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. }
  108. gl_shutdown :: proc() {
  109. gl.DeleteBuffers(1, &s.vertex_buffer_gpu)
  110. _gl_destroy_context(s.ctx)
  111. }
  112. gl_clear :: proc(render_texture: Render_Target_Handle, color: Color) {
  113. c := f32_color_from_color(color)
  114. gl.ClearColor(c.r, c.g, c.b, c.a)
  115. gl.ClearDepth(-1)
  116. gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
  117. }
  118. gl_present :: proc() {
  119. _gl_present(s.window_handle)
  120. }
  121. gl_draw :: proc(
  122. shd: Shader,
  123. render_texture: Render_Target_Handle,
  124. bound_textures: []Texture_Handle,
  125. scissor: Maybe(Rect),
  126. blend_mode: Blend_Mode,
  127. vertex_buffer: []u8,
  128. ) {
  129. gl_shd := hm.get(&s.shaders, shd.handle)
  130. if gl_shd == nil {
  131. return
  132. }
  133. switch blend_mode {
  134. case .Alpha: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
  135. case .Premultiplied_Alpha: gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
  136. }
  137. gl.EnableVertexAttribArray(0)
  138. gl.EnableVertexAttribArray(1)
  139. gl.EnableVertexAttribArray(2)
  140. gl.UseProgram(gl_shd.program)
  141. assert(len(shd.constants) == len(gl_shd.constants))
  142. cpu_data := shd.constants_data
  143. for cidx in 0..<len(gl_shd.constants) {
  144. cpu_loc := shd.constants[cidx]
  145. if cpu_loc.size == 0 {
  146. continue
  147. }
  148. gpu_loc := gl_shd.constants[cidx]
  149. switch gpu_loc.type {
  150. case .Block_Variable:
  151. gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
  152. gpu_data := gpu_buffer_info.buffer
  153. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  154. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  155. gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
  156. gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
  157. case .Uniform:
  158. loc := i32(gpu_loc.loc)
  159. ptr := (rawptr)(&cpu_data[cpu_loc.offset])
  160. uptr := (^u32)(ptr)
  161. iptr := (^i32)(ptr)
  162. fptr := (^f32)(ptr)
  163. dptr := (^f64)(ptr)
  164. switch gpu_loc.uniform_type {
  165. case gl.FLOAT:
  166. gl.Uniform1fv(loc, 1, fptr)
  167. case gl.FLOAT_VEC2:
  168. gl.Uniform2fv(loc, 1, fptr)
  169. case gl.FLOAT_MAT2:
  170. gl.UniformMatrix2fv(loc, 1, false, fptr)
  171. case gl.FLOAT_MAT2x3:
  172. gl.UniformMatrix2x3fv(loc, 1, false, fptr)
  173. case gl.FLOAT_MAT2x4:
  174. gl.UniformMatrix2x4fv(loc, 1, false, fptr)
  175. case gl.FLOAT_VEC3:
  176. gl.Uniform3fv(loc, 1, fptr)
  177. case gl.FLOAT_MAT3x2:
  178. gl.UniformMatrix3x2fv(loc, 1, false, fptr)
  179. case gl.FLOAT_MAT3:
  180. gl.UniformMatrix3fv(loc, 1, false, fptr)
  181. case gl.FLOAT_MAT3x4:
  182. gl.UniformMatrix3x4fv(loc, 1, false, fptr)
  183. case gl.FLOAT_VEC4:
  184. gl.Uniform4fv(loc, 1, fptr)
  185. case gl.FLOAT_MAT4x2:
  186. gl.UniformMatrix4x2fv(loc, 1, false, fptr)
  187. case gl.FLOAT_MAT4x3:
  188. gl.UniformMatrix4x3fv(loc, 1, false, fptr)
  189. case gl.FLOAT_MAT4:
  190. gl.UniformMatrix4fv(loc, 1, false, fptr)
  191. case gl.DOUBLE:
  192. gl.Uniform1dv(loc, 1, dptr)
  193. case gl.DOUBLE_VEC2:
  194. gl.Uniform2dv(loc, 1, dptr)
  195. case gl.DOUBLE_MAT2:
  196. gl.UniformMatrix2dv(loc, 1, false, dptr)
  197. case gl.DOUBLE_MAT2x3:
  198. gl.UniformMatrix2x3dv(loc, 1, false, dptr)
  199. case gl.DOUBLE_MAT2x4:
  200. gl.UniformMatrix2x4dv(loc, 1, false, dptr)
  201. case gl.DOUBLE_VEC3:
  202. gl.Uniform3dv(loc, 1, dptr)
  203. case gl.DOUBLE_MAT3x2:
  204. gl.UniformMatrix3x2dv(loc, 1, false, dptr)
  205. case gl.DOUBLE_MAT3:
  206. gl.UniformMatrix3dv(loc, 1, false, dptr)
  207. case gl.DOUBLE_MAT3x4:
  208. gl.UniformMatrix3x4dv(loc, 1, false, dptr)
  209. case gl.DOUBLE_VEC4:
  210. gl.Uniform4dv(loc, 1, dptr)
  211. case gl.DOUBLE_MAT4x2:
  212. gl.UniformMatrix4x2dv(loc, 1, false, dptr)
  213. case gl.DOUBLE_MAT4x3:
  214. gl.UniformMatrix4x3dv(loc, 1, false, dptr)
  215. case gl.DOUBLE_MAT4:
  216. gl.UniformMatrix4dv(loc, 1, false, dptr)
  217. case gl.BOOL, gl.INT:
  218. gl.Uniform1iv(loc, 1, iptr)
  219. case gl.BOOL_VEC2, gl.INT_VEC2:
  220. gl.Uniform2iv(loc, 1, iptr)
  221. case gl.BOOL_VEC3, gl.INT_VEC3:
  222. gl.Uniform3iv(loc, 1, iptr)
  223. case gl.BOOL_VEC4, gl.INT_VEC4:
  224. gl.Uniform4iv(loc, 1, iptr)
  225. case gl.UNSIGNED_INT:
  226. gl.Uniform1uiv(loc, 1, uptr)
  227. case gl.UNSIGNED_INT_VEC2:
  228. gl.Uniform2uiv(loc, 1, uptr)
  229. case gl.UNSIGNED_INT_VEC3:
  230. gl.Uniform3uiv(loc, 1, uptr)
  231. case gl.UNSIGNED_INT_VEC4:
  232. gl.Uniform4uiv(loc, 1, uptr)
  233. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  234. }
  235. }
  236. }
  237. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  238. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  239. {
  240. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  241. copy(
  242. gpu_map,
  243. vertex_buffer,
  244. )
  245. }
  246. if len(bound_textures) == len(gl_shd.texture_bindings) {
  247. for t, t_idx in bound_textures {
  248. gl_t := gl_shd.texture_bindings[t_idx]
  249. if t := hm.get(&s.textures, t); t != nil {
  250. gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
  251. gl.BindTexture(gl.TEXTURE_2D, t.id)
  252. gl.Uniform1i(gl_t.loc, i32(t_idx))
  253. } else {
  254. gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
  255. gl.BindTexture(gl.TEXTURE_2D, 0)
  256. gl.Uniform1i(gl_t.loc, i32(t_idx))
  257. }
  258. }
  259. }
  260. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  261. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  262. }
  263. gl_resize_swapchain :: proc(w, h: int) {
  264. s.width = w
  265. s.height = h
  266. gl.Viewport(0, 0, i32(w), i32(h))
  267. }
  268. gl_get_swapchain_width :: proc() -> int {
  269. return s.width
  270. }
  271. gl_get_swapchain_height :: proc() -> int {
  272. return s.height
  273. }
  274. gl_flip_z :: proc() -> bool {
  275. return false
  276. }
  277. gl_set_internal_state :: proc(state: rawptr) {
  278. s = (^GL_State)(state)
  279. }
  280. create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
  281. id: u32
  282. gl.GenTextures(1, &id)
  283. gl.BindTexture(gl.TEXTURE_2D, id)
  284. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
  285. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
  286. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  287. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
  288. pf := gl_translate_pixel_format(format)
  289. gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
  290. tex := GL_Texture {
  291. id = id,
  292. format = format,
  293. }
  294. return hm.add(&s.textures, tex)
  295. }
  296. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  297. return create_texture(width, height, format, nil)
  298. }
  299. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  300. return create_texture(width, height, format, raw_data(data))
  301. }
  302. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  303. tex := hm.get(&s.textures, th)
  304. if tex == nil {
  305. return false
  306. }
  307. gl.BindTexture(gl.TEXTURE_2D, tex.id)
  308. 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))
  309. return true
  310. }
  311. gl_destroy_texture :: proc(th: Texture_Handle) {
  312. tex := hm.get(&s.textures, th)
  313. if tex == nil {
  314. return
  315. }
  316. gl.DeleteTextures(1, &tex.id)
  317. hm.remove(&s.textures, th)
  318. }
  319. gl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
  320. return {}, {}
  321. }
  322. gl_destroy_render_target :: proc(render_target: Render_Target_Handle) {
  323. }
  324. gl_set_texture_filter :: proc(
  325. th: Texture_Handle,
  326. scale_down_filter: Texture_Filter,
  327. scale_up_filter: Texture_Filter,
  328. mip_filter: Texture_Filter,
  329. ) {
  330. t := hm.get(&s.textures, th)
  331. if t == nil {
  332. log.error("Trying to set texture filter for invalid texture %v", th)
  333. return
  334. }
  335. gl.BindTexture(gl.TEXTURE_2D, t.id)
  336. min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
  337. mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
  338. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
  339. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
  340. }
  341. Shader_Compile_Result_OK :: struct {}
  342. Shader_Compile_Result_Error :: string
  343. Shader_Compile_Result :: union #no_nil {
  344. Shader_Compile_Result_OK,
  345. Shader_Compile_Result_Error,
  346. }
  347. compile_shader_from_source :: proc(shader_data: []byte, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  348. shader_id = gl.CreateShader(u32(shader_type))
  349. length := i32(len(shader_data))
  350. shader_cstr := cstring(raw_data(shader_data))
  351. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  352. gl.CompileShader(shader_id)
  353. result: i32
  354. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  355. if result != 1 {
  356. info_len: i32
  357. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  358. err_msg^ = string(err_buf[:info_len])
  359. gl.DeleteShader(shader_id)
  360. return 0, false
  361. }
  362. return shader_id, true
  363. }
  364. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  365. program_id = gl.CreateProgram()
  366. gl.AttachShader(program_id, vs_shader)
  367. gl.AttachShader(program_id, fs_shader)
  368. gl.LinkProgram(program_id)
  369. result: i32
  370. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  371. if result != 1 {
  372. info_len: i32
  373. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  374. err_msg^ = string(err_buf[:info_len])
  375. gl.DeleteProgram(program_id)
  376. return 0, false
  377. }
  378. return program_id, true
  379. }
  380. gl_load_shader :: proc(vs_source: []byte, fs_source: []byte, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  381. @static err: [1024]u8
  382. err_msg: string
  383. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  384. if !vs_shader_ok {
  385. log.error(err_msg)
  386. return {}, {}
  387. }
  388. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  389. if !fs_shader_ok {
  390. log.error(err_msg)
  391. return {}, {}
  392. }
  393. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  394. if !program_ok {
  395. log.error(err_msg)
  396. return {}, {}
  397. }
  398. stride: int
  399. {
  400. num_attribs: i32
  401. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  402. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  403. attrib_name_buf: [256]u8
  404. for i in 0..<num_attribs {
  405. attrib_name_len: i32
  406. attrib_size: i32
  407. attrib_type: u32
  408. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  409. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  410. loc := gl.GetAttribLocation(program, name_cstr)
  411. type: Shader_Input_Type
  412. switch attrib_type {
  413. case gl.FLOAT: type = .F32
  414. case gl.FLOAT_VEC2: type = .Vec2
  415. case gl.FLOAT_VEC3: type = .Vec3
  416. case gl.FLOAT_VEC4: type = .Vec4
  417. /* Possible (gl.) types:
  418. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  419. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  420. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  421. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  422. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  423. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  424. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  425. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  426. case: log.errorf("Unknown type: %v", attrib_type)
  427. }
  428. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  429. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  430. desc.inputs[i] = {
  431. name = name,
  432. register = int(loc),
  433. format = format,
  434. type = type,
  435. }
  436. input_format := get_shader_input_format(name, type)
  437. format_size := pixel_format_size(input_format)
  438. stride += format_size
  439. }
  440. }
  441. gl_shd := GL_Shader {
  442. program = program,
  443. }
  444. gl.GenVertexArrays(1, &gl_shd.vao)
  445. gl.BindVertexArray(gl_shd.vao)
  446. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  447. offset: int
  448. for idx in 0..<len(desc.inputs) {
  449. input := desc.inputs[idx]
  450. format_size := pixel_format_size(input.format)
  451. gl.EnableVertexAttribArray(u32(input.register))
  452. format, num_components, norm := gl_describe_pixel_format(input.format)
  453. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  454. offset += format_size
  455. }
  456. /*{
  457. num_uniforms: i32
  458. uniform_name_buf: [256]u8
  459. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  460. for u_idx in 0..<num_uniforms {
  461. name_len: i32
  462. size: i32
  463. type: u32
  464. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  465. if type == gl.SAMPLER_2D {
  466. }
  467. }
  468. }*/
  469. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  470. gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
  471. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  472. gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
  473. {
  474. num_active_uniforms: i32
  475. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  476. uniform_name_buf: [256]u8
  477. for cidx in 0..<num_active_uniforms {
  478. name_len: i32
  479. array_len: i32
  480. type: u32
  481. gl.GetActiveUniform(
  482. program,
  483. u32(cidx),
  484. len(uniform_name_buf),
  485. &name_len,
  486. &array_len,
  487. &type,
  488. raw_data(&uniform_name_buf),
  489. )
  490. name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
  491. loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
  492. if type == gl.SAMPLER_2D {
  493. append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  494. name = strings.clone(name, desc_allocator),
  495. })
  496. append(&gl_texture_bindings, GL_Texture_Binding {
  497. loc = loc,
  498. })
  499. } else {
  500. append(&constant_descs, Shader_Constant_Desc {
  501. name = strings.clone(name, desc_allocator),
  502. size = uniform_size(type),
  503. })
  504. append(&gl_constants, GL_Shader_Constant {
  505. type = .Uniform,
  506. loc = u32(loc),
  507. uniform_type = type,
  508. })
  509. }
  510. }
  511. }
  512. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  513. {
  514. num_active_uniform_blocks: i32
  515. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  516. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  517. uniform_block_name_buf: [256]u8
  518. uniform_name_buf: [256]u8
  519. for cb_idx in 0..<num_active_uniform_blocks {
  520. name_len: i32
  521. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  522. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  523. idx := gl.GetUniformBlockIndex(program, name_cstr)
  524. if i32(idx) >= num_active_uniform_blocks {
  525. continue
  526. }
  527. size: i32
  528. // TODO investigate if we need std140 layout in the shader or what is fine?
  529. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  530. if size == 0 {
  531. log.errorf("Uniform block %v has size 0", name_cstr)
  532. continue
  533. }
  534. buf: u32
  535. gl.GenBuffers(1, &buf)
  536. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  537. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  538. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  539. gl_shd.constant_buffers[cb_idx] = {
  540. block_index = idx,
  541. buffer = buf,
  542. size = int(size),
  543. }
  544. num_uniforms: i32
  545. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  546. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  547. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  548. for var_idx in 0..<num_uniforms {
  549. uniform_idx := u32(uniform_indices[var_idx])
  550. offset: i32
  551. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  552. uniform_type: u32
  553. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  554. variable_name_len: i32
  555. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  556. append(&constant_descs, Shader_Constant_Desc {
  557. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  558. size = uniform_size(uniform_type),
  559. })
  560. append(&gl_constants, GL_Shader_Constant {
  561. type = .Block_Variable,
  562. loc = idx,
  563. block_variable_offset = u32(offset),
  564. })
  565. }
  566. }
  567. }
  568. assert(len(constant_descs) == len(gl_constants))
  569. desc.constants = constant_descs[:]
  570. desc.texture_bindpoints = texture_bindpoint_descs[:]
  571. gl_shd.constants = gl_constants[:]
  572. gl_shd.texture_bindings = gl_texture_bindings[:]
  573. h := hm.add(&s.shaders, gl_shd)
  574. return h, desc
  575. }
  576. // I might have missed something. But it doesn't seem like GL gives you this information.
  577. uniform_size :: proc(t: u32) -> int {
  578. sz: int
  579. switch t {
  580. case gl.FLOAT: sz = 4*1
  581. case gl.FLOAT_VEC2: sz = 4*2*1
  582. case gl.FLOAT_MAT2: sz = 4*2*2
  583. case gl.FLOAT_MAT2x3: sz = 4*2*3
  584. case gl.FLOAT_MAT2x4: sz = 4*2*4
  585. case gl.FLOAT_VEC3: sz = 4*3*1
  586. case gl.FLOAT_MAT3x2: sz = 4*3*2
  587. case gl.FLOAT_MAT3: sz = 4*3*3
  588. case gl.FLOAT_MAT3x4: sz = 4*3*4
  589. case gl.FLOAT_VEC4: sz = 4*4*1
  590. case gl.FLOAT_MAT4x2: sz = 4*4*2
  591. case gl.FLOAT_MAT4x3: sz = 4*4*3
  592. case gl.FLOAT_MAT4: sz = 4*4*4
  593. case gl.DOUBLE: sz = 8*1
  594. case gl.DOUBLE_VEC2: sz = 8*2*1
  595. case gl.DOUBLE_MAT2: sz = 8*2*2
  596. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  597. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  598. case gl.DOUBLE_VEC3: sz = 8*3*1
  599. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  600. case gl.DOUBLE_MAT3: sz = 8*3*3
  601. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  602. case gl.DOUBLE_VEC4: sz = 8*4*1
  603. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  604. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  605. case gl.DOUBLE_MAT4: sz = 8*4*4
  606. case gl.BOOL: sz = 4*1
  607. case gl.BOOL_VEC2: sz = 4*2
  608. case gl.BOOL_VEC3: sz = 4*3
  609. case gl.BOOL_VEC4: sz = 4*4
  610. case gl.INT: sz = 4*1
  611. case gl.INT_VEC2: sz = 4*2
  612. case gl.INT_VEC3: sz = 4*3
  613. case gl.INT_VEC4: sz = 4*4
  614. case gl.UNSIGNED_INT: sz = 4*1
  615. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  616. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  617. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  618. case: log.errorf("Unhandled uniform type: %x", t)
  619. }
  620. return sz
  621. }
  622. gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
  623. switch f {
  624. case .RGBA_32_Float: return gl.RGBA
  625. case .RGB_32_Float: return gl.RGB
  626. case .RG_32_Float: return gl.RG
  627. case .R_32_Float: return gl.R
  628. case .RGBA_8_Norm: return gl.RGBA8_SNORM
  629. case .RG_8_Norm: return gl.RG8_SNORM
  630. case .R_8_Norm: return gl.R8_SNORM
  631. case .R_8_UInt: return gl.R8_SNORM
  632. case .Unknown: fallthrough
  633. case: log.error("Unhandled pixel format %v", f)
  634. }
  635. return 0
  636. }
  637. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  638. switch f {
  639. case .RGBA_32_Float: return gl.FLOAT, 4, false
  640. case .RGB_32_Float: return gl.FLOAT, 3, false
  641. case .RG_32_Float: return gl.FLOAT, 2, false
  642. case .R_32_Float: return gl.FLOAT, 1, false
  643. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  644. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  645. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  646. case .R_8_UInt: return gl.BYTE, 1, false
  647. case .Unknown:
  648. }
  649. log.errorf("Unknown format %x", format)
  650. return 0, 0, false
  651. }
  652. gl_destroy_shader :: proc(h: Shader_Handle) {
  653. shd := hm.get(&s.shaders, h)
  654. if shd == nil {
  655. log.errorf("Invalid shader: %v", h)
  656. return
  657. }
  658. delete(shd.constant_buffers, s.allocator)
  659. delete(shd.constants, s.allocator)
  660. delete(shd.texture_bindings, s.allocator)
  661. }
  662. gl_default_shader_vertex_source :: proc() -> []byte {
  663. vertex_source := #load("render_backend_gl_default_vertex_shader.glsl")
  664. return vertex_source
  665. }
  666. gl_default_shader_fragment_source :: proc() -> []byte {
  667. fragment_source := #load("render_backend_gl_default_fragment_shader.glsl")
  668. return fragment_source
  669. }