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