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. set_texture_filter = gl_set_texture_filter,
  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. textures: hm.Handle_Map(GL_Texture, Texture_Handle, 1024*10),
  44. }
  45. GL_Shader_Constant_Buffer :: struct {
  46. buffer: u32,
  47. size: int,
  48. block_index: u32,
  49. }
  50. GL_Shader_Constant_Type :: enum {
  51. Uniform,
  52. Block_Variable,
  53. }
  54. // OpenGL can have constants both in blocks (like constant buffers in D3D11), or as stand-alone
  55. // uniforms. We support both.
  56. GL_Shader_Constant :: struct {
  57. type: GL_Shader_Constant_Type,
  58. // if type is Uniform, then this is the uniform loc
  59. // if type is Block_Variable, then this is the block loc
  60. loc: u32,
  61. // if this is a block variable, then this is the offset to it
  62. block_variable_offset: u32,
  63. // if type is Uniform, then this contains the GL type of the uniform
  64. uniform_type: u32,
  65. }
  66. GL_Texture :: struct {
  67. handle: Texture_Handle,
  68. id: u32,
  69. format: Pixel_Format,
  70. }
  71. GL_Texture_Binding :: struct {
  72. loc: i32,
  73. }
  74. GL_Shader :: struct {
  75. handle: Shader_Handle,
  76. // This is like the "input layout"
  77. vao: u32,
  78. program: u32,
  79. constant_buffers: []GL_Shader_Constant_Buffer,
  80. constants: []GL_Shader_Constant,
  81. texture_bindings: []GL_Texture_Binding,
  82. }
  83. s: ^GL_State
  84. gl_state_size :: proc() -> int {
  85. return size_of(GL_State)
  86. }
  87. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  88. s = (^GL_State)(state)
  89. s.window_handle = window_handle
  90. s.width = swapchain_width
  91. s.height = swapchain_height
  92. s.allocator = allocator
  93. ctx, ctx_ok := _gl_get_context(window_handle)
  94. if !ctx_ok {
  95. log.panic("Could not find a valid pixel format for gl context")
  96. }
  97. s.ctx = ctx
  98. _gl_load_procs()
  99. gl.Enable(gl.DEPTH_TEST)
  100. gl.DepthFunc(gl.GREATER)
  101. gl.GenBuffers(1, &s.vertex_buffer_gpu)
  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. gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
  106. }
  107. gl_shutdown :: proc() {
  108. gl.DeleteBuffers(1, &s.vertex_buffer_gpu)
  109. _gl_destroy_context(s.ctx)
  110. }
  111. gl_clear :: proc(color: Color) {
  112. c := f32_color_from_color(color)
  113. gl.ClearColor(c.r, c.g, c.b, c.a)
  114. gl.ClearDepth(-1)
  115. gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
  116. }
  117. gl_present :: proc() {
  118. _gl_present(s.window_handle)
  119. }
  120. gl_draw :: proc(
  121. shd: Shader,
  122. bound_textures: []Texture_Handle,
  123. scissor: Maybe(Rect),
  124. vertex_buffer: []u8,
  125. ) {
  126. gl_shd := hm.get(&s.shaders, shd.handle)
  127. if gl_shd == nil {
  128. return
  129. }
  130. gl.EnableVertexAttribArray(0)
  131. gl.EnableVertexAttribArray(1)
  132. gl.EnableVertexAttribArray(2)
  133. gl.UseProgram(gl_shd.program)
  134. assert(len(shd.constants) == len(gl_shd.constants))
  135. cpu_data := shd.constants_data
  136. for cidx in 0..<len(gl_shd.constants) {
  137. cpu_loc := shd.constants[cidx]
  138. if cpu_loc.size == 0 {
  139. continue
  140. }
  141. gpu_loc := gl_shd.constants[cidx]
  142. switch gpu_loc.type {
  143. case .Block_Variable:
  144. gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
  145. gpu_data := gpu_buffer_info.buffer
  146. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  147. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  148. gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
  149. gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
  150. case .Uniform:
  151. loc := i32(gpu_loc.loc)
  152. ptr := (rawptr)(&cpu_data[cpu_loc.offset])
  153. uptr := (^u32)(ptr)
  154. iptr := (^i32)(ptr)
  155. fptr := (^f32)(ptr)
  156. dptr := (^f64)(ptr)
  157. switch gpu_loc.uniform_type {
  158. case gl.FLOAT:
  159. gl.Uniform1fv(loc, 1, fptr)
  160. case gl.FLOAT_VEC2:
  161. gl.Uniform2fv(loc, 1, fptr)
  162. case gl.FLOAT_MAT2:
  163. gl.UniformMatrix2fv(loc, 1, false, fptr)
  164. case gl.FLOAT_MAT2x3:
  165. gl.UniformMatrix2x3fv(loc, 1, false, fptr)
  166. case gl.FLOAT_MAT2x4:
  167. gl.UniformMatrix2x4fv(loc, 1, false, fptr)
  168. case gl.FLOAT_VEC3:
  169. gl.Uniform3fv(loc, 1, fptr)
  170. case gl.FLOAT_MAT3x2:
  171. gl.UniformMatrix3x2fv(loc, 1, false, fptr)
  172. case gl.FLOAT_MAT3:
  173. gl.UniformMatrix3fv(loc, 1, false, fptr)
  174. case gl.FLOAT_MAT3x4:
  175. gl.UniformMatrix3x4fv(loc, 1, false, fptr)
  176. case gl.FLOAT_VEC4:
  177. gl.Uniform4fv(loc, 1, fptr)
  178. case gl.FLOAT_MAT4x2:
  179. gl.UniformMatrix4x2fv(loc, 1, false, fptr)
  180. case gl.FLOAT_MAT4x3:
  181. gl.UniformMatrix4x3fv(loc, 1, false, fptr)
  182. case gl.FLOAT_MAT4:
  183. gl.UniformMatrix4fv(loc, 1, false, fptr)
  184. case gl.DOUBLE:
  185. gl.Uniform1dv(loc, 1, dptr)
  186. case gl.DOUBLE_VEC2:
  187. gl.Uniform2dv(loc, 1, dptr)
  188. case gl.DOUBLE_MAT2:
  189. gl.UniformMatrix2dv(loc, 1, false, dptr)
  190. case gl.DOUBLE_MAT2x3:
  191. gl.UniformMatrix2x3dv(loc, 1, false, dptr)
  192. case gl.DOUBLE_MAT2x4:
  193. gl.UniformMatrix2x4dv(loc, 1, false, dptr)
  194. case gl.DOUBLE_VEC3:
  195. gl.Uniform3dv(loc, 1, dptr)
  196. case gl.DOUBLE_MAT3x2:
  197. gl.UniformMatrix3x2dv(loc, 1, false, dptr)
  198. case gl.DOUBLE_MAT3:
  199. gl.UniformMatrix3dv(loc, 1, false, dptr)
  200. case gl.DOUBLE_MAT3x4:
  201. gl.UniformMatrix3x4dv(loc, 1, false, dptr)
  202. case gl.DOUBLE_VEC4:
  203. gl.Uniform4dv(loc, 1, dptr)
  204. case gl.DOUBLE_MAT4x2:
  205. gl.UniformMatrix4x2dv(loc, 1, false, dptr)
  206. case gl.DOUBLE_MAT4x3:
  207. gl.UniformMatrix4x3dv(loc, 1, false, dptr)
  208. case gl.DOUBLE_MAT4:
  209. gl.UniformMatrix4dv(loc, 1, false, dptr)
  210. case gl.BOOL, gl.INT:
  211. gl.Uniform1iv(loc, 1, iptr)
  212. case gl.BOOL_VEC2, gl.INT_VEC2:
  213. gl.Uniform2iv(loc, 1, iptr)
  214. case gl.BOOL_VEC3, gl.INT_VEC3:
  215. gl.Uniform3iv(loc, 1, iptr)
  216. case gl.BOOL_VEC4, gl.INT_VEC4:
  217. gl.Uniform4iv(loc, 1, iptr)
  218. case gl.UNSIGNED_INT:
  219. gl.Uniform1uiv(loc, 1, uptr)
  220. case gl.UNSIGNED_INT_VEC2:
  221. gl.Uniform2uiv(loc, 1, uptr)
  222. case gl.UNSIGNED_INT_VEC3:
  223. gl.Uniform3uiv(loc, 1, uptr)
  224. case gl.UNSIGNED_INT_VEC4:
  225. gl.Uniform4uiv(loc, 1, uptr)
  226. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  227. }
  228. }
  229. }
  230. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  231. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  232. {
  233. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  234. copy(
  235. gpu_map,
  236. vertex_buffer,
  237. )
  238. }
  239. if len(bound_textures) == len(gl_shd.texture_bindings) {
  240. for t, t_idx in bound_textures {
  241. gl_t := gl_shd.texture_bindings[t_idx]
  242. if t := hm.get(&s.textures, t); t != nil {
  243. gl.ActiveTexture(gl.TEXTURE0)
  244. gl.BindTexture(gl.TEXTURE_2D, t.id)
  245. gl.Uniform1i(gl_t.loc, i32(t_idx))
  246. }
  247. }
  248. }
  249. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  250. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  251. }
  252. gl_resize_swapchain :: proc(w, h: int) {
  253. s.width = w
  254. s.height = h
  255. gl.Viewport(0, 0, i32(w), i32(h))
  256. }
  257. gl_get_swapchain_width :: proc() -> int {
  258. return s.width
  259. }
  260. gl_get_swapchain_height :: proc() -> int {
  261. return s.height
  262. }
  263. gl_flip_z :: proc() -> bool {
  264. return false
  265. }
  266. gl_set_internal_state :: proc(state: rawptr) {
  267. s = (^GL_State)(state)
  268. }
  269. create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
  270. id: u32
  271. gl.GenTextures(1, &id)
  272. gl.BindTexture(gl.TEXTURE_2D, id)
  273. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
  274. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
  275. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  276. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
  277. pf := gl_translate_pixel_format(format)
  278. gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
  279. tex := GL_Texture {
  280. id = id,
  281. format = format,
  282. }
  283. return hm.add(&s.textures, tex)
  284. }
  285. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  286. return create_texture(width, height, format, nil)
  287. }
  288. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  289. return create_texture(width, height, format, raw_data(data))
  290. }
  291. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  292. tex := hm.get(&s.textures, th)
  293. if tex == nil {
  294. return false
  295. }
  296. gl.BindTexture(gl.TEXTURE_2D, tex.id)
  297. 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))
  298. return true
  299. }
  300. gl_destroy_texture :: proc(th: Texture_Handle) {
  301. tex := hm.get(&s.textures, th)
  302. if tex == nil {
  303. return
  304. }
  305. gl.DeleteTextures(1, &tex.id)
  306. hm.remove(&s.textures, th)
  307. }
  308. gl_set_texture_filter :: proc(
  309. th: Texture_Handle,
  310. scale_down_filter: Texture_Filter,
  311. scale_up_filter: Texture_Filter,
  312. mip_filter: Texture_Filter,
  313. ) {
  314. t := hm.get(&s.textures, th)
  315. if t == nil {
  316. log.error("Trying to set texture filter for invalid texture %v", th)
  317. return
  318. }
  319. gl.BindTexture(gl.TEXTURE_2D, t.id)
  320. min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
  321. mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
  322. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
  323. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
  324. }
  325. Shader_Compile_Result_OK :: struct {}
  326. Shader_Compile_Result_Error :: string
  327. Shader_Compile_Result :: union #no_nil {
  328. Shader_Compile_Result_OK,
  329. Shader_Compile_Result_Error,
  330. }
  331. compile_shader_from_source :: proc(shader_data: string, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  332. shader_id = gl.CreateShader(u32(shader_type))
  333. length := i32(len(shader_data))
  334. shader_cstr := cstring(raw_data(shader_data))
  335. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  336. gl.CompileShader(shader_id)
  337. result: i32
  338. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  339. if result != 1 {
  340. info_len: i32
  341. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  342. err_msg^ = string(err_buf[:info_len])
  343. gl.DeleteShader(shader_id)
  344. return 0, false
  345. }
  346. return shader_id, true
  347. }
  348. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  349. program_id = gl.CreateProgram()
  350. gl.AttachShader(program_id, vs_shader)
  351. gl.AttachShader(program_id, fs_shader)
  352. gl.LinkProgram(program_id)
  353. result: i32
  354. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  355. if result != 1 {
  356. info_len: i32
  357. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  358. err_msg^ = string(err_buf[:info_len])
  359. gl.DeleteProgram(program_id)
  360. return 0, false
  361. }
  362. return program_id, true
  363. }
  364. gl_load_shader :: proc(vs_source: string, fs_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  365. @static err: [1024]u8
  366. err_msg: string
  367. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  368. if !vs_shader_ok {
  369. log.error(err_msg)
  370. return {}, {}
  371. }
  372. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  373. if !fs_shader_ok {
  374. log.error(err_msg)
  375. return {}, {}
  376. }
  377. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  378. if !program_ok {
  379. log.error(err_msg)
  380. return {}, {}
  381. }
  382. stride: int
  383. {
  384. num_attribs: i32
  385. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  386. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  387. attrib_name_buf: [256]u8
  388. for i in 0..<num_attribs {
  389. attrib_name_len: i32
  390. attrib_size: i32
  391. attrib_type: u32
  392. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  393. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  394. loc := gl.GetAttribLocation(program, name_cstr)
  395. type: Shader_Input_Type
  396. switch attrib_type {
  397. case gl.FLOAT: type = .F32
  398. case gl.FLOAT_VEC2: type = .Vec2
  399. case gl.FLOAT_VEC3: type = .Vec3
  400. case gl.FLOAT_VEC4: type = .Vec4
  401. /* Possible (gl.) types:
  402. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  403. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  404. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  405. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  406. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  407. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  408. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  409. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  410. case: log.errorf("Unknown type: %v", attrib_type)
  411. }
  412. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  413. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  414. desc.inputs[i] = {
  415. name = name,
  416. register = int(loc),
  417. format = format,
  418. type = type,
  419. }
  420. input_format := get_shader_input_format(name, type)
  421. format_size := pixel_format_size(input_format)
  422. stride += format_size
  423. }
  424. }
  425. gl_shd := GL_Shader {
  426. program = program,
  427. }
  428. gl.GenVertexArrays(1, &gl_shd.vao)
  429. gl.BindVertexArray(gl_shd.vao)
  430. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  431. offset: int
  432. for idx in 0..<len(desc.inputs) {
  433. input := desc.inputs[idx]
  434. format_size := pixel_format_size(input.format)
  435. gl.EnableVertexAttribArray(u32(input.register))
  436. format, num_components, norm := gl_describe_pixel_format(input.format)
  437. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  438. offset += format_size
  439. }
  440. /*{
  441. num_uniforms: i32
  442. uniform_name_buf: [256]u8
  443. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  444. for u_idx in 0..<num_uniforms {
  445. name_len: i32
  446. size: i32
  447. type: u32
  448. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  449. if type == gl.SAMPLER_2D {
  450. }
  451. }
  452. }*/
  453. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  454. gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
  455. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  456. gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
  457. {
  458. num_active_uniforms: i32
  459. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  460. uniform_name_buf: [256]u8
  461. for cidx in 0..<num_active_uniforms {
  462. name_len: i32
  463. array_len: i32
  464. type: u32
  465. gl.GetActiveUniform(
  466. program,
  467. u32(cidx),
  468. len(uniform_name_buf),
  469. &name_len,
  470. &array_len,
  471. &type,
  472. raw_data(&uniform_name_buf),
  473. )
  474. name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
  475. loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
  476. if type == gl.SAMPLER_2D {
  477. append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  478. name = strings.clone(name, desc_allocator),
  479. })
  480. append(&gl_texture_bindings, GL_Texture_Binding {
  481. loc = loc,
  482. })
  483. } else {
  484. append(&constant_descs, Shader_Constant_Desc {
  485. name = strings.clone(name, desc_allocator),
  486. size = uniform_size(type),
  487. })
  488. append(&gl_constants, GL_Shader_Constant {
  489. type = .Uniform,
  490. loc = u32(loc),
  491. uniform_type = type,
  492. })
  493. }
  494. }
  495. }
  496. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  497. {
  498. num_active_uniform_blocks: i32
  499. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  500. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  501. uniform_block_name_buf: [256]u8
  502. uniform_name_buf: [256]u8
  503. for cb_idx in 0..<num_active_uniform_blocks {
  504. name_len: i32
  505. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  506. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  507. idx := gl.GetUniformBlockIndex(program, name_cstr)
  508. if i32(idx) >= num_active_uniform_blocks {
  509. continue
  510. }
  511. size: i32
  512. // TODO investigate if we need std140 layout in the shader or what is fine?
  513. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  514. if size == 0 {
  515. log.errorf("Uniform block %v has size 0", name_cstr)
  516. continue
  517. }
  518. buf: u32
  519. gl.GenBuffers(1, &buf)
  520. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  521. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  522. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  523. gl_shd.constant_buffers[cb_idx] = {
  524. block_index = idx,
  525. buffer = buf,
  526. size = int(size),
  527. }
  528. num_uniforms: i32
  529. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  530. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  531. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  532. for var_idx in 0..<num_uniforms {
  533. uniform_idx := u32(uniform_indices[var_idx])
  534. offset: i32
  535. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  536. uniform_type: u32
  537. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  538. variable_name_len: i32
  539. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  540. append(&constant_descs, Shader_Constant_Desc {
  541. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  542. size = uniform_size(uniform_type),
  543. })
  544. append(&gl_constants, GL_Shader_Constant {
  545. type = .Block_Variable,
  546. loc = idx,
  547. block_variable_offset = u32(offset),
  548. })
  549. }
  550. }
  551. }
  552. assert(len(constant_descs) == len(gl_constants))
  553. desc.constants = constant_descs[:]
  554. desc.texture_bindpoints = texture_bindpoint_descs[:]
  555. gl_shd.constants = gl_constants[:]
  556. gl_shd.texture_bindings = gl_texture_bindings[:]
  557. h := hm.add(&s.shaders, gl_shd)
  558. return h, desc
  559. }
  560. // I might have missed something. But it doesn't seem like GL gives you this information.
  561. uniform_size :: proc(t: u32) -> int {
  562. sz: int
  563. switch t {
  564. case gl.FLOAT: sz = 4*1
  565. case gl.FLOAT_VEC2: sz = 4*2*1
  566. case gl.FLOAT_MAT2: sz = 4*2*2
  567. case gl.FLOAT_MAT2x3: sz = 4*2*3
  568. case gl.FLOAT_MAT2x4: sz = 4*2*4
  569. case gl.FLOAT_VEC3: sz = 4*3*1
  570. case gl.FLOAT_MAT3x2: sz = 4*3*2
  571. case gl.FLOAT_MAT3: sz = 4*3*3
  572. case gl.FLOAT_MAT3x4: sz = 4*3*4
  573. case gl.FLOAT_VEC4: sz = 4*4*1
  574. case gl.FLOAT_MAT4x2: sz = 4*4*2
  575. case gl.FLOAT_MAT4x3: sz = 4*4*3
  576. case gl.FLOAT_MAT4: sz = 4*4*4
  577. case gl.DOUBLE: sz = 8*1
  578. case gl.DOUBLE_VEC2: sz = 8*2*1
  579. case gl.DOUBLE_MAT2: sz = 8*2*2
  580. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  581. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  582. case gl.DOUBLE_VEC3: sz = 8*3*1
  583. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  584. case gl.DOUBLE_MAT3: sz = 8*3*3
  585. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  586. case gl.DOUBLE_VEC4: sz = 8*4*1
  587. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  588. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  589. case gl.DOUBLE_MAT4: sz = 8*4*4
  590. case gl.BOOL: sz = 4*1
  591. case gl.BOOL_VEC2: sz = 4*2
  592. case gl.BOOL_VEC3: sz = 4*3
  593. case gl.BOOL_VEC4: sz = 4*4
  594. case gl.INT: sz = 4*1
  595. case gl.INT_VEC2: sz = 4*2
  596. case gl.INT_VEC3: sz = 4*3
  597. case gl.INT_VEC4: sz = 4*4
  598. case gl.UNSIGNED_INT: sz = 4*1
  599. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  600. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  601. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  602. case: log.errorf("Unhandled uniform type: %x", t)
  603. }
  604. return sz
  605. }
  606. gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
  607. switch f {
  608. case .RGBA_32_Float: return gl.RGBA
  609. case .RGB_32_Float: return gl.RGB
  610. case .RG_32_Float: return gl.RG
  611. case .R_32_Float: return gl.R
  612. case .RGBA_8_Norm: return gl.RGBA8_SNORM
  613. case .RG_8_Norm: return gl.RG8_SNORM
  614. case .R_8_Norm: return gl.R8_SNORM
  615. case .R_8_UInt: return gl.R8_SNORM
  616. case .Unknown: fallthrough
  617. case: log.error("Unhandled pixel format %v", f)
  618. }
  619. return 0
  620. }
  621. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  622. switch f {
  623. case .RGBA_32_Float: return gl.FLOAT, 4, false
  624. case .RGB_32_Float: return gl.FLOAT, 3, false
  625. case .RG_32_Float: return gl.FLOAT, 2, false
  626. case .R_32_Float: return gl.FLOAT, 1, false
  627. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  628. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  629. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  630. case .R_8_UInt: return gl.BYTE, 1, false
  631. case .Unknown:
  632. }
  633. log.errorf("Unknown format %x", format)
  634. return 0, 0, false
  635. }
  636. gl_destroy_shader :: proc(h: Shader_Handle) {
  637. shd := hm.get(&s.shaders, h)
  638. if shd == nil {
  639. log.errorf("Invalid shader: %v", h)
  640. return
  641. }
  642. delete(shd.constant_buffers, s.allocator)
  643. delete(shd.constants, s.allocator)
  644. delete(shd.texture_bindings, s.allocator)
  645. }
  646. gl_default_shader_vertex_source :: proc() -> string {
  647. return #load("render_backend_gl_default_vertex_shader.glsl")
  648. }
  649. gl_default_shader_fragment_source :: proc() -> string {
  650. return #load("render_backend_gl_default_fragment_shader.glsl")
  651. }