -- ensures the late latching is done. |
| 235 | barrier(); |
| 236 | |
| 237 | if (IS_APP_LATE_LATCH) |
| 238 | appLateLatch(); |
| 239 | else |
| 240 | edsLateLatch(); |
| 241 | } |
| 242 | )"; |
| 243 | |
| 244 | } // anonymous namespace |
| 245 | |
| 246 | namespace android { |
| 247 | namespace dvr { |
| 248 | |
| 249 | LateLatch::LateLatch(bool is_app_late_latch) |
| 250 | : LateLatch(is_app_late_latch, LocalHandle()) {} |
| 251 | |
| 252 | LateLatch::LateLatch(bool is_app_late_latch, |
| 253 | LocalHandle&& surface_metadata_fd) |
| 254 | : is_app_late_latch_(is_app_late_latch), |
| 255 | app_late_latch_output_(NULL), |
| 256 | eds_late_latch_output_(NULL) { |
| 257 | CHECK_GL(); |
| 258 | glGenBuffers(1, &input_buffer_id_); |
| 259 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, input_buffer_id_); |
| 260 | glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LateLatchInput), nullptr, |
| 261 | GL_DYNAMIC_DRAW); |
| 262 | glGenBuffers(1, &output_buffer_id_); |
| 263 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, output_buffer_id_); |
| 264 | glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LateLatchOutput), nullptr, |
| 265 | GL_DYNAMIC_COPY); |
| 266 | CHECK_GL(); |
| 267 | |
| 268 | LocalHandle pose_buffer_fd; |
| 269 | pose_client_ = dvrPoseCreate(); |
| 270 | if (!pose_client_) { |
| 271 | LOG(ERROR) << "LateLatch Error: failed to create pose client"; |
| 272 | } else { |
| 273 | int ret = privateDvrPoseGetRingBufferFd(pose_client_, &pose_buffer_fd); |
| 274 | if (ret < 0) { |
| 275 | LOG(ERROR) << "LateLatch Error: failed to get pose ring buffer"; |
| 276 | } |
| 277 | } |
| 278 | |
| 279 | glGenBuffers(1, &pose_buffer_object_); |
| 280 | glGenBuffers(1, &metadata_buffer_id_); |
| 281 | if (!glBindSharedBufferQCOM) { |
| 282 | LOG(ERROR) << "Error: Missing gralloc buffer extension, no pose data"; |
| 283 | } else { |
| 284 | if (pose_buffer_fd) { |
| 285 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, pose_buffer_object_); |
| 286 | glBindSharedBufferQCOM(GL_SHADER_STORAGE_BUFFER, |
| 287 | kPoseAsyncBufferTotalCount * sizeof(DvrPoseAsync), |
| 288 | pose_buffer_fd.Release()); |
| 289 | } |
| 290 | CHECK_GL(); |
| 291 | } |
| 292 | |
| 293 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, metadata_buffer_id_); |
| 294 | if (surface_metadata_fd && glBindSharedBufferQCOM) { |
| 295 | glBindSharedBufferQCOM(GL_SHADER_STORAGE_BUFFER, |
| 296 | sizeof(DisplaySurfaceMetadata), |
| 297 | surface_metadata_fd.Release()); |
| 298 | } else { |
| 299 | // Fall back on internal metadata buffer when none provided, for example |
| 300 | // when distortion is done in the application process. |
| 301 | glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(DisplaySurfaceMetadata), |
| 302 | nullptr, GL_DYNAMIC_COPY); |
| 303 | } |
| 304 | CHECK_GL(); |
| 305 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); |
| 306 | |
| 307 | CHECK_GL(); |
| 308 | LoadLateLatchShader(); |
| 309 | } |
| 310 | |
| 311 | LateLatch::~LateLatch() { |
| 312 | glDeleteBuffers(1, &metadata_buffer_id_); |
| 313 | glDeleteBuffers(1, &input_buffer_id_); |
| 314 | glDeleteBuffers(1, &output_buffer_id_); |
| 315 | glDeleteBuffers(1, &pose_buffer_object_); |
| 316 | dvrPoseDestroy(pose_client_); |
| 317 | } |
| 318 | |
| 319 | void LateLatch::LoadLateLatchShader() { |
| 320 | std::string str; |
| 321 | str += "\n#define POSE_BINDING " STRINGIFY(POSE_BINDING); |
| 322 | str += "\n#define RENDER_POSE_BINDING " STRINGIFY(RENDER_POSE_BINDING); |
| 323 | str += "\n#define INPUT_BINDING " STRINGIFY(INPUT_BINDING); |
| 324 | str += "\n#define OUTPUT_BINDING " STRINGIFY(OUTPUT_BINDING); |
| 325 | str += "\n#define kPoseAsyncBufferTotalCount " STRINGIFY( |
| 326 | kPoseAsyncBufferTotalCount); |
| 327 | str += "\n#define kSurfaceBufferMaxCount " STRINGIFY(kSurfaceBufferMaxCount); |
| 328 | str += "\n#define kSurfaceBufferMaxCount " STRINGIFY(kSurfaceBufferMaxCount); |
| 329 | str += "\n#define kSurfaceViewMaxCount " STRINGIFY(kSurfaceViewMaxCount); |
| 330 | str += "\n#define IS_APP_LATE_LATCH "; |
| 331 | str += is_app_late_latch_ ? "true" : "false"; |
| 332 | str += "\n"; |
| 333 | str += kShaderLateLatch; |
| 334 | late_latch_program_.Link(str); |
| 335 | CHECK_GL(); |
| 336 | } |
| 337 | |
| 338 | void LateLatch::CaptureOutputData(LateLatchOutput* data) const { |
| 339 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, output_buffer_id_); |
| 340 | LateLatchOutput* out_data = static_cast<LateLatchOutput*>(glMapBufferRange( |
| 341 | GL_SHADER_STORAGE_BUFFER, 0, sizeof(LateLatchOutput), GL_MAP_READ_BIT)); |
| 342 | *data = *out_data; |
| 343 | glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); |
| 344 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); |
| 345 | CHECK_GL(); |
| 346 | } |
| 347 | |
| 348 | void LateLatch::AddLateLatch(const LateLatchInput& data) const { |
| 349 | CHECK(is_app_late_latch_); |
| 350 | CHECK_GL(); |
| 351 | late_latch_program_.Use(); |
| 352 | |
| 353 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, RENDER_POSE_BINDING, |
| 354 | metadata_buffer_id_); |
| 355 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, POSE_BINDING, pose_buffer_object_); |
| 356 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, OUTPUT_BINDING, output_buffer_id_); |
| 357 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, input_buffer_id_); |
| 358 | LateLatchInput* adata = (LateLatchInput*)glMapBufferRange( |
| 359 | GL_SHADER_STORAGE_BUFFER, 0, sizeof(LateLatchInput), |
| 360 | GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); |
| 361 | if (adata) |
| 362 | *adata = data; |
| 363 | else |
| 364 | LOG(ERROR) << "Error: LateLatchInput gl mapping is null"; |
| 365 | glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); |
| 366 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, INPUT_BINDING, input_buffer_id_); |
| 367 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); |
| 368 | CHECK_GL(); |
| 369 | |
| 370 | // The output buffer is going to be written but it may be read by |
| 371 | // earlier shaders, so we need a shader storage memory barrier. |
| 372 | glMemoryBarrier(GL_SHADER_STORAGE_BUFFER); |
| 373 | |
| 374 | glDispatchCompute(1, 1, 1); |
| 375 | CHECK_GL(); |
| 376 | |
| 377 | // The transform feedback buffer is going to be read as a uniform by the app, |
| 378 | // so we need a uniform memory barrier. |
| 379 | glMemoryBarrier(GL_UNIFORM_BARRIER_BIT); |
| 380 | |
| 381 | if (app_late_latch_output_) { |
| 382 | // Capture the output data: |
| 383 | CaptureOutputData(app_late_latch_output_); |
| 384 | } |
| 385 | #if PRINT_MATRIX |
| 386 | // Print the composed matrix to stderr: |
| 387 | LateLatchOutput out_data; |
| 388 | CaptureOutputData(&out_data); |
| 389 | CHECK_GL(); |
| 390 | PE("LL APP slot:%d\n", data.render_pose_index); |
| 391 | PM4(data.proj_mat[0]); |
| 392 | PM4(out_data.view_proj_matrix[0]); |
| 393 | PM4(out_data.view_proj_matrix[1]); |
| 394 | PM4(out_data.view_proj_matrix[2]); |
| 395 | PM4(out_data.view_proj_matrix[3]); |
| 396 | PM4(out_data.view_matrix[0]); |
| 397 | PM4(out_data.view_matrix[1]); |
| 398 | PM4(out_data.view_matrix[2]); |
| 399 | PM4(out_data.view_matrix[3]); |
| 400 | PV4(out_data.pose_quaternion); |
| 401 | PV4(out_data.pose_translation); |
| 402 | #endif |
| 403 | |
| 404 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, RENDER_POSE_BINDING, 0); |
| 405 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, POSE_BINDING, 0); |
| 406 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, OUTPUT_BINDING, 0); |
| 407 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, INPUT_BINDING, 0); |
| 408 | glUseProgram(0); |
| 409 | } |
| 410 | |
| 411 | void LateLatch::AddEdsLateLatch(const LateLatchInput& data, |
| 412 | GLuint render_pose_buffer_object) const { |
| 413 | CHECK(!is_app_late_latch_); |
| 414 | late_latch_program_.Use(); |
| 415 | |
| 416 | // Fall back on internal buffer when none is provided. |
| 417 | if (!render_pose_buffer_object) |
| 418 | render_pose_buffer_object = metadata_buffer_id_; |
| 419 | |
| 420 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, RENDER_POSE_BINDING, |
| 421 | render_pose_buffer_object); |
| 422 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, POSE_BINDING, pose_buffer_object_); |
| 423 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, OUTPUT_BINDING, output_buffer_id_); |
| 424 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, input_buffer_id_); |
| 425 | LateLatchInput* adata = (LateLatchInput*)glMapBufferRange( |
| 426 | GL_SHADER_STORAGE_BUFFER, 0, sizeof(LateLatchInput), |
| 427 | GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); |
| 428 | *adata = data; |
| 429 | glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); |
| 430 | glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); |
| 431 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, INPUT_BINDING, input_buffer_id_); |
| 432 | CHECK_GL(); |
| 433 | |
| 434 | glDispatchCompute(1, 1, 1); |
| 435 | CHECK_GL(); |
| 436 | |
| 437 | if (eds_late_latch_output_) { |
| 438 | // Capture the output data: |
| 439 | CaptureOutputData(eds_late_latch_output_); |
| 440 | } |
| 441 | #if PRINT_MATRIX |
| 442 | // Print the composed matrix to stderr: |
| 443 | LateLatchOutput out_data; |
| 444 | CaptureOutputData(&out_data); |
| 445 | CHECK_GL(); |
| 446 | PE("LL EDS\n"); |
| 447 | PM4(out_data.view_proj_matrix[0]); |
| 448 | PM4(out_data.view_matrix[0]); |
| 449 | PV4(out_data.pose_quaternion); |
| 450 | PV4(out_data.pose_translation); |
| 451 | #endif |
| 452 | |
| 453 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, RENDER_POSE_BINDING, 0); |
| 454 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, POSE_BINDING, 0); |
| 455 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, OUTPUT_BINDING, 0); |
| 456 | glBindBufferBase(GL_SHADER_STORAGE_BUFFER, INPUT_BINDING, 0); |
| 457 | glUseProgram(0); |
| 458 | } |
| 459 | |
| 460 | } // namespace dvr |
| 461 | } // namespace android |