render_backend_gl.odin 18 KB

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