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. set_texture_filter = gl_set_texture_filter,
  23. load_shader = gl_load_shader,
  24. destroy_shader = gl_destroy_shader,
  25. default_shader_vertex_source = gl_default_shader_vertex_source,
  26. default_shader_fragment_source = gl_default_shader_fragment_source,
  27. }
  28. import "base:runtime"
  29. import gl "vendor:OpenGL"
  30. import hm "handle_map"
  31. import "core:log"
  32. import "core:strings"
  33. import "core:slice"
  34. import la "core:math/linalg"
  35. _ :: la
  36. GL_State :: struct {
  37. window_handle: Window_Handle,
  38. width: int,
  39. height: int,
  40. allocator: runtime.Allocator,
  41. shaders: hm.Handle_Map(GL_Shader, Shader_Handle, 1024*10),
  42. ctx: GL_Context,
  43. vertex_buffer_gpu: u32,
  44. textures: hm.Handle_Map(GL_Texture, Texture_Handle, 1024*10),
  45. }
  46. GL_Shader_Constant_Buffer :: struct {
  47. buffer: u32,
  48. size: int,
  49. block_index: u32,
  50. }
  51. GL_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. GL_Shader_Constant :: struct {
  58. type: GL_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: u32,
  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: u32,
  66. }
  67. GL_Texture :: struct {
  68. handle: Texture_Handle,
  69. id: u32,
  70. format: Pixel_Format,
  71. }
  72. GL_Texture_Binding :: struct {
  73. loc: i32,
  74. }
  75. GL_Shader :: struct {
  76. handle: Shader_Handle,
  77. // This is like the "input layout"
  78. vao: u32,
  79. program: u32,
  80. constant_buffers: []GL_Shader_Constant_Buffer,
  81. constants: []GL_Shader_Constant,
  82. texture_bindings: []GL_Texture_Binding,
  83. }
  84. s: ^GL_State
  85. gl_state_size :: proc() -> int {
  86. return size_of(GL_State)
  87. }
  88. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  89. s = (^GL_State)(state)
  90. s.window_handle = window_handle
  91. s.width = swapchain_width
  92. s.height = swapchain_height
  93. s.allocator = allocator
  94. ctx, ctx_ok := _gl_get_context(window_handle)
  95. if !ctx_ok {
  96. log.panic("Could not find a valid pixel format for gl context")
  97. }
  98. s.ctx = ctx
  99. _gl_load_procs()
  100. gl.Enable(gl.DEPTH_TEST)
  101. gl.DepthFunc(gl.GREATER)
  102. gl.GenBuffers(1, &s.vertex_buffer_gpu)
  103. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  104. gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
  105. gl.Enable(gl.BLEND)
  106. gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
  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. vertex_buffer: []u8,
  127. ) {
  128. gl_shd := hm.get(&s.shaders, shd.handle)
  129. if gl_shd == nil {
  130. return
  131. }
  132. gl.EnableVertexAttribArray(0)
  133. gl.EnableVertexAttribArray(1)
  134. gl.EnableVertexAttribArray(2)
  135. gl.UseProgram(gl_shd.program)
  136. assert(len(shd.constants) == len(gl_shd.constants))
  137. cpu_data := shd.constants_data
  138. for cidx in 0..<len(gl_shd.constants) {
  139. cpu_loc := shd.constants[cidx]
  140. if cpu_loc.size == 0 {
  141. continue
  142. }
  143. gpu_loc := gl_shd.constants[cidx]
  144. switch gpu_loc.type {
  145. case .Block_Variable:
  146. gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
  147. gpu_data := gpu_buffer_info.buffer
  148. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  149. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  150. gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
  151. gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
  152. case .Uniform:
  153. loc := i32(gpu_loc.loc)
  154. ptr := (rawptr)(&cpu_data[cpu_loc.offset])
  155. uptr := (^u32)(ptr)
  156. iptr := (^i32)(ptr)
  157. fptr := (^f32)(ptr)
  158. dptr := (^f64)(ptr)
  159. switch gpu_loc.uniform_type {
  160. case gl.FLOAT:
  161. gl.Uniform1fv(loc, 1, fptr)
  162. case gl.FLOAT_VEC2:
  163. gl.Uniform2fv(loc, 1, fptr)
  164. case gl.FLOAT_MAT2:
  165. gl.UniformMatrix2fv(loc, 1, false, fptr)
  166. case gl.FLOAT_MAT2x3:
  167. gl.UniformMatrix2x3fv(loc, 1, false, fptr)
  168. case gl.FLOAT_MAT2x4:
  169. gl.UniformMatrix2x4fv(loc, 1, false, fptr)
  170. case gl.FLOAT_VEC3:
  171. gl.Uniform3fv(loc, 1, fptr)
  172. case gl.FLOAT_MAT3x2:
  173. gl.UniformMatrix3x2fv(loc, 1, false, fptr)
  174. case gl.FLOAT_MAT3:
  175. gl.UniformMatrix3fv(loc, 1, false, fptr)
  176. case gl.FLOAT_MAT3x4:
  177. gl.UniformMatrix3x4fv(loc, 1, false, fptr)
  178. case gl.FLOAT_VEC4:
  179. gl.Uniform4fv(loc, 1, fptr)
  180. case gl.FLOAT_MAT4x2:
  181. gl.UniformMatrix4x2fv(loc, 1, false, fptr)
  182. case gl.FLOAT_MAT4x3:
  183. gl.UniformMatrix4x3fv(loc, 1, false, fptr)
  184. case gl.FLOAT_MAT4:
  185. gl.UniformMatrix4fv(loc, 1, false, fptr)
  186. case gl.DOUBLE:
  187. gl.Uniform1dv(loc, 1, dptr)
  188. case gl.DOUBLE_VEC2:
  189. gl.Uniform2dv(loc, 1, dptr)
  190. case gl.DOUBLE_MAT2:
  191. gl.UniformMatrix2dv(loc, 1, false, dptr)
  192. case gl.DOUBLE_MAT2x3:
  193. gl.UniformMatrix2x3dv(loc, 1, false, dptr)
  194. case gl.DOUBLE_MAT2x4:
  195. gl.UniformMatrix2x4dv(loc, 1, false, dptr)
  196. case gl.DOUBLE_VEC3:
  197. gl.Uniform3dv(loc, 1, dptr)
  198. case gl.DOUBLE_MAT3x2:
  199. gl.UniformMatrix3x2dv(loc, 1, false, dptr)
  200. case gl.DOUBLE_MAT3:
  201. gl.UniformMatrix3dv(loc, 1, false, dptr)
  202. case gl.DOUBLE_MAT3x4:
  203. gl.UniformMatrix3x4dv(loc, 1, false, dptr)
  204. case gl.DOUBLE_VEC4:
  205. gl.Uniform4dv(loc, 1, dptr)
  206. case gl.DOUBLE_MAT4x2:
  207. gl.UniformMatrix4x2dv(loc, 1, false, dptr)
  208. case gl.DOUBLE_MAT4x3:
  209. gl.UniformMatrix4x3dv(loc, 1, false, dptr)
  210. case gl.DOUBLE_MAT4:
  211. gl.UniformMatrix4dv(loc, 1, false, dptr)
  212. case gl.BOOL, gl.INT:
  213. gl.Uniform1iv(loc, 1, iptr)
  214. case gl.BOOL_VEC2, gl.INT_VEC2:
  215. gl.Uniform2iv(loc, 1, iptr)
  216. case gl.BOOL_VEC3, gl.INT_VEC3:
  217. gl.Uniform3iv(loc, 1, iptr)
  218. case gl.BOOL_VEC4, gl.INT_VEC4:
  219. gl.Uniform4iv(loc, 1, iptr)
  220. case gl.UNSIGNED_INT:
  221. gl.Uniform1uiv(loc, 1, uptr)
  222. case gl.UNSIGNED_INT_VEC2:
  223. gl.Uniform2uiv(loc, 1, uptr)
  224. case gl.UNSIGNED_INT_VEC3:
  225. gl.Uniform3uiv(loc, 1, uptr)
  226. case gl.UNSIGNED_INT_VEC4:
  227. gl.Uniform4uiv(loc, 1, uptr)
  228. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  229. }
  230. }
  231. }
  232. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  233. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  234. {
  235. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  236. copy(
  237. gpu_map,
  238. vertex_buffer,
  239. )
  240. }
  241. if len(bound_textures) == len(gl_shd.texture_bindings) {
  242. for t, t_idx in bound_textures {
  243. gl_t := gl_shd.texture_bindings[t_idx]
  244. if t := hm.get(&s.textures, t); t != nil {
  245. gl.ActiveTexture(gl.TEXTURE0)
  246. gl.BindTexture(gl.TEXTURE_2D, t.id)
  247. gl.Uniform1i(gl_t.loc, i32(t_idx))
  248. }
  249. }
  250. }
  251. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  252. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  253. }
  254. gl_resize_swapchain :: proc(w, h: int) {
  255. s.width = w
  256. s.height = h
  257. gl.Viewport(0, 0, i32(w), i32(h))
  258. }
  259. gl_get_swapchain_width :: proc() -> int {
  260. return s.width
  261. }
  262. gl_get_swapchain_height :: proc() -> int {
  263. return s.height
  264. }
  265. gl_flip_z :: proc() -> bool {
  266. return false
  267. }
  268. gl_set_internal_state :: proc(state: rawptr) {
  269. s = (^GL_State)(state)
  270. }
  271. create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
  272. id: u32
  273. gl.GenTextures(1, &id)
  274. gl.BindTexture(gl.TEXTURE_2D, id)
  275. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
  276. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
  277. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  278. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
  279. pf := gl_translate_pixel_format(format)
  280. gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
  281. tex := GL_Texture {
  282. id = id,
  283. format = format,
  284. }
  285. return hm.add(&s.textures, tex)
  286. }
  287. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  288. return create_texture(width, height, format, nil)
  289. }
  290. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  291. return create_texture(width, height, format, raw_data(data))
  292. }
  293. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  294. tex := hm.get(&s.textures, th)
  295. if tex == nil {
  296. return false
  297. }
  298. gl.BindTexture(gl.TEXTURE_2D, tex.id)
  299. 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))
  300. return true
  301. }
  302. gl_destroy_texture :: proc(th: Texture_Handle) {
  303. tex := hm.get(&s.textures, th)
  304. if tex == nil {
  305. return
  306. }
  307. gl.DeleteTextures(1, &tex.id)
  308. hm.remove(&s.textures, th)
  309. }
  310. gl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
  311. return {}, {}
  312. }
  313. gl_set_texture_filter :: proc(
  314. th: Texture_Handle,
  315. scale_down_filter: Texture_Filter,
  316. scale_up_filter: Texture_Filter,
  317. mip_filter: Texture_Filter,
  318. ) {
  319. t := hm.get(&s.textures, th)
  320. if t == nil {
  321. log.error("Trying to set texture filter for invalid texture %v", th)
  322. return
  323. }
  324. gl.BindTexture(gl.TEXTURE_2D, t.id)
  325. min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
  326. mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
  327. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
  328. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
  329. }
  330. Shader_Compile_Result_OK :: struct {}
  331. Shader_Compile_Result_Error :: string
  332. Shader_Compile_Result :: union #no_nil {
  333. Shader_Compile_Result_OK,
  334. Shader_Compile_Result_Error,
  335. }
  336. compile_shader_from_source :: proc(shader_data: string, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  337. shader_id = gl.CreateShader(u32(shader_type))
  338. length := i32(len(shader_data))
  339. shader_cstr := cstring(raw_data(shader_data))
  340. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  341. gl.CompileShader(shader_id)
  342. result: i32
  343. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  344. if result != 1 {
  345. info_len: i32
  346. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  347. err_msg^ = string(err_buf[:info_len])
  348. gl.DeleteShader(shader_id)
  349. return 0, false
  350. }
  351. return shader_id, true
  352. }
  353. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  354. program_id = gl.CreateProgram()
  355. gl.AttachShader(program_id, vs_shader)
  356. gl.AttachShader(program_id, fs_shader)
  357. gl.LinkProgram(program_id)
  358. result: i32
  359. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  360. if result != 1 {
  361. info_len: i32
  362. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  363. err_msg^ = string(err_buf[:info_len])
  364. gl.DeleteProgram(program_id)
  365. return 0, false
  366. }
  367. return program_id, true
  368. }
  369. gl_load_shader :: proc(vs_source: string, fs_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  370. @static err: [1024]u8
  371. err_msg: string
  372. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  373. if !vs_shader_ok {
  374. log.error(err_msg)
  375. return {}, {}
  376. }
  377. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  378. if !fs_shader_ok {
  379. log.error(err_msg)
  380. return {}, {}
  381. }
  382. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  383. if !program_ok {
  384. log.error(err_msg)
  385. return {}, {}
  386. }
  387. stride: int
  388. {
  389. num_attribs: i32
  390. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  391. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  392. attrib_name_buf: [256]u8
  393. for i in 0..<num_attribs {
  394. attrib_name_len: i32
  395. attrib_size: i32
  396. attrib_type: u32
  397. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  398. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  399. loc := gl.GetAttribLocation(program, name_cstr)
  400. type: Shader_Input_Type
  401. switch attrib_type {
  402. case gl.FLOAT: type = .F32
  403. case gl.FLOAT_VEC2: type = .Vec2
  404. case gl.FLOAT_VEC3: type = .Vec3
  405. case gl.FLOAT_VEC4: type = .Vec4
  406. /* Possible (gl.) types:
  407. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  408. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  409. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  410. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  411. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  412. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  413. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  414. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  415. case: log.errorf("Unknown type: %v", attrib_type)
  416. }
  417. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  418. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  419. desc.inputs[i] = {
  420. name = name,
  421. register = int(loc),
  422. format = format,
  423. type = type,
  424. }
  425. input_format := get_shader_input_format(name, type)
  426. format_size := pixel_format_size(input_format)
  427. stride += format_size
  428. }
  429. }
  430. gl_shd := GL_Shader {
  431. program = program,
  432. }
  433. gl.GenVertexArrays(1, &gl_shd.vao)
  434. gl.BindVertexArray(gl_shd.vao)
  435. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  436. offset: int
  437. for idx in 0..<len(desc.inputs) {
  438. input := desc.inputs[idx]
  439. format_size := pixel_format_size(input.format)
  440. gl.EnableVertexAttribArray(u32(input.register))
  441. format, num_components, norm := gl_describe_pixel_format(input.format)
  442. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  443. offset += format_size
  444. }
  445. /*{
  446. num_uniforms: i32
  447. uniform_name_buf: [256]u8
  448. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  449. for u_idx in 0..<num_uniforms {
  450. name_len: i32
  451. size: i32
  452. type: u32
  453. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  454. if type == gl.SAMPLER_2D {
  455. }
  456. }
  457. }*/
  458. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  459. gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
  460. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  461. gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
  462. {
  463. num_active_uniforms: i32
  464. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  465. uniform_name_buf: [256]u8
  466. for cidx in 0..<num_active_uniforms {
  467. name_len: i32
  468. array_len: i32
  469. type: u32
  470. gl.GetActiveUniform(
  471. program,
  472. u32(cidx),
  473. len(uniform_name_buf),
  474. &name_len,
  475. &array_len,
  476. &type,
  477. raw_data(&uniform_name_buf),
  478. )
  479. name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
  480. loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
  481. if type == gl.SAMPLER_2D {
  482. append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  483. name = strings.clone(name, desc_allocator),
  484. })
  485. append(&gl_texture_bindings, GL_Texture_Binding {
  486. loc = loc,
  487. })
  488. } else {
  489. append(&constant_descs, Shader_Constant_Desc {
  490. name = strings.clone(name, desc_allocator),
  491. size = uniform_size(type),
  492. })
  493. append(&gl_constants, GL_Shader_Constant {
  494. type = .Uniform,
  495. loc = u32(loc),
  496. uniform_type = type,
  497. })
  498. }
  499. }
  500. }
  501. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  502. {
  503. num_active_uniform_blocks: i32
  504. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  505. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  506. uniform_block_name_buf: [256]u8
  507. uniform_name_buf: [256]u8
  508. for cb_idx in 0..<num_active_uniform_blocks {
  509. name_len: i32
  510. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  511. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  512. idx := gl.GetUniformBlockIndex(program, name_cstr)
  513. if i32(idx) >= num_active_uniform_blocks {
  514. continue
  515. }
  516. size: i32
  517. // TODO investigate if we need std140 layout in the shader or what is fine?
  518. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  519. if size == 0 {
  520. log.errorf("Uniform block %v has size 0", name_cstr)
  521. continue
  522. }
  523. buf: u32
  524. gl.GenBuffers(1, &buf)
  525. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  526. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  527. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  528. gl_shd.constant_buffers[cb_idx] = {
  529. block_index = idx,
  530. buffer = buf,
  531. size = int(size),
  532. }
  533. num_uniforms: i32
  534. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  535. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  536. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  537. for var_idx in 0..<num_uniforms {
  538. uniform_idx := u32(uniform_indices[var_idx])
  539. offset: i32
  540. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  541. uniform_type: u32
  542. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  543. variable_name_len: i32
  544. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  545. append(&constant_descs, Shader_Constant_Desc {
  546. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  547. size = uniform_size(uniform_type),
  548. })
  549. append(&gl_constants, GL_Shader_Constant {
  550. type = .Block_Variable,
  551. loc = idx,
  552. block_variable_offset = u32(offset),
  553. })
  554. }
  555. }
  556. }
  557. assert(len(constant_descs) == len(gl_constants))
  558. desc.constants = constant_descs[:]
  559. desc.texture_bindpoints = texture_bindpoint_descs[:]
  560. gl_shd.constants = gl_constants[:]
  561. gl_shd.texture_bindings = gl_texture_bindings[:]
  562. h := hm.add(&s.shaders, gl_shd)
  563. return h, desc
  564. }
  565. // I might have missed something. But it doesn't seem like GL gives you this information.
  566. uniform_size :: proc(t: u32) -> int {
  567. sz: int
  568. switch t {
  569. case gl.FLOAT: sz = 4*1
  570. case gl.FLOAT_VEC2: sz = 4*2*1
  571. case gl.FLOAT_MAT2: sz = 4*2*2
  572. case gl.FLOAT_MAT2x3: sz = 4*2*3
  573. case gl.FLOAT_MAT2x4: sz = 4*2*4
  574. case gl.FLOAT_VEC3: sz = 4*3*1
  575. case gl.FLOAT_MAT3x2: sz = 4*3*2
  576. case gl.FLOAT_MAT3: sz = 4*3*3
  577. case gl.FLOAT_MAT3x4: sz = 4*3*4
  578. case gl.FLOAT_VEC4: sz = 4*4*1
  579. case gl.FLOAT_MAT4x2: sz = 4*4*2
  580. case gl.FLOAT_MAT4x3: sz = 4*4*3
  581. case gl.FLOAT_MAT4: sz = 4*4*4
  582. case gl.DOUBLE: sz = 8*1
  583. case gl.DOUBLE_VEC2: sz = 8*2*1
  584. case gl.DOUBLE_MAT2: sz = 8*2*2
  585. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  586. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  587. case gl.DOUBLE_VEC3: sz = 8*3*1
  588. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  589. case gl.DOUBLE_MAT3: sz = 8*3*3
  590. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  591. case gl.DOUBLE_VEC4: sz = 8*4*1
  592. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  593. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  594. case gl.DOUBLE_MAT4: sz = 8*4*4
  595. case gl.BOOL: sz = 4*1
  596. case gl.BOOL_VEC2: sz = 4*2
  597. case gl.BOOL_VEC3: sz = 4*3
  598. case gl.BOOL_VEC4: sz = 4*4
  599. case gl.INT: sz = 4*1
  600. case gl.INT_VEC2: sz = 4*2
  601. case gl.INT_VEC3: sz = 4*3
  602. case gl.INT_VEC4: sz = 4*4
  603. case gl.UNSIGNED_INT: sz = 4*1
  604. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  605. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  606. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  607. case: log.errorf("Unhandled uniform type: %x", t)
  608. }
  609. return sz
  610. }
  611. gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
  612. switch f {
  613. case .RGBA_32_Float: return gl.RGBA
  614. case .RGB_32_Float: return gl.RGB
  615. case .RG_32_Float: return gl.RG
  616. case .R_32_Float: return gl.R
  617. case .RGBA_8_Norm: return gl.RGBA8_SNORM
  618. case .RG_8_Norm: return gl.RG8_SNORM
  619. case .R_8_Norm: return gl.R8_SNORM
  620. case .R_8_UInt: return gl.R8_SNORM
  621. case .Unknown: fallthrough
  622. case: log.error("Unhandled pixel format %v", f)
  623. }
  624. return 0
  625. }
  626. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  627. switch f {
  628. case .RGBA_32_Float: return gl.FLOAT, 4, false
  629. case .RGB_32_Float: return gl.FLOAT, 3, false
  630. case .RG_32_Float: return gl.FLOAT, 2, false
  631. case .R_32_Float: return gl.FLOAT, 1, false
  632. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  633. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  634. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  635. case .R_8_UInt: return gl.BYTE, 1, false
  636. case .Unknown:
  637. }
  638. log.errorf("Unknown format %x", format)
  639. return 0, 0, false
  640. }
  641. gl_destroy_shader :: proc(h: Shader_Handle) {
  642. shd := hm.get(&s.shaders, h)
  643. if shd == nil {
  644. log.errorf("Invalid shader: %v", h)
  645. return
  646. }
  647. delete(shd.constant_buffers, s.allocator)
  648. delete(shd.constants, s.allocator)
  649. delete(shd.texture_bindings, s.allocator)
  650. }
  651. gl_default_shader_vertex_source :: proc() -> string {
  652. return #load("render_backend_gl_default_vertex_shader.glsl")
  653. }
  654. gl_default_shader_fragment_source :: proc() -> string {
  655. return #load("render_backend_gl_default_fragment_shader.glsl")
  656. }