Beating the state machine - opengl

I'm working on a plugin for a scripting language that allows the user to access the OpenGL 1.1 command set. On top of that, all functions of the scripting language's own gfx command set are transparently redirected to appropriate OpenGL calls. Normally, the user should use either the OpenGL command set or the scripting language's inbuilt gfx command set which basically contains just your typical 2D drawing commands like DrawLine(), DrawRectangle(), DrawPolygon(), etc.
Under certain conditions, however, the user might want to mix calls to the OpenGL and the inbuilt gfx command sets. This leads to the problem that my OpenGL implementations of inbuilt commands like DrawLine(), DrawRectangle(), DrawPolygon(), etc. have to be able to deal with whatever state the OpenGL state machine might currently be in.
Therefore, my idea was to first save all state information on the stack, then prepare a clean OpenGL context needed for my implementations of commands like DrawLine(), etc. and then restore the original state. E.g. something like this:
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glPushMatrix();
....prepare OpenGL context for my needs.... --> problem: see below #2
....do drawing....
glPopMatrix();
glPopClientAttrib();
glPopAttrib();
Doing it like this, however, leads to several problems:
glPushAttrib() doesn't push all attributes, e.g save pixel pack and unpack state, render mode state, and select and feedback state are not pushed. Also, extension states are not saved. Extension states are not important as my plugin is not designed to support extensions. Saving and restoring other information (pixel pack and unpack) could probably be implemented manually using glGet().
Big problem: How should I prepare the OpenGL context after having saved all state information? I could save a copy of a "clean" state on the stack right after OpenGL's initialization and then try to pop this stack but for this I'd need a function to move data inside the stack, i.e. I'd need a function to copy or move a saved state from the back to the top of stack so that I can pop it. But I didn't see a function that can accomplish this...
It's probably going to be very slow but this is something I could live with because the user should not mix OpenGL and inbuilt gfx calls. If he does nevertheless, he will have to live with a very poor performance.
After these introductory considerations I'd finally like to present my question: Is it possible to "beat" the OpenGL state machine somehow? By "beating" I mean the following: Is it possible to completely save all current state information, then restore the default state and prepare it for my needs and do the drawing, and then finally restore the complete previous state again so that everything is exactly as it was before. For example, an OpenGL based version of the scripting language's DrawLine() command would do something like this then:
1. Save all current state information
2. Restore default state, set up a 2D projection matrix
3. Draw the line
4. Restore all saved state information so that the state is exactly the same as before
Is that possible somehow? It doesn't matter if it's very slow as long as it is 100% guaranteed to put the state into exactly the same state as it was before.

You can simply use different contexts, especially if you do not care about performance. Just keep an context for your internal gfx operations and another one the user might mess with and just bind the appropriate one to your window (and thread).
The way you describe it looks like you never want to share objects with the user's GL stuff, so simple "unshared" contexts will do fine. All you seem to want to share is the framebuffer - and the GL framebuffer (including back and front color buffers, depth buffer, stencil, etc..) is part of the drawable/window, not the context - so you get access to it whit any context when you make the context current. Changing the contexts mid-frame is not a problem.

Related

C++ OpenGL wrapper: interface similar to fixed pipeline, can export .collada

I have opengl code that uses the fixed pipeline.
Hitting two birds with one stone, I need a wrapper that can help me with the following tasks:
Convert the code to the new shader-based pipeline with minimal effort.
I have a class that calls opengl functions, such as: glBegin(triangles/lines), glVertex, glPushMatrix, glTranslate, glColor, gluSphere.
Ideally, I'd like it to derive from a class that supplies these functions in the base class. Behind the scenes, it would use the same high level logic as the fixed pipeline.
I'd like to export an opengl scene to .collada to load in an external renderer.
Opengl is low level rendering, and it doesn't have the concept of a scene. For example, this reddit post:
"You realize that you have to write a shim to capture all API calls
you are interested in to do that. Then, when finally, a draw call is
emitted you have to parse every single vertex and collect the data
from all over the memory from the buffers that you have recorded from
the APi calls that set up VAOs, VBOs and IBOs. Then you have to parse
the shader source code so that you can see which uniforms and vertex
attributes contribute to vertex clip coordinate generation. Then you
also have to synthesize/guess which outputs are normal, color, texture
coordinate and so on from the shader source if the resulting program
even have those in .obj file format-wise.
This gets even more complicated if Compute is used to generate data
inside the GPU for any of the buffers. If geometry or tessellator is
used then you also have to implement one of those so that you get
accurate outputs from the vertex processing. TL;DR - you have to write
your own OpenGL 4.5 driver that does exactly the same things a real
hardware driver would do. Good luck with that."
However, my scene is simple, using the fixed pipeline operations above.
I'd like the wrapper to keep track and construct a scene that can be exported.
--
EDIT: Since recommendation is off-topic, I'll ask the following question.
What I need above seems like something obvious that many should have found useful. Since I can't find a library that accomplishes that, I'm wondering if my approach is unreasonable?
More specifically, how do people port their legacy opengl code; do they write the relevant part from scratch, or does everyone implement his own wrapper as I suggested?
What about constructing a scene to export to collada?
Posted also:
https://community.khronos.org/t/c-opengl-wrapper-interface-similar-to-fixed-pipeline-can-export-collada/105829
Although there are some parts in legacy OpenGL that are not optimized in current drivers (like glDrawPixels, the raster drawing operations and indexed color mode), between modern hardware and the modest requirements of legacy applications, legacy OpenGL stuff runs well enough on modern systems.
The main reason to "modernize" legacy OpenGL code is, if one want to make use of the modern features. Any sort of "wrapper" will just run into the same kind of design problems that the OpenGL API ran between OpenGL-1.5 to OpenGL-2.1: Lots of built-in variables, default state, implicit action, etc. etc. This is difficult to document properly, and even more difficult to make use of reliably. Which is the reason you usually don't find these kinds of wrappers.
If you find yourself in the situation, that you absolutely must port your legacy code to modern OpenGL, e.g. to be interoperable with core contexts, then your best course of action will be to do a proper rewrite. Replace implcit mode calls to filling vertex buffers, replace calls to glTexEnv…, glMaterial…, glLight… with loading appropriate shaders and setting their uniforms.
Or, if you want a quick and dirty method: Just create two contexts, a modern one, and a legacy one and switch between them; often you can establish "list" sharing between them.

Vulkan: How to record command buffers in separate thread?

I don't properly understand how to parallelize work on separate threads in Vulkan.
In order to begin issuing vkCmd*s, you need to begin a render pass. The call to begin render pass needs a reference to a framebuffer. However, vkAcquireNextImageKHR() is not guaranteed to return image indexes in a round robin way. So, in a triple-buffering setup, if the current image index is 0, I can't just bind framebuffer 1 and start issuing draw calls for the next frame, because the next call to vkAcquireNextImageKHR() might return image index 2.
What is a proper way to record commands without having to specify the framebuffer to use ahead of time?
You have one or more render passes that you want to execute per-frame. And each one has one or more subpasses, into which you want to pour work. So your main rendering thread will generate one or more secondary command buffers for those subpasses, and it will pass that sequence of secondary CBs off to the submission thread.
The submissions thread will create the primary CB that gets rendered. It begins/ends render passes, and into each subpass, it executes the secondary CB(s) created on the rendering thread for that particular subpass.
So each thread is creating its own command buffers. The submission thread is the one that deals with the VkFramebuffer object, since it begins the render passes. It also is the one that acquires the swapchain images and so forth. The render thread is the one making the secondary CBs that do all of the real work.
Yes, you'll still be doing some CB building on the submission thread, but it ought to be pretty minimalistic overall. This also serves to abstract away the details of the render targets from your rendering thread, so that code dealing with the swapchain can be localized to the submission thread. This gives you more flexibility.
For example, if you want to triple buffer, and the swapchain doesn't actually allow that, then your submission thread can create its own extra images, then copy from its internal images into the real swapchain. The rendering thread's code does not have to be disturbed at all to allow this.
You can use multiple threads to generate draw commands for the same renderpass using secondary command buffers. And you can generate work for different renderpasses in the same frame in parallel -- only the very last pass (usually a postprocess pass) depends on the specific swapchain image, all your shadow passes, gbuffer/shading/lighting passes, and all but the last postprocess pass don't. It's not required, but it's often a good idea to not even call vkAcquireNextImageKHR until you're ready to start generating the final renderpass, after you've already generated many of the prior passes.
First, to be clear:
In order to begin issuing vkCmd*s, you need to begin a render pass.
That is not necessarily true. In command buffers You can record multiple different commands, all of which begin with vkCmd. Only some of these commands need to recorded inside a render pass - the ones that are connected with drawing. There are some commands, which cannot be called inside a render pass (like for example dispatching compute shaders). But this is just a side note to sort things out.
Next thing - mentioned triple buffering. In Vulkan the way images are displayed depends on the supported present mode. Different hardware vendors, or even different driver versions, may offer different present modes, so on one hardware You may get present mode that is most similar to triple buffering (MAILBOX), but on other You may not get it. And present mode impacts the way presentation engine allows You to acquire images from a swapchain, and then displays them on screen. But as You noted, You cannot depend on the order of returned images, so You shouldn't design Your application to behave as if You always have the same behavior on all platforms.
But to answer Your question - the easiest, naive, way is to call vkAcquireNextImageKHR() at the beginning of a frame, record command buffers that use an image returned by it, submit those command buffers and present the image. You can create framebuffers on demand, just before You need to use it inside a command buffer: You create a framebuffer that uses appropriate image (the one associated with index returned by the vkAcquireNextImageKHR() function) and after command buffers are submitted and when they stop using it, You destroy it. Such behavior is presented in the Vulkan Cookbook: here and here.
More appropriate way would be to prepare framebuffers for all available swapchain images and take appropriate framebuffer during a frame. But You need to remember to recreate them when You recreate swapchain.
More advanced scenarios would postpone swapchain acquiring until it is really needed. vkAcquireNextImageKHR() function call may block Your application (wait until image is available) so it should be called as late as possible when You prepare a frame. That's why You should record command buffers that don't need to reference swapchain images first (for example those that render geometry into a G-buffer in deferred shading algorithms). After that when You want to display image on screen (like for example some postprocessing technique) You just take the approach describe above: acquire an image, prepare appropriate command buffer(s) and present the image.
You can also pre-record command buffers that reference particular swapchain images. If You know that the source of Your images will always be the same (like the mentioned G-buffer), You can have a set of command buffers that always perform some postprocess/copy-like operations from this data to all swapchain images - one command buffer per swapchain image. Then, during the frame, if all of Your data is set, You acquire an image, check which pre-recorded command buffer is appropriate and submit the one associated with acquired image.
There are multiple ways to achieve what You want, all of them depend on many factors - performance, platform, specific goal You want to achieve, type of operations You perform in Your application, synchronization mechanisms You implemented and many other things. You need to figure out what best suits You. But in the end - You need to reference a swapchain image in command buffers if You want to display image on screen. I'd suggest starting with the easiest option first and then, when You get used to it, You can improve Your implementation for higher performance, flexibility, easier code maintenance etc.
You can call vkAcquireNextImageKHR in any thread. As long as you make sure the access to the swapchain, semaphore and fence you pass to it is synchronized.
There is nothing else restricting you from calling it in any thread, including the recording thread.
You are also allowed to have multiple images acquired at a time. Assuming you have created enough. In other words acquiring the next image before you present the current one is allowed.

How to isolate my own OpenGL calls inside a third-party process?

I am writing small tool that is drawing OpenGL overlay on top of the game which is closed source. The game is using SDL, so I am just hooking into SDL_GL_SwapWindow and doing my own stuff. However, this kind of hooking results in some side effects in the game itself. I found a solution that is basically wrapping around my own calls with deprecated glPushAttrib/glPopAttrib. But this solves only half of the problems. I am still getting random texture flickering in the game (I meant game textures, mine are showing fine). What could be the reason of this flickering? Can my own textures interfere with game textures? Do I need to isolate my own calls and how can I do it?
What could be the reason of this flickering?
If the game uses shaders, then glPushAttrib / glPopAttrib will not take care of all the state you may be clobbering with. The attribute stack has been deprecated and the program may use states that are either not covered by it, or where certain attribute bits in compatibility profile have been reused or expanded to cover further state. I recommend not using the attribute stack at all, because it's hard to get right.
Can my own textures interfere with game textures?
Yes. Say you left a 2D texture active in a texture unit that's later being used for a 1D texture. If the host program does not use shaders, then the GL_TEXTURE_2D will take precedence over the GL_TEXTURE_1D. It's a (IMHO poor) design choice of OpenGL that you can have multiple texture targets being bound to the same texture unit at the same time and which one is used to deliver texels depends on the individual targets' precedence.
Do I need to isolate my own calls
Yes.
and how can I do it?
Two possible solutions:
Create separate OpenGL context for just your own stuff. Use {wgl,glX}GetCurrentContext and {wglGetCurrentDC,glXGetCurrentDrawable} to retrieve the OpenGL context and drawable active at the moment you're "jumping" in. If you don't have a context already, you can use the drawable just retrieved to create a matching OpenGL context. Optionally install a namespace sharing. Switch to your context, draw your stuff and switch back to the host program one's. – Major drawback: Switching OpenGL contexts is quite expensive.
Before switching state around, use glGet… to retrieve the state active before doing so and restore the old state before returning to the host program.

How to save - restore all opengl state vars

Can I do anything I want between glPushAttrib(GL_ALL_ATTRIB_BITS) and glPopAttrib() and still do not harm the other code using - setting gl states before and after (do these functions provide complete isolation)?
No, that only pushes the server-side states onto the stack.
There are client-side states too, like pixel store and vertex arrays. For them, you have to use glPushClientAttrib (...).
While pixel store states are infrequently changed, vertex array state changes are very common in deprecated code. So if you want to do this properly, you need to save and restore both server and client state.

How can you draw primitives in OpenGL interactively?

I'm having a rough time trying to set up this behavior in my program.
Basically, I want it that when a the user presses the "a" key a new sphere is displayed on the screen.
How can you do that?
I would probably do it by simply having some kind of data structure (array, linked list, whatever) holding the current "scene". Initially this is empty. Then when the event occurs, you create some kind of representation of the new desired geometry, and add that to the list.
On each frame, you clear the screen, and go through the data structure, mapping each representation into a suitble set of OpenGL commands. This is really standard.
The data structure is often referred to as a scene graph, it is often in the form of a tree or graph, where geometry can have child-geometries and so on.
If you're using the GLuT library (which is pretty standard), you can take advantage of its automatic primitive generation functions, like glutSolidSphere. You can find the API docs here. Take a look at section 11, 'Geometric Object Rendering'.
As unwind suggested, your program could keep some sort of list, but of the parameters for each primitive, rather than the actual geometry. In the case of the sphere, this would be position/radius/slices. You can then use the GLuT functions to easily draw the objects. Obviously this limits you to what GLuT can draw, but that's usually fine for simple cases.
Without some more details of what environment you are using it's difficult to be specific, but a few of pointers to things that can easily go wrong when setting up OpenGL
Make sure you have the camera set up to look at point you are drawing the sphere. This can be surprisingly hard, and the simplest approach is to implement glutLookAt from the OpenGL Utility Toolkit. Make sure you front and back planes are set to sensible values.
Turn off backface culling, at least to start with. Sure with production code backface culling gives you a quick performance gain, but it's remarkably easy to set up normals incorrectly on an object and not see it because you're looking at the invisible face
Remember to call glFlush to make sure that all commands are executed. Drawing to the back buffer then failing to call glSwapBuffers is also a common mistake.
Occasionally you can run into issues with buffer formats - although if you copy from sample code that works on your system this is less likely to be a problem.
Graphics coding tends to be quite straightforward to debug once you have the basic environment correct because the output is visual, but setting up the rendering environment on a new system can always be a bit tricky until you have that first cube or sphere rendered. I would recommend obtaining a sample or template and modifying that to start with rather than trying to set up the rendering window from scratch. Using GLUT to check out first drafts of OpenGL calls is good technique too.