render_backend_webgl.odin 23 KB

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  1. #+build ignore
  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: u32,
  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)(ptr)
  158. iptr := (^i32)(ptr)
  159. fptr := (^f32)(ptr)
  160. dptr := (^f64)(ptr)
  161. switch gpu_loc.uniform_type {
  162. case gl.FLOAT:
  163. gl.Uniform1fv(loc, 1, fptr)
  164. case gl.FLOAT_VEC2:
  165. gl.Uniform2fv(loc, 1, fptr)
  166. case gl.FLOAT_MAT2:
  167. gl.UniformMatrix2fv(loc, 1, false, fptr)
  168. case gl.FLOAT_MAT2x3:
  169. gl.UniformMatrix2x3fv(loc, 1, false, fptr)
  170. case gl.FLOAT_MAT2x4:
  171. gl.UniformMatrix2x4fv(loc, 1, false, fptr)
  172. case gl.FLOAT_VEC3:
  173. gl.Uniform3fv(loc, 1, fptr)
  174. case gl.FLOAT_MAT3x2:
  175. gl.UniformMatrix3x2fv(loc, 1, false, fptr)
  176. case gl.FLOAT_MAT3:
  177. gl.UniformMatrix3fv(loc, 1, false, fptr)
  178. case gl.FLOAT_MAT3x4:
  179. gl.UniformMatrix3x4fv(loc, 1, false, fptr)
  180. case gl.FLOAT_VEC4:
  181. gl.Uniform4fv(loc, 1, fptr)
  182. case gl.FLOAT_MAT4x2:
  183. gl.UniformMatrix4x2fv(loc, 1, false, fptr)
  184. case gl.FLOAT_MAT4x3:
  185. gl.UniformMatrix4x3fv(loc, 1, false, fptr)
  186. case gl.FLOAT_MAT4:
  187. gl.UniformMatrix4fv(loc, 1, false, fptr)
  188. case gl.DOUBLE:
  189. gl.Uniform1dv(loc, 1, dptr)
  190. case gl.DOUBLE_VEC2:
  191. gl.Uniform2dv(loc, 1, dptr)
  192. case gl.DOUBLE_MAT2:
  193. gl.UniformMatrix2dv(loc, 1, false, dptr)
  194. case gl.DOUBLE_MAT2x3:
  195. gl.UniformMatrix2x3dv(loc, 1, false, dptr)
  196. case gl.DOUBLE_MAT2x4:
  197. gl.UniformMatrix2x4dv(loc, 1, false, dptr)
  198. case gl.DOUBLE_VEC3:
  199. gl.Uniform3dv(loc, 1, dptr)
  200. case gl.DOUBLE_MAT3x2:
  201. gl.UniformMatrix3x2dv(loc, 1, false, dptr)
  202. case gl.DOUBLE_MAT3:
  203. gl.UniformMatrix3dv(loc, 1, false, dptr)
  204. case gl.DOUBLE_MAT3x4:
  205. gl.UniformMatrix3x4dv(loc, 1, false, dptr)
  206. case gl.DOUBLE_VEC4:
  207. gl.Uniform4dv(loc, 1, dptr)
  208. case gl.DOUBLE_MAT4x2:
  209. gl.UniformMatrix4x2dv(loc, 1, false, dptr)
  210. case gl.DOUBLE_MAT4x3:
  211. gl.UniformMatrix4x3dv(loc, 1, false, dptr)
  212. case gl.DOUBLE_MAT4:
  213. gl.UniformMatrix4dv(loc, 1, false, dptr)
  214. case gl.BOOL, gl.INT:
  215. gl.Uniform1iv(loc, 1, iptr)
  216. case gl.BOOL_VEC2, gl.INT_VEC2:
  217. gl.Uniform2iv(loc, 1, iptr)
  218. case gl.BOOL_VEC3, gl.INT_VEC3:
  219. gl.Uniform3iv(loc, 1, iptr)
  220. case gl.BOOL_VEC4, gl.INT_VEC4:
  221. gl.Uniform4iv(loc, 1, iptr)
  222. case gl.UNSIGNED_INT:
  223. gl.Uniform1uiv(loc, 1, uptr)
  224. case gl.UNSIGNED_INT_VEC2:
  225. gl.Uniform2uiv(loc, 1, uptr)
  226. case gl.UNSIGNED_INT_VEC3:
  227. gl.Uniform3uiv(loc, 1, uptr)
  228. case gl.UNSIGNED_INT_VEC4:
  229. gl.Uniform4uiv(loc, 1, uptr)
  230. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  231. }
  232. }
  233. }
  234. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  235. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  236. {
  237. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  238. copy(
  239. gpu_map,
  240. vertex_buffer,
  241. )
  242. }
  243. if len(bound_textures) == len(gl_shd.texture_bindings) {
  244. for t, t_idx in bound_textures {
  245. gl_t := gl_shd.texture_bindings[t_idx]
  246. if t := hm.get(&s.textures, t); t != nil {
  247. gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
  248. gl.BindTexture(gl.TEXTURE_2D, t.id)
  249. gl.Uniform1i(gl_t.loc, i32(t_idx))
  250. } else {
  251. gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
  252. gl.BindTexture(gl.TEXTURE_2D, 0)
  253. gl.Uniform1i(gl_t.loc, i32(t_idx))
  254. }
  255. }
  256. }
  257. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  258. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  259. }
  260. webgl_resize_swapchain :: proc(w, h: int) {
  261. s.width = w
  262. s.height = h
  263. gl.Viewport(0, 0, i32(w), i32(h))
  264. }
  265. webgl_get_swapchain_width :: proc() -> int {
  266. return s.width
  267. }
  268. webgl_get_swapchain_height :: proc() -> int {
  269. return s.height
  270. }
  271. webgl_flip_z :: proc() -> bool {
  272. return false
  273. }
  274. webgl_set_internal_state :: proc(state: rawptr) {
  275. s = (^GL_State)(state)
  276. }
  277. create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
  278. id: u32
  279. gl.GenTextures(1, &id)
  280. gl.BindTexture(gl.TEXTURE_2D, id)
  281. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
  282. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
  283. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  284. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
  285. pf := gl_translate_pixel_format(format)
  286. gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
  287. tex := GL_Texture {
  288. id = id,
  289. format = format,
  290. }
  291. return hm.add(&s.textures, tex)
  292. }
  293. webgl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  294. return create_texture(width, height, format, nil)
  295. }
  296. webgl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  297. return create_texture(width, height, format, raw_data(data))
  298. }
  299. webgl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  300. tex := hm.get(&s.textures, th)
  301. if tex == nil {
  302. return false
  303. }
  304. gl.BindTexture(gl.TEXTURE_2D, tex.id)
  305. 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))
  306. return true
  307. }
  308. webgl_destroy_texture :: proc(th: Texture_Handle) {
  309. tex := hm.get(&s.textures, th)
  310. if tex == nil {
  311. return
  312. }
  313. gl.DeleteTextures(1, &tex.id)
  314. hm.remove(&s.textures, th)
  315. }
  316. webgl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
  317. return {}, {}
  318. }
  319. webgl_destroy_render_target :: proc(render_target: Render_Target_Handle) {
  320. }
  321. webgl_set_texture_filter :: proc(
  322. th: Texture_Handle,
  323. scale_down_filter: Texture_Filter,
  324. scale_up_filter: Texture_Filter,
  325. mip_filter: Texture_Filter,
  326. ) {
  327. t := hm.get(&s.textures, th)
  328. if t == nil {
  329. log.error("Trying to set texture filter for invalid texture %v", th)
  330. return
  331. }
  332. gl.BindTexture(gl.TEXTURE_2D, t.id)
  333. min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
  334. mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
  335. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
  336. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
  337. }
  338. Shader_Compile_Result_OK :: struct {}
  339. Shader_Compile_Result_Error :: string
  340. Shader_Compile_Result :: union #no_nil {
  341. Shader_Compile_Result_OK,
  342. Shader_Compile_Result_Error,
  343. }
  344. compile_shader_from_source :: proc(shader_data: []byte, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  345. shader_id = gl.CreateShader(u32(shader_type))
  346. length := i32(len(shader_data))
  347. shader_cstr := cstring(raw_data(shader_data))
  348. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  349. gl.CompileShader(shader_id)
  350. result: i32
  351. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  352. if result != 1 {
  353. info_len: i32
  354. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  355. err_msg^ = string(err_buf[:info_len])
  356. gl.DeleteShader(shader_id)
  357. return 0, false
  358. }
  359. return shader_id, true
  360. }
  361. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  362. program_id = gl.CreateProgram()
  363. gl.AttachShader(program_id, vs_shader)
  364. gl.AttachShader(program_id, fs_shader)
  365. gl.LinkProgram(program_id)
  366. result: i32
  367. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  368. if result != 1 {
  369. info_len: i32
  370. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  371. err_msg^ = string(err_buf[:info_len])
  372. gl.DeleteProgram(program_id)
  373. return 0, false
  374. }
  375. return program_id, true
  376. }
  377. webgl_load_shader :: proc(vs_source: []byte, fs_source: []byte, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  378. @static err: [1024]u8
  379. err_msg: string
  380. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  381. if !vs_shader_ok {
  382. log.error(err_msg)
  383. return {}, {}
  384. }
  385. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  386. if !fs_shader_ok {
  387. log.error(err_msg)
  388. return {}, {}
  389. }
  390. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  391. if !program_ok {
  392. log.error(err_msg)
  393. return {}, {}
  394. }
  395. stride: int
  396. {
  397. num_attribs: i32
  398. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  399. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  400. attrib_name_buf: [256]u8
  401. for i in 0..<num_attribs {
  402. attrib_name_len: i32
  403. attrib_size: i32
  404. attrib_type: u32
  405. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  406. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  407. loc := gl.GetAttribLocation(program, name_cstr)
  408. type: Shader_Input_Type
  409. switch attrib_type {
  410. case gl.FLOAT: type = .F32
  411. case gl.FLOAT_VEC2: type = .Vec2
  412. case gl.FLOAT_VEC3: type = .Vec3
  413. case gl.FLOAT_VEC4: type = .Vec4
  414. /* Possible (gl.) types:
  415. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  416. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  417. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  418. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  419. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  420. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  421. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  422. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  423. case: log.errorf("Unknown type: %v", attrib_type)
  424. }
  425. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  426. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  427. desc.inputs[i] = {
  428. name = name,
  429. register = int(loc),
  430. format = format,
  431. type = type,
  432. }
  433. input_format := get_shader_input_format(name, type)
  434. format_size := pixel_format_size(input_format)
  435. stride += format_size
  436. }
  437. }
  438. gl_shd := GL_Shader {
  439. program = program,
  440. }
  441. gl.GenVertexArrays(1, &gl_shd.vao)
  442. gl.BindVertexArray(gl_shd.vao)
  443. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  444. offset: int
  445. for idx in 0..<len(desc.inputs) {
  446. input := desc.inputs[idx]
  447. format_size := pixel_format_size(input.format)
  448. gl.EnableVertexAttribArray(u32(input.register))
  449. format, num_components, norm := gl_describe_pixel_format(input.format)
  450. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  451. offset += format_size
  452. }
  453. /*{
  454. num_uniforms: i32
  455. uniform_name_buf: [256]u8
  456. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  457. for u_idx in 0..<num_uniforms {
  458. name_len: i32
  459. size: i32
  460. type: u32
  461. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  462. if type == gl.SAMPLER_2D {
  463. }
  464. }
  465. }*/
  466. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  467. gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
  468. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  469. gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
  470. {
  471. num_active_uniforms: i32
  472. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  473. uniform_name_buf: [256]u8
  474. for cidx in 0..<num_active_uniforms {
  475. name_len: i32
  476. array_len: i32
  477. type: u32
  478. gl.GetActiveUniform(
  479. program,
  480. u32(cidx),
  481. len(uniform_name_buf),
  482. &name_len,
  483. &array_len,
  484. &type,
  485. raw_data(&uniform_name_buf),
  486. )
  487. name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
  488. loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
  489. if type == gl.SAMPLER_2D {
  490. append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  491. name = strings.clone(name, desc_allocator),
  492. })
  493. append(&gl_texture_bindings, GL_Texture_Binding {
  494. loc = loc,
  495. })
  496. } else {
  497. append(&constant_descs, Shader_Constant_Desc {
  498. name = strings.clone(name, desc_allocator),
  499. size = uniform_size(type),
  500. })
  501. append(&gl_constants, GL_Shader_Constant {
  502. type = .Uniform,
  503. loc = u32(loc),
  504. uniform_type = type,
  505. })
  506. }
  507. }
  508. }
  509. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  510. {
  511. num_active_uniform_blocks: i32
  512. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  513. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  514. uniform_block_name_buf: [256]u8
  515. uniform_name_buf: [256]u8
  516. for cb_idx in 0..<num_active_uniform_blocks {
  517. name_len: i32
  518. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  519. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  520. idx := gl.GetUniformBlockIndex(program, name_cstr)
  521. if i32(idx) >= num_active_uniform_blocks {
  522. continue
  523. }
  524. size: i32
  525. // TODO investigate if we need std140 layout in the shader or what is fine?
  526. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  527. if size == 0 {
  528. log.errorf("Uniform block %v has size 0", name_cstr)
  529. continue
  530. }
  531. buf: u32
  532. gl.GenBuffers(1, &buf)
  533. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  534. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  535. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  536. gl_shd.constant_buffers[cb_idx] = {
  537. block_index = idx,
  538. buffer = buf,
  539. size = int(size),
  540. }
  541. num_uniforms: i32
  542. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  543. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  544. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  545. for var_idx in 0..<num_uniforms {
  546. uniform_idx := u32(uniform_indices[var_idx])
  547. offset: i32
  548. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  549. uniform_type: u32
  550. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  551. variable_name_len: i32
  552. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  553. append(&constant_descs, Shader_Constant_Desc {
  554. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  555. size = uniform_size(uniform_type),
  556. })
  557. append(&gl_constants, GL_Shader_Constant {
  558. type = .Block_Variable,
  559. loc = idx,
  560. block_variable_offset = u32(offset),
  561. })
  562. }
  563. }
  564. }
  565. assert(len(constant_descs) == len(gl_constants))
  566. desc.constants = constant_descs[:]
  567. desc.texture_bindpoints = texture_bindpoint_descs[:]
  568. gl_shd.constants = gl_constants[:]
  569. gl_shd.texture_bindings = gl_texture_bindings[:]
  570. h := hm.add(&s.shaders, gl_shd)
  571. return h, desc
  572. }
  573. // I might have missed something. But it doesn't seem like GL gives you this information.
  574. uniform_size :: proc(t: u32) -> int {
  575. sz: int
  576. switch t {
  577. case gl.FLOAT: sz = 4*1
  578. case gl.FLOAT_VEC2: sz = 4*2*1
  579. case gl.FLOAT_MAT2: sz = 4*2*2
  580. case gl.FLOAT_MAT2x3: sz = 4*2*3
  581. case gl.FLOAT_MAT2x4: sz = 4*2*4
  582. case gl.FLOAT_VEC3: sz = 4*3*1
  583. case gl.FLOAT_MAT3x2: sz = 4*3*2
  584. case gl.FLOAT_MAT3: sz = 4*3*3
  585. case gl.FLOAT_MAT3x4: sz = 4*3*4
  586. case gl.FLOAT_VEC4: sz = 4*4*1
  587. case gl.FLOAT_MAT4x2: sz = 4*4*2
  588. case gl.FLOAT_MAT4x3: sz = 4*4*3
  589. case gl.FLOAT_MAT4: sz = 4*4*4
  590. case gl.DOUBLE: sz = 8*1
  591. case gl.DOUBLE_VEC2: sz = 8*2*1
  592. case gl.DOUBLE_MAT2: sz = 8*2*2
  593. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  594. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  595. case gl.DOUBLE_VEC3: sz = 8*3*1
  596. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  597. case gl.DOUBLE_MAT3: sz = 8*3*3
  598. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  599. case gl.DOUBLE_VEC4: sz = 8*4*1
  600. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  601. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  602. case gl.DOUBLE_MAT4: sz = 8*4*4
  603. case gl.BOOL: sz = 4*1
  604. case gl.BOOL_VEC2: sz = 4*2
  605. case gl.BOOL_VEC3: sz = 4*3
  606. case gl.BOOL_VEC4: sz = 4*4
  607. case gl.INT: sz = 4*1
  608. case gl.INT_VEC2: sz = 4*2
  609. case gl.INT_VEC3: sz = 4*3
  610. case gl.INT_VEC4: sz = 4*4
  611. case gl.UNSIGNED_INT: sz = 4*1
  612. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  613. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  614. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  615. case: log.errorf("Unhandled uniform type: %x", t)
  616. }
  617. return sz
  618. }
  619. gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
  620. switch f {
  621. case .RGBA_32_Float: return gl.RGBA
  622. case .RGB_32_Float: return gl.RGB
  623. case .RG_32_Float: return gl.RG
  624. case .R_32_Float: return gl.R
  625. case .RGBA_8_Norm: return gl.RGBA8_SNORM
  626. case .RG_8_Norm: return gl.RG8_SNORM
  627. case .R_8_Norm: return gl.R8_SNORM
  628. case .R_8_UInt: return gl.R8_SNORM
  629. case .Unknown: fallthrough
  630. case: log.error("Unhandled pixel format %v", f)
  631. }
  632. return 0
  633. }
  634. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  635. switch f {
  636. case .RGBA_32_Float: return gl.FLOAT, 4, false
  637. case .RGB_32_Float: return gl.FLOAT, 3, false
  638. case .RG_32_Float: return gl.FLOAT, 2, false
  639. case .R_32_Float: return gl.FLOAT, 1, false
  640. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  641. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  642. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  643. case .R_8_UInt: return gl.BYTE, 1, false
  644. case .Unknown:
  645. }
  646. log.errorf("Unknown format %x", format)
  647. return 0, 0, false
  648. }
  649. webgl_destroy_shader :: proc(h: Shader_Handle) {
  650. shd := hm.get(&s.shaders, h)
  651. if shd == nil {
  652. log.errorf("Invalid shader: %v", h)
  653. return
  654. }
  655. delete(shd.constant_buffers, s.allocator)
  656. delete(shd.constants, s.allocator)
  657. delete(shd.texture_bindings, s.allocator)
  658. }
  659. webgl_default_shader_vertex_source :: proc() -> []byte {
  660. vertex_source := #load("render_backend_gl_default_vertex_shader.glsl")
  661. return vertex_source
  662. }
  663. webgl_default_shader_fragment_source :: proc() -> []byte {
  664. fragment_source := #load("render_backend_gl_default_fragment_shader.glsl")
  665. return fragment_source
  666. }