render_backend_webgl.odin 22 KB

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  1. #+build js
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_WEBGL :: Render_Backend_Interface {
  6. state_size = webgl_state_size,
  7. init = webgl_init,
  8. shutdown = webgl_shutdown,
  9. clear = webgl_clear,
  10. present = webgl_present,
  11. draw = webgl_draw,
  12. resize_swapchain = webgl_resize_swapchain,
  13. get_swapchain_width = webgl_get_swapchain_width,
  14. get_swapchain_height = webgl_get_swapchain_height,
  15. flip_z = webgl_flip_z,
  16. set_internal_state = webgl_set_internal_state,
  17. create_texture = webgl_create_texture,
  18. load_texture = webgl_load_texture,
  19. update_texture = webgl_update_texture,
  20. destroy_texture = webgl_destroy_texture,
  21. create_render_texture = webgl_create_render_texture,
  22. destroy_render_target = webgl_destroy_render_target,
  23. set_texture_filter = webgl_set_texture_filter,
  24. load_shader = webgl_load_shader,
  25. destroy_shader = webgl_destroy_shader,
  26. default_shader_vertex_source = webgl_default_shader_vertex_source,
  27. default_shader_fragment_source = webgl_default_shader_fragment_source,
  28. }
  29. import "base:runtime"
  30. import gl "vendor:wasm/WebGL"
  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. WebGL_State :: struct {
  38. canvas_id: string,
  39. width: int,
  40. height: int,
  41. allocator: runtime.Allocator,
  42. shaders: hm.Handle_Map(WebGL_Shader, Shader_Handle, 1024*10),
  43. vertex_buffer_gpu: gl.Buffer,
  44. textures: hm.Handle_Map(WebGL_Texture, Texture_Handle, 1024*10),
  45. }
  46. WebGL_Shader_Constant_Buffer :: struct {
  47. buffer: gl.Buffer,
  48. size: int,
  49. block_index: u32,
  50. }
  51. WebGL_Shader_Constant_Type :: enum {
  52. Uniform,
  53. Block_Variable,
  54. }
  55. // OpenGL can have constants both in blocks (like constant buffers in D3D11), or as stand-alone
  56. // uniforms. We support both.
  57. WebGL_Shader_Constant :: struct {
  58. type: WebGL_Shader_Constant_Type,
  59. // if type is Uniform, then this is the uniform loc
  60. // if type is Block_Variable, then this is the block loc
  61. loc: i32,
  62. // if this is a block variable, then this is the offset to it
  63. block_variable_offset: u32,
  64. // if type is Uniform, then this contains the GL type of the uniform
  65. uniform_type: gl.Enum,
  66. }
  67. WebGL_Texture :: struct {
  68. handle: Texture_Handle,
  69. id: gl.Texture,
  70. format: Pixel_Format,
  71. }
  72. WebGL_Texture_Binding :: struct {
  73. loc: i32,
  74. }
  75. WebGL_Shader :: struct {
  76. handle: Shader_Handle,
  77. // This is like the "input layout"
  78. vao: u32,
  79. program: gl.Program,
  80. constant_buffers: []WebGL_Shader_Constant_Buffer,
  81. constants: []WebGL_Shader_Constant,
  82. texture_bindings: []WebGL_Texture_Binding,
  83. }
  84. s: ^WebGL_State
  85. webgl_state_size :: proc() -> int {
  86. return size_of(WebGL_State)
  87. }
  88. webgl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  89. s = (^WebGL_State)(state)
  90. canvas_id := (^HTML_Canvas_ID)(window_handle)^
  91. s.canvas_id = strings.clone(canvas_id, allocator)
  92. s.width = swapchain_width
  93. s.height = swapchain_height
  94. s.allocator = allocator
  95. context_ok := gl.CreateCurrentContextById(s.canvas_id, gl.DEFAULT_CONTEXT_ATTRIBUTES)
  96. log.ensuref(context_ok, "Could not create context for canvas ID %s", s.canvas_id)
  97. set_context_ok := gl.SetCurrentContextById(s.canvas_id)
  98. log.ensuref(set_context_ok, "Failed setting context with canvas ID %s", s.canvas_id)
  99. gl.Enable(gl.DEPTH_TEST)
  100. gl.DepthFunc(gl.GREATER)
  101. s.vertex_buffer_gpu = gl.CreateBuffer()
  102. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  103. gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
  104. gl.Enable(gl.BLEND)
  105. }
  106. webgl_shutdown :: proc() {
  107. gl.DeleteBuffer(s.vertex_buffer_gpu)
  108. }
  109. webgl_clear :: proc(render_texture: Render_Target_Handle, color: Color) {
  110. c := f32_color_from_color(color)
  111. gl.ClearColor(c.r, c.g, c.b, c.a)
  112. gl.ClearDepth(-1)
  113. gl.Clear(u32(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT))
  114. }
  115. webgl_present :: proc() {
  116. // The browser flips the backbuffer for you
  117. }
  118. webgl_draw :: proc(
  119. shd: Shader,
  120. render_texture: Render_Target_Handle,
  121. bound_textures: []Texture_Handle,
  122. scissor: Maybe(Rect),
  123. blend_mode: Blend_Mode,
  124. vertex_buffer: []u8,
  125. ) {
  126. gl_shd := hm.get(&s.shaders, shd.handle)
  127. if gl_shd == nil {
  128. return
  129. }
  130. switch blend_mode {
  131. case .Alpha: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
  132. case .Premultiplied_Alpha: gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
  133. }
  134. gl.EnableVertexAttribArray(0)
  135. gl.EnableVertexAttribArray(1)
  136. gl.EnableVertexAttribArray(2)
  137. gl.UseProgram(gl_shd.program)
  138. assert(len(shd.constants) == len(gl_shd.constants))
  139. cpu_data := shd.constants_data
  140. for cidx in 0..<len(gl_shd.constants) {
  141. cpu_loc := shd.constants[cidx]
  142. if cpu_loc.size == 0 {
  143. continue
  144. }
  145. gpu_loc := gl_shd.constants[cidx]
  146. switch gpu_loc.type {
  147. case .Block_Variable:
  148. gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
  149. gpu_data := gpu_buffer_info.buffer
  150. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  151. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  152. gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
  153. gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
  154. case .Uniform:
  155. loc := i32(gpu_loc.loc)
  156. ptr := (rawptr)(&cpu_data[cpu_loc.offset])
  157. uptr: [^]u32 = (^u32)(ptr)
  158. iptr: [^]i32 = (^i32)(ptr)
  159. fptr: [^]f32 = (^f32)(ptr)
  160. switch gpu_loc.uniform_type {
  161. case gl.FLOAT:
  162. gl.Uniform1f(loc, fptr[0])
  163. case gl.FLOAT_VEC2:
  164. gl.Uniform2f(loc, fptr[0], fptr[1])
  165. case gl.FLOAT_MAT2:
  166. gl.UniformMatrix2fv(loc, la.transpose((^matrix[2,2]f32)(ptr)^))
  167. case gl.FLOAT_MAT2x3:
  168. gl.UniformMatrix2x3fv(loc, la.transpose((^matrix[2,3]f32)(ptr)^))
  169. case gl.FLOAT_MAT2x4:
  170. gl.UniformMatrix2x4fv(loc, la.transpose((^matrix[2,4]f32)(ptr)^))
  171. case gl.FLOAT_VEC3:
  172. gl.Uniform3f(loc, fptr[0], fptr[1], fptr[2])
  173. case gl.FLOAT_MAT3x2:
  174. gl.UniformMatrix3x2fv(loc, la.transpose((^matrix[3,2]f32)(ptr)^))
  175. case gl.FLOAT_MAT3:
  176. gl.UniformMatrix3fv(loc, la.transpose((^matrix[3,3]f32)(ptr)^))
  177. case gl.FLOAT_MAT3x4:
  178. gl.UniformMatrix3x4fv(loc, la.transpose((^matrix[3,4]f32)(ptr)^))
  179. case gl.FLOAT_VEC4:
  180. gl.Uniform4f(loc, fptr[0], fptr[1], fptr[2], fptr[3])
  181. case gl.FLOAT_MAT4x2:
  182. gl.UniformMatrix4x2fv(loc, la.transpose((^matrix[4,2]f32)(ptr)^))
  183. case gl.FLOAT_MAT4x3:
  184. gl.UniformMatrix4x3fv(loc, la.transpose((^matrix[4,3]f32)(ptr)^))
  185. case gl.FLOAT_MAT4:
  186. gl.UniformMatrix4fv(loc, la.transpose((^matrix[4,4]f32)(ptr)^))
  187. case gl.INT:
  188. gl.Uniform1i(loc, iptr[0])
  189. case gl.INT_VEC2:
  190. gl.Uniform2i(loc, iptr[0], iptr[1])
  191. case gl.INT_VEC3:
  192. gl.Uniform3i(loc, iptr[0], iptr[1], iptr[2])
  193. case gl.INT_VEC4:
  194. gl.Uniform4i(loc, iptr[0], iptr[1], iptr[2], iptr[3])
  195. case gl.UNSIGNED_INT:
  196. gl.Uniform1ui(loc, uptr[0])
  197. case gl.UNSIGNED_INT_VEC2:
  198. gl.Uniform2ui(loc, uptr[0], uptr[1])
  199. case gl.UNSIGNED_INT_VEC3:
  200. gl.Uniform3ui(loc, uptr[0], uptr[1], uptr[2])
  201. case gl.UNSIGNED_INT_VEC4:
  202. gl.Uniform4ui(loc, uptr[0], uptr[1], uptr[2], uptr[3])
  203. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  204. }
  205. }
  206. }
  207. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  208. gl.BufferDataSlice(gl.ARRAY_BUFFER, vertex_buffer, gl.DYNAMIC_DRAW)
  209. if len(bound_textures) == len(gl_shd.texture_bindings) {
  210. for t, t_idx in bound_textures {
  211. gl_t := gl_shd.texture_bindings[t_idx]
  212. if t := hm.get(&s.textures, t); t != nil {
  213. gl.ActiveTexture(gl.TEXTURE0 + gl.Enum(t_idx))
  214. gl.BindTexture(gl.TEXTURE_2D, t.id)
  215. gl.Uniform1i(gl_t.loc, i32(t_idx))
  216. } else {
  217. gl.ActiveTexture(gl.TEXTURE0 + gl.Enum(t_idx))
  218. gl.BindTexture(gl.TEXTURE_2D, 0)
  219. gl.Uniform1i(gl_t.loc, i32(t_idx))
  220. }
  221. }
  222. }
  223. // IS THE TYPE WRONG HERE? Should it be i32?
  224. gl.DrawArrays(gl.TRIANGLES, 0, int(len(vertex_buffer)/shd.vertex_size))
  225. }
  226. webgl_resize_swapchain :: proc(w, h: int) {
  227. s.width = w
  228. s.height = h
  229. gl.Viewport(0, 0, i32(w), i32(h))
  230. }
  231. webgl_get_swapchain_width :: proc() -> int {
  232. return s.width
  233. }
  234. webgl_get_swapchain_height :: proc() -> int {
  235. return s.height
  236. }
  237. webgl_flip_z :: proc() -> bool {
  238. return false
  239. }
  240. webgl_set_internal_state :: proc(state: rawptr) {
  241. s = (^WebGL_State)(state)
  242. }
  243. create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
  244. id := gl.CreateTexture()
  245. gl.BindTexture(gl.TEXTURE_2D, id)
  246. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, i32(gl.REPEAT))
  247. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, i32(gl.REPEAT))
  248. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, i32(gl.NEAREST))
  249. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, i32(gl.NEAREST))
  250. pf := gl_translate_pixel_format(format)
  251. data_size := width*height*pixel_format_size(format)
  252. gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data_size, data)
  253. tex := WebGL_Texture {
  254. id = id,
  255. format = format,
  256. }
  257. return hm.add(&s.textures, tex)
  258. }
  259. webgl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  260. return create_texture(width, height, format, nil)
  261. }
  262. webgl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  263. return create_texture(width, height, format, raw_data(data))
  264. }
  265. webgl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  266. tex := hm.get(&s.textures, th)
  267. if tex == nil {
  268. return false
  269. }
  270. gl.BindTexture(gl.TEXTURE_2D, tex.id)
  271. gl.TexSubImage2D(gl.TEXTURE_2D, 0, i32(rect.x), i32(rect.y), i32(rect.w), i32(rect.h), gl.RGBA, gl.UNSIGNED_BYTE, len(data), raw_data(data))
  272. return true
  273. }
  274. webgl_destroy_texture :: proc(th: Texture_Handle) {
  275. tex := hm.get(&s.textures, th)
  276. if tex == nil {
  277. return
  278. }
  279. gl.DeleteTexture(tex.id)
  280. hm.remove(&s.textures, th)
  281. }
  282. webgl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
  283. return {}, {}
  284. }
  285. webgl_destroy_render_target :: proc(render_target: Render_Target_Handle) {
  286. }
  287. webgl_set_texture_filter :: proc(
  288. th: Texture_Handle,
  289. scale_down_filter: Texture_Filter,
  290. scale_up_filter: Texture_Filter,
  291. mip_filter: Texture_Filter,
  292. ) {
  293. t := hm.get(&s.textures, th)
  294. if t == nil {
  295. log.error("Trying to set texture filter for invalid texture %v", th)
  296. return
  297. }
  298. gl.BindTexture(gl.TEXTURE_2D, t.id)
  299. min_filter := scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
  300. mag_filter := scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
  301. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, i32(min_filter))
  302. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, i32(mag_filter))
  303. }
  304. Shader_Compile_Result_OK :: struct {}
  305. Shader_Compile_Result_Error :: string
  306. Shader_Compile_Result :: union #no_nil {
  307. Shader_Compile_Result_OK,
  308. Shader_Compile_Result_Error,
  309. }
  310. compile_shader_from_source :: proc(shader_data: []byte, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  311. shader_id = gl.CreateShader(u32(shader_type))
  312. length := i32(len(shader_data))
  313. shader_cstr := cstring(raw_data(shader_data))
  314. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  315. gl.CompileShader(shader_id)
  316. result: i32
  317. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  318. if result != 1 {
  319. info_len: i32
  320. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  321. err_msg^ = string(err_buf[:info_len])
  322. gl.DeleteShader(shader_id)
  323. return 0, false
  324. }
  325. return shader_id, true
  326. }
  327. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  328. program_id = gl.CreateProgram()
  329. gl.AttachShader(program_id, vs_shader)
  330. gl.AttachShader(program_id, fs_shader)
  331. gl.LinkProgram(program_id)
  332. result: i32
  333. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  334. if result != 1 {
  335. info_len: i32
  336. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  337. err_msg^ = string(err_buf[:info_len])
  338. gl.DeleteProgram(program_id)
  339. return 0, false
  340. }
  341. return program_id, true
  342. }
  343. webgl_load_shader :: proc(vs_source: []byte, fs_source: []byte, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  344. @static err: [1024]u8
  345. err_msg: string
  346. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  347. if !vs_shader_ok {
  348. log.error(err_msg)
  349. return {}, {}
  350. }
  351. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  352. if !fs_shader_ok {
  353. log.error(err_msg)
  354. return {}, {}
  355. }
  356. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  357. if !program_ok {
  358. log.error(err_msg)
  359. return {}, {}
  360. }
  361. stride: int
  362. {
  363. num_attribs: i32
  364. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  365. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  366. attrib_name_buf: [256]u8
  367. for i in 0..<num_attribs {
  368. attrib_name_len: i32
  369. attrib_size: i32
  370. attrib_type: u32
  371. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  372. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  373. loc := gl.GetAttribLocation(program, name_cstr)
  374. type: Shader_Input_Type
  375. switch attrib_type {
  376. case gl.FLOAT: type = .F32
  377. case gl.FLOAT_VEC2: type = .Vec2
  378. case gl.FLOAT_VEC3: type = .Vec3
  379. case gl.FLOAT_VEC4: type = .Vec4
  380. /* Possible (gl.) types:
  381. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  382. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  383. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  384. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  385. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  386. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  387. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  388. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  389. case: log.errorf("Unknown type: %v", attrib_type)
  390. }
  391. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  392. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  393. desc.inputs[i] = {
  394. name = name,
  395. register = int(loc),
  396. format = format,
  397. type = type,
  398. }
  399. input_format := get_shader_input_format(name, type)
  400. format_size := pixel_format_size(input_format)
  401. stride += format_size
  402. }
  403. }
  404. gl_shd := GL_Shader {
  405. program = program,
  406. }
  407. gl.GenVertexArrays(1, &gl_shd.vao)
  408. gl.BindVertexArray(gl_shd.vao)
  409. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  410. offset: int
  411. for idx in 0..<len(desc.inputs) {
  412. input := desc.inputs[idx]
  413. format_size := pixel_format_size(input.format)
  414. gl.EnableVertexAttribArray(u32(input.register))
  415. format, num_components, norm := gl_describe_pixel_format(input.format)
  416. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  417. offset += format_size
  418. }
  419. /*{
  420. num_uniforms: i32
  421. uniform_name_buf: [256]u8
  422. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  423. for u_idx in 0..<num_uniforms {
  424. name_len: i32
  425. size: i32
  426. type: u32
  427. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  428. if type == gl.SAMPLER_2D {
  429. }
  430. }
  431. }*/
  432. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  433. gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
  434. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  435. gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
  436. {
  437. num_active_uniforms: i32
  438. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  439. uniform_name_buf: [256]u8
  440. for cidx in 0..<num_active_uniforms {
  441. name_len: i32
  442. array_len: i32
  443. type: u32
  444. gl.GetActiveUniform(
  445. program,
  446. u32(cidx),
  447. len(uniform_name_buf),
  448. &name_len,
  449. &array_len,
  450. &type,
  451. raw_data(&uniform_name_buf),
  452. )
  453. name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
  454. loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
  455. if type == gl.SAMPLER_2D {
  456. append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  457. name = strings.clone(name, desc_allocator),
  458. })
  459. append(&gl_texture_bindings, GL_Texture_Binding {
  460. loc = loc,
  461. })
  462. } else {
  463. append(&constant_descs, Shader_Constant_Desc {
  464. name = strings.clone(name, desc_allocator),
  465. size = uniform_size(type),
  466. })
  467. append(&gl_constants, GL_Shader_Constant {
  468. type = .Uniform,
  469. loc = u32(loc),
  470. uniform_type = type,
  471. })
  472. }
  473. }
  474. }
  475. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  476. {
  477. num_active_uniform_blocks: i32
  478. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  479. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  480. uniform_block_name_buf: [256]u8
  481. uniform_name_buf: [256]u8
  482. for cb_idx in 0..<num_active_uniform_blocks {
  483. name_len: i32
  484. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  485. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  486. idx := gl.GetUniformBlockIndex(program, name_cstr)
  487. if i32(idx) >= num_active_uniform_blocks {
  488. continue
  489. }
  490. size: i32
  491. // TODO investigate if we need std140 layout in the shader or what is fine?
  492. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  493. if size == 0 {
  494. log.errorf("Uniform block %v has size 0", name_cstr)
  495. continue
  496. }
  497. buf: u32
  498. gl.GenBuffers(1, &buf)
  499. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  500. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  501. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  502. gl_shd.constant_buffers[cb_idx] = {
  503. block_index = idx,
  504. buffer = buf,
  505. size = int(size),
  506. }
  507. num_uniforms: i32
  508. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  509. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  510. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  511. for var_idx in 0..<num_uniforms {
  512. uniform_idx := u32(uniform_indices[var_idx])
  513. offset: i32
  514. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  515. uniform_type: u32
  516. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  517. variable_name_len: i32
  518. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  519. append(&constant_descs, Shader_Constant_Desc {
  520. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  521. size = uniform_size(uniform_type),
  522. })
  523. append(&gl_constants, GL_Shader_Constant {
  524. type = .Block_Variable,
  525. loc = idx,
  526. block_variable_offset = u32(offset),
  527. })
  528. }
  529. }
  530. }
  531. assert(len(constant_descs) == len(gl_constants))
  532. desc.constants = constant_descs[:]
  533. desc.texture_bindpoints = texture_bindpoint_descs[:]
  534. gl_shd.constants = gl_constants[:]
  535. gl_shd.texture_bindings = gl_texture_bindings[:]
  536. h := hm.add(&s.shaders, gl_shd)
  537. return h, desc
  538. }
  539. // I might have missed something. But it doesn't seem like GL gives you this information.
  540. uniform_size :: proc(t: u32) -> int {
  541. sz: int
  542. switch t {
  543. case gl.FLOAT: sz = 4*1
  544. case gl.FLOAT_VEC2: sz = 4*2*1
  545. case gl.FLOAT_MAT2: sz = 4*2*2
  546. case gl.FLOAT_MAT2x3: sz = 4*2*3
  547. case gl.FLOAT_MAT2x4: sz = 4*2*4
  548. case gl.FLOAT_VEC3: sz = 4*3*1
  549. case gl.FLOAT_MAT3x2: sz = 4*3*2
  550. case gl.FLOAT_MAT3: sz = 4*3*3
  551. case gl.FLOAT_MAT3x4: sz = 4*3*4
  552. case gl.FLOAT_VEC4: sz = 4*4*1
  553. case gl.FLOAT_MAT4x2: sz = 4*4*2
  554. case gl.FLOAT_MAT4x3: sz = 4*4*3
  555. case gl.FLOAT_MAT4: sz = 4*4*4
  556. case gl.DOUBLE: sz = 8*1
  557. case gl.DOUBLE_VEC2: sz = 8*2*1
  558. case gl.DOUBLE_MAT2: sz = 8*2*2
  559. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  560. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  561. case gl.DOUBLE_VEC3: sz = 8*3*1
  562. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  563. case gl.DOUBLE_MAT3: sz = 8*3*3
  564. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  565. case gl.DOUBLE_VEC4: sz = 8*4*1
  566. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  567. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  568. case gl.DOUBLE_MAT4: sz = 8*4*4
  569. case gl.BOOL: sz = 4*1
  570. case gl.BOOL_VEC2: sz = 4*2
  571. case gl.BOOL_VEC3: sz = 4*3
  572. case gl.BOOL_VEC4: sz = 4*4
  573. case gl.INT: sz = 4*1
  574. case gl.INT_VEC2: sz = 4*2
  575. case gl.INT_VEC3: sz = 4*3
  576. case gl.INT_VEC4: sz = 4*4
  577. case gl.UNSIGNED_INT: sz = 4*1
  578. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  579. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  580. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  581. case: log.errorf("Unhandled uniform type: %x", t)
  582. }
  583. return sz
  584. }
  585. gl_translate_pixel_format :: proc(f: Pixel_Format) -> gl.Enum {
  586. switch f {
  587. case .RGBA_32_Float: return gl.RGBA
  588. case .RGB_32_Float: return gl.RGB
  589. case .RG_32_Float: return gl.RG
  590. case .R_32_Float: return gl.R
  591. case .RGBA_8_Norm: return gl.RGBA8_SNORM
  592. case .RG_8_Norm: return gl.RG8_SNORM
  593. case .R_8_Norm: return gl.R8_SNORM
  594. case .R_8_UInt: return gl.R8_SNORM
  595. case .Unknown: fallthrough
  596. case: log.error("Unhandled pixel format %v", f)
  597. }
  598. return 0
  599. }
  600. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  601. switch f {
  602. case .RGBA_32_Float: return gl.FLOAT, 4, false
  603. case .RGB_32_Float: return gl.FLOAT, 3, false
  604. case .RG_32_Float: return gl.FLOAT, 2, false
  605. case .R_32_Float: return gl.FLOAT, 1, false
  606. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  607. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  608. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  609. case .R_8_UInt: return gl.BYTE, 1, false
  610. case .Unknown:
  611. }
  612. log.errorf("Unknown format %x", format)
  613. return 0, 0, false
  614. }
  615. webgl_destroy_shader :: proc(h: Shader_Handle) {
  616. shd := hm.get(&s.shaders, h)
  617. if shd == nil {
  618. log.errorf("Invalid shader: %v", h)
  619. return
  620. }
  621. delete(shd.constant_buffers, s.allocator)
  622. delete(shd.constants, s.allocator)
  623. delete(shd.texture_bindings, s.allocator)
  624. }
  625. webgl_default_shader_vertex_source :: proc() -> []byte {
  626. vertex_source := #load("render_backend_gl_default_vertex_shader.glsl")
  627. return vertex_source
  628. }
  629. webgl_default_shader_fragment_source :: proc() -> []byte {
  630. fragment_source := #load("render_backend_gl_default_fragment_shader.glsl")
  631. return fragment_source
  632. }