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