render_backend_gl.odin 22 KB

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  1. #+build windows, darwin, linux
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_GL :: Render_Backend_Interface {
  6. state_size = gl_state_size,
  7. init = gl_init,
  8. shutdown = gl_shutdown,
  9. clear = gl_clear,
  10. present = gl_present,
  11. draw = gl_draw,
  12. resize_swapchain = gl_resize_swapchain,
  13. get_swapchain_width = gl_get_swapchain_width,
  14. get_swapchain_height = gl_get_swapchain_height,
  15. flip_z = gl_flip_z,
  16. set_internal_state = gl_set_internal_state,
  17. create_texture = gl_create_texture,
  18. load_texture = gl_load_texture,
  19. update_texture = gl_update_texture,
  20. destroy_texture = gl_destroy_texture,
  21. create_render_texture = gl_create_render_texture,
  22. destroy_render_target = gl_destroy_render_target,
  23. set_texture_filter = gl_set_texture_filter,
  24. load_shader = gl_load_shader,
  25. destroy_shader = gl_destroy_shader,
  26. default_shader_vertex_source = gl_default_shader_vertex_source,
  27. default_shader_fragment_source = gl_default_shader_fragment_source,
  28. }
  29. import "base:runtime"
  30. import gl "vendor:OpenGL"
  31. import hm "handle_map"
  32. import "core:log"
  33. import "core:strings"
  34. import "core:slice"
  35. import la "core:math/linalg"
  36. _ :: la
  37. GL_State :: struct {
  38. window_handle: Window_Handle,
  39. width: int,
  40. height: int,
  41. allocator: runtime.Allocator,
  42. shaders: hm.Handle_Map(GL_Shader, Shader_Handle, 1024*10),
  43. ctx: GL_Context,
  44. vertex_buffer_gpu: u32,
  45. textures: hm.Handle_Map(GL_Texture, Texture_Handle, 1024*10),
  46. }
  47. GL_Shader_Constant_Buffer :: struct {
  48. buffer: u32,
  49. size: int,
  50. block_index: u32,
  51. }
  52. GL_Shader_Constant_Type :: enum {
  53. Uniform,
  54. Block_Variable,
  55. }
  56. // OpenGL can have constants both in blocks (like constant buffers in D3D11), or as stand-alone
  57. // uniforms. We support both.
  58. GL_Shader_Constant :: struct {
  59. type: GL_Shader_Constant_Type,
  60. // if type is Uniform, then this is the uniform loc
  61. // if type is Block_Variable, then this is the block loc
  62. loc: u32,
  63. // if this is a block variable, then this is the offset to it
  64. block_variable_offset: u32,
  65. // if type is Uniform, then this contains the GL type of the uniform
  66. uniform_type: u32,
  67. }
  68. GL_Texture :: struct {
  69. handle: Texture_Handle,
  70. id: u32,
  71. format: Pixel_Format,
  72. }
  73. GL_Texture_Binding :: struct {
  74. loc: i32,
  75. }
  76. GL_Shader :: struct {
  77. handle: Shader_Handle,
  78. // This is like the "input layout"
  79. vao: u32,
  80. program: u32,
  81. constant_buffers: []GL_Shader_Constant_Buffer,
  82. constants: []GL_Shader_Constant,
  83. texture_bindings: []GL_Texture_Binding,
  84. }
  85. s: ^GL_State
  86. gl_state_size :: proc() -> int {
  87. return size_of(GL_State)
  88. }
  89. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  90. s = (^GL_State)(state)
  91. s.window_handle = window_handle
  92. s.width = swapchain_width
  93. s.height = swapchain_height
  94. s.allocator = allocator
  95. ctx, ctx_ok := _gl_get_context(window_handle)
  96. if !ctx_ok {
  97. log.panic("Could not find a valid pixel format for gl context")
  98. }
  99. s.ctx = ctx
  100. _gl_load_procs()
  101. gl.Enable(gl.DEPTH_TEST)
  102. gl.DepthFunc(gl.GREATER)
  103. gl.GenBuffers(1, &s.vertex_buffer_gpu)
  104. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  105. gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
  106. gl.Enable(gl.BLEND)
  107. }
  108. gl_shutdown :: proc() {
  109. gl.DeleteBuffers(1, &s.vertex_buffer_gpu)
  110. _gl_destroy_context(s.ctx)
  111. }
  112. gl_clear :: proc(render_texture: Render_Target_Handle, color: Color) {
  113. c := f32_color_from_color(color)
  114. gl.ClearColor(c.r, c.g, c.b, c.a)
  115. gl.ClearDepth(-1)
  116. gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
  117. }
  118. gl_present :: proc() {
  119. _gl_present(s.window_handle)
  120. }
  121. gl_draw :: proc(
  122. shd: Shader,
  123. render_texture: Render_Target_Handle,
  124. bound_textures: []Texture_Handle,
  125. scissor: Maybe(Rect),
  126. blend_mode: Blend_Mode,
  127. vertex_buffer: []u8,
  128. ) {
  129. gl_shd := hm.get(&s.shaders, shd.handle)
  130. if gl_shd == nil {
  131. return
  132. }
  133. switch blend_mode {
  134. case .Alpha: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
  135. case .Premultiplied_Alpha: gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
  136. }
  137. gl.EnableVertexAttribArray(0)
  138. gl.EnableVertexAttribArray(1)
  139. gl.EnableVertexAttribArray(2)
  140. gl.UseProgram(gl_shd.program)
  141. assert(len(shd.constants) == len(gl_shd.constants))
  142. cpu_data := shd.constants_data
  143. for cidx in 0..<len(gl_shd.constants) {
  144. cpu_loc := shd.constants[cidx]
  145. if cpu_loc.size == 0 {
  146. continue
  147. }
  148. gpu_loc := gl_shd.constants[cidx]
  149. switch gpu_loc.type {
  150. case .Block_Variable:
  151. gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
  152. gpu_data := gpu_buffer_info.buffer
  153. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  154. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  155. gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
  156. gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
  157. case .Uniform:
  158. loc := i32(gpu_loc.loc)
  159. ptr := (rawptr)(&cpu_data[cpu_loc.offset])
  160. uptr := (^u32)(ptr)
  161. iptr := (^i32)(ptr)
  162. fptr := (^f32)(ptr)
  163. dptr := (^f64)(ptr)
  164. switch gpu_loc.uniform_type {
  165. case gl.FLOAT:
  166. gl.Uniform1fv(loc, 1, fptr)
  167. case gl.FLOAT_VEC2:
  168. gl.Uniform2fv(loc, 1, fptr)
  169. case gl.FLOAT_MAT2:
  170. gl.UniformMatrix2fv(loc, 1, false, fptr)
  171. case gl.FLOAT_MAT2x3:
  172. gl.UniformMatrix2x3fv(loc, 1, false, fptr)
  173. case gl.FLOAT_MAT2x4:
  174. gl.UniformMatrix2x4fv(loc, 1, false, fptr)
  175. case gl.FLOAT_VEC3:
  176. gl.Uniform3fv(loc, 1, fptr)
  177. case gl.FLOAT_MAT3x2:
  178. gl.UniformMatrix3x2fv(loc, 1, false, fptr)
  179. case gl.FLOAT_MAT3:
  180. gl.UniformMatrix3fv(loc, 1, false, fptr)
  181. case gl.FLOAT_MAT3x4:
  182. gl.UniformMatrix3x4fv(loc, 1, false, fptr)
  183. case gl.FLOAT_VEC4:
  184. gl.Uniform4fv(loc, 1, fptr)
  185. case gl.FLOAT_MAT4x2:
  186. gl.UniformMatrix4x2fv(loc, 1, false, fptr)
  187. case gl.FLOAT_MAT4x3:
  188. gl.UniformMatrix4x3fv(loc, 1, false, fptr)
  189. case gl.FLOAT_MAT4:
  190. gl.UniformMatrix4fv(loc, 1, false, fptr)
  191. case gl.DOUBLE:
  192. gl.Uniform1dv(loc, 1, dptr)
  193. case gl.DOUBLE_VEC2:
  194. gl.Uniform2dv(loc, 1, dptr)
  195. case gl.DOUBLE_MAT2:
  196. gl.UniformMatrix2dv(loc, 1, false, dptr)
  197. case gl.DOUBLE_MAT2x3:
  198. gl.UniformMatrix2x3dv(loc, 1, false, dptr)
  199. case gl.DOUBLE_MAT2x4:
  200. gl.UniformMatrix2x4dv(loc, 1, false, dptr)
  201. case gl.DOUBLE_VEC3:
  202. gl.Uniform3dv(loc, 1, dptr)
  203. case gl.DOUBLE_MAT3x2:
  204. gl.UniformMatrix3x2dv(loc, 1, false, dptr)
  205. case gl.DOUBLE_MAT3:
  206. gl.UniformMatrix3dv(loc, 1, false, dptr)
  207. case gl.DOUBLE_MAT3x4:
  208. gl.UniformMatrix3x4dv(loc, 1, false, dptr)
  209. case gl.DOUBLE_VEC4:
  210. gl.Uniform4dv(loc, 1, dptr)
  211. case gl.DOUBLE_MAT4x2:
  212. gl.UniformMatrix4x2dv(loc, 1, false, dptr)
  213. case gl.DOUBLE_MAT4x3:
  214. gl.UniformMatrix4x3dv(loc, 1, false, dptr)
  215. case gl.DOUBLE_MAT4:
  216. gl.UniformMatrix4dv(loc, 1, false, dptr)
  217. case gl.BOOL, gl.INT:
  218. gl.Uniform1iv(loc, 1, iptr)
  219. case gl.BOOL_VEC2, gl.INT_VEC2:
  220. gl.Uniform2iv(loc, 1, iptr)
  221. case gl.BOOL_VEC3, gl.INT_VEC3:
  222. gl.Uniform3iv(loc, 1, iptr)
  223. case gl.BOOL_VEC4, gl.INT_VEC4:
  224. gl.Uniform4iv(loc, 1, iptr)
  225. case gl.UNSIGNED_INT:
  226. gl.Uniform1uiv(loc, 1, uptr)
  227. case gl.UNSIGNED_INT_VEC2:
  228. gl.Uniform2uiv(loc, 1, uptr)
  229. case gl.UNSIGNED_INT_VEC3:
  230. gl.Uniform3uiv(loc, 1, uptr)
  231. case gl.UNSIGNED_INT_VEC4:
  232. gl.Uniform4uiv(loc, 1, uptr)
  233. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  234. }
  235. }
  236. }
  237. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  238. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  239. {
  240. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  241. copy(
  242. gpu_map,
  243. vertex_buffer,
  244. )
  245. }
  246. if len(bound_textures) == len(gl_shd.texture_bindings) {
  247. for t, t_idx in bound_textures {
  248. gl_t := gl_shd.texture_bindings[t_idx]
  249. if t := hm.get(&s.textures, t); t != nil {
  250. gl.ActiveTexture(gl.TEXTURE0)
  251. gl.BindTexture(gl.TEXTURE_2D, t.id)
  252. gl.Uniform1i(gl_t.loc, i32(t_idx))
  253. }
  254. }
  255. }
  256. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  257. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  258. }
  259. gl_resize_swapchain :: proc(w, h: int) {
  260. s.width = w
  261. s.height = h
  262. gl.Viewport(0, 0, i32(w), i32(h))
  263. }
  264. gl_get_swapchain_width :: proc() -> int {
  265. return s.width
  266. }
  267. gl_get_swapchain_height :: proc() -> int {
  268. return s.height
  269. }
  270. gl_flip_z :: proc() -> bool {
  271. return false
  272. }
  273. gl_set_internal_state :: proc(state: rawptr) {
  274. s = (^GL_State)(state)
  275. }
  276. create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
  277. id: u32
  278. gl.GenTextures(1, &id)
  279. gl.BindTexture(gl.TEXTURE_2D, id)
  280. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
  281. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
  282. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  283. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
  284. pf := gl_translate_pixel_format(format)
  285. gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
  286. tex := GL_Texture {
  287. id = id,
  288. format = format,
  289. }
  290. return hm.add(&s.textures, tex)
  291. }
  292. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  293. return create_texture(width, height, format, nil)
  294. }
  295. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  296. return create_texture(width, height, format, raw_data(data))
  297. }
  298. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  299. tex := hm.get(&s.textures, th)
  300. if tex == nil {
  301. return false
  302. }
  303. gl.BindTexture(gl.TEXTURE_2D, tex.id)
  304. gl.TexSubImage2D(gl.TEXTURE_2D, 0, i32(rect.x), i32(rect.y), i32(rect.w), i32(rect.h), gl.RGBA, gl.UNSIGNED_BYTE, raw_data(data))
  305. return true
  306. }
  307. gl_destroy_texture :: proc(th: Texture_Handle) {
  308. tex := hm.get(&s.textures, th)
  309. if tex == nil {
  310. return
  311. }
  312. gl.DeleteTextures(1, &tex.id)
  313. hm.remove(&s.textures, th)
  314. }
  315. gl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
  316. return {}, {}
  317. }
  318. gl_destroy_render_target :: proc(render_target: Render_Target_Handle) {
  319. }
  320. gl_set_texture_filter :: proc(
  321. th: Texture_Handle,
  322. scale_down_filter: Texture_Filter,
  323. scale_up_filter: Texture_Filter,
  324. mip_filter: Texture_Filter,
  325. ) {
  326. t := hm.get(&s.textures, th)
  327. if t == nil {
  328. log.error("Trying to set texture filter for invalid texture %v", th)
  329. return
  330. }
  331. gl.BindTexture(gl.TEXTURE_2D, t.id)
  332. min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
  333. mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
  334. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
  335. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
  336. }
  337. Shader_Compile_Result_OK :: struct {}
  338. Shader_Compile_Result_Error :: string
  339. Shader_Compile_Result :: union #no_nil {
  340. Shader_Compile_Result_OK,
  341. Shader_Compile_Result_Error,
  342. }
  343. compile_shader_from_source :: proc(shader_data: string, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  344. shader_id = gl.CreateShader(u32(shader_type))
  345. length := i32(len(shader_data))
  346. shader_cstr := cstring(raw_data(shader_data))
  347. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  348. gl.CompileShader(shader_id)
  349. result: i32
  350. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  351. if result != 1 {
  352. info_len: i32
  353. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  354. err_msg^ = string(err_buf[:info_len])
  355. gl.DeleteShader(shader_id)
  356. return 0, false
  357. }
  358. return shader_id, true
  359. }
  360. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  361. program_id = gl.CreateProgram()
  362. gl.AttachShader(program_id, vs_shader)
  363. gl.AttachShader(program_id, fs_shader)
  364. gl.LinkProgram(program_id)
  365. result: i32
  366. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  367. if result != 1 {
  368. info_len: i32
  369. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  370. err_msg^ = string(err_buf[:info_len])
  371. gl.DeleteProgram(program_id)
  372. return 0, false
  373. }
  374. return program_id, true
  375. }
  376. gl_load_shader :: proc(vs_source: string, fs_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  377. @static err: [1024]u8
  378. err_msg: string
  379. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  380. if !vs_shader_ok {
  381. log.error(err_msg)
  382. return {}, {}
  383. }
  384. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  385. if !fs_shader_ok {
  386. log.error(err_msg)
  387. return {}, {}
  388. }
  389. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  390. if !program_ok {
  391. log.error(err_msg)
  392. return {}, {}
  393. }
  394. stride: int
  395. {
  396. num_attribs: i32
  397. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  398. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  399. attrib_name_buf: [256]u8
  400. for i in 0..<num_attribs {
  401. attrib_name_len: i32
  402. attrib_size: i32
  403. attrib_type: u32
  404. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  405. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  406. loc := gl.GetAttribLocation(program, name_cstr)
  407. type: Shader_Input_Type
  408. switch attrib_type {
  409. case gl.FLOAT: type = .F32
  410. case gl.FLOAT_VEC2: type = .Vec2
  411. case gl.FLOAT_VEC3: type = .Vec3
  412. case gl.FLOAT_VEC4: type = .Vec4
  413. /* Possible (gl.) types:
  414. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  415. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  416. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  417. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  418. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  419. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  420. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  421. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  422. case: log.errorf("Unknown type: %v", attrib_type)
  423. }
  424. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  425. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  426. desc.inputs[i] = {
  427. name = name,
  428. register = int(loc),
  429. format = format,
  430. type = type,
  431. }
  432. input_format := get_shader_input_format(name, type)
  433. format_size := pixel_format_size(input_format)
  434. stride += format_size
  435. }
  436. }
  437. gl_shd := GL_Shader {
  438. program = program,
  439. }
  440. gl.GenVertexArrays(1, &gl_shd.vao)
  441. gl.BindVertexArray(gl_shd.vao)
  442. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  443. offset: int
  444. for idx in 0..<len(desc.inputs) {
  445. input := desc.inputs[idx]
  446. format_size := pixel_format_size(input.format)
  447. gl.EnableVertexAttribArray(u32(input.register))
  448. format, num_components, norm := gl_describe_pixel_format(input.format)
  449. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  450. offset += format_size
  451. }
  452. /*{
  453. num_uniforms: i32
  454. uniform_name_buf: [256]u8
  455. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  456. for u_idx in 0..<num_uniforms {
  457. name_len: i32
  458. size: i32
  459. type: u32
  460. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  461. if type == gl.SAMPLER_2D {
  462. }
  463. }
  464. }*/
  465. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  466. gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
  467. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  468. gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
  469. {
  470. num_active_uniforms: i32
  471. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  472. uniform_name_buf: [256]u8
  473. for cidx in 0..<num_active_uniforms {
  474. name_len: i32
  475. array_len: i32
  476. type: u32
  477. gl.GetActiveUniform(
  478. program,
  479. u32(cidx),
  480. len(uniform_name_buf),
  481. &name_len,
  482. &array_len,
  483. &type,
  484. raw_data(&uniform_name_buf),
  485. )
  486. name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
  487. loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
  488. if type == gl.SAMPLER_2D {
  489. append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  490. name = strings.clone(name, desc_allocator),
  491. })
  492. append(&gl_texture_bindings, GL_Texture_Binding {
  493. loc = loc,
  494. })
  495. } else {
  496. append(&constant_descs, Shader_Constant_Desc {
  497. name = strings.clone(name, desc_allocator),
  498. size = uniform_size(type),
  499. })
  500. append(&gl_constants, GL_Shader_Constant {
  501. type = .Uniform,
  502. loc = u32(loc),
  503. uniform_type = type,
  504. })
  505. }
  506. }
  507. }
  508. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  509. {
  510. num_active_uniform_blocks: i32
  511. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  512. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  513. uniform_block_name_buf: [256]u8
  514. uniform_name_buf: [256]u8
  515. for cb_idx in 0..<num_active_uniform_blocks {
  516. name_len: i32
  517. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  518. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  519. idx := gl.GetUniformBlockIndex(program, name_cstr)
  520. if i32(idx) >= num_active_uniform_blocks {
  521. continue
  522. }
  523. size: i32
  524. // TODO investigate if we need std140 layout in the shader or what is fine?
  525. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  526. if size == 0 {
  527. log.errorf("Uniform block %v has size 0", name_cstr)
  528. continue
  529. }
  530. buf: u32
  531. gl.GenBuffers(1, &buf)
  532. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  533. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  534. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  535. gl_shd.constant_buffers[cb_idx] = {
  536. block_index = idx,
  537. buffer = buf,
  538. size = int(size),
  539. }
  540. num_uniforms: i32
  541. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  542. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  543. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  544. for var_idx in 0..<num_uniforms {
  545. uniform_idx := u32(uniform_indices[var_idx])
  546. offset: i32
  547. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  548. uniform_type: u32
  549. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  550. variable_name_len: i32
  551. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  552. append(&constant_descs, Shader_Constant_Desc {
  553. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  554. size = uniform_size(uniform_type),
  555. })
  556. append(&gl_constants, GL_Shader_Constant {
  557. type = .Block_Variable,
  558. loc = idx,
  559. block_variable_offset = u32(offset),
  560. })
  561. }
  562. }
  563. }
  564. assert(len(constant_descs) == len(gl_constants))
  565. desc.constants = constant_descs[:]
  566. desc.texture_bindpoints = texture_bindpoint_descs[:]
  567. gl_shd.constants = gl_constants[:]
  568. gl_shd.texture_bindings = gl_texture_bindings[:]
  569. h := hm.add(&s.shaders, gl_shd)
  570. return h, desc
  571. }
  572. // I might have missed something. But it doesn't seem like GL gives you this information.
  573. uniform_size :: proc(t: u32) -> int {
  574. sz: int
  575. switch t {
  576. case gl.FLOAT: sz = 4*1
  577. case gl.FLOAT_VEC2: sz = 4*2*1
  578. case gl.FLOAT_MAT2: sz = 4*2*2
  579. case gl.FLOAT_MAT2x3: sz = 4*2*3
  580. case gl.FLOAT_MAT2x4: sz = 4*2*4
  581. case gl.FLOAT_VEC3: sz = 4*3*1
  582. case gl.FLOAT_MAT3x2: sz = 4*3*2
  583. case gl.FLOAT_MAT3: sz = 4*3*3
  584. case gl.FLOAT_MAT3x4: sz = 4*3*4
  585. case gl.FLOAT_VEC4: sz = 4*4*1
  586. case gl.FLOAT_MAT4x2: sz = 4*4*2
  587. case gl.FLOAT_MAT4x3: sz = 4*4*3
  588. case gl.FLOAT_MAT4: sz = 4*4*4
  589. case gl.DOUBLE: sz = 8*1
  590. case gl.DOUBLE_VEC2: sz = 8*2*1
  591. case gl.DOUBLE_MAT2: sz = 8*2*2
  592. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  593. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  594. case gl.DOUBLE_VEC3: sz = 8*3*1
  595. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  596. case gl.DOUBLE_MAT3: sz = 8*3*3
  597. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  598. case gl.DOUBLE_VEC4: sz = 8*4*1
  599. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  600. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  601. case gl.DOUBLE_MAT4: sz = 8*4*4
  602. case gl.BOOL: sz = 4*1
  603. case gl.BOOL_VEC2: sz = 4*2
  604. case gl.BOOL_VEC3: sz = 4*3
  605. case gl.BOOL_VEC4: sz = 4*4
  606. case gl.INT: sz = 4*1
  607. case gl.INT_VEC2: sz = 4*2
  608. case gl.INT_VEC3: sz = 4*3
  609. case gl.INT_VEC4: sz = 4*4
  610. case gl.UNSIGNED_INT: sz = 4*1
  611. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  612. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  613. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  614. case: log.errorf("Unhandled uniform type: %x", t)
  615. }
  616. return sz
  617. }
  618. gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
  619. switch f {
  620. case .RGBA_32_Float: return gl.RGBA
  621. case .RGB_32_Float: return gl.RGB
  622. case .RG_32_Float: return gl.RG
  623. case .R_32_Float: return gl.R
  624. case .RGBA_8_Norm: return gl.RGBA8_SNORM
  625. case .RG_8_Norm: return gl.RG8_SNORM
  626. case .R_8_Norm: return gl.R8_SNORM
  627. case .R_8_UInt: return gl.R8_SNORM
  628. case .Unknown: fallthrough
  629. case: log.error("Unhandled pixel format %v", f)
  630. }
  631. return 0
  632. }
  633. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  634. switch f {
  635. case .RGBA_32_Float: return gl.FLOAT, 4, false
  636. case .RGB_32_Float: return gl.FLOAT, 3, false
  637. case .RG_32_Float: return gl.FLOAT, 2, false
  638. case .R_32_Float: return gl.FLOAT, 1, false
  639. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  640. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  641. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  642. case .R_8_UInt: return gl.BYTE, 1, false
  643. case .Unknown:
  644. }
  645. log.errorf("Unknown format %x", format)
  646. return 0, 0, false
  647. }
  648. gl_destroy_shader :: proc(h: Shader_Handle) {
  649. shd := hm.get(&s.shaders, h)
  650. if shd == nil {
  651. log.errorf("Invalid shader: %v", h)
  652. return
  653. }
  654. delete(shd.constant_buffers, s.allocator)
  655. delete(shd.constants, s.allocator)
  656. delete(shd.texture_bindings, s.allocator)
  657. }
  658. gl_default_shader_vertex_source :: proc() -> string {
  659. return #load("render_backend_gl_default_vertex_shader.glsl")
  660. }
  661. gl_default_shader_fragment_source :: proc() -> string {
  662. return #load("render_backend_gl_default_fragment_shader.glsl")
  663. }