render_backend_gl.odin 24 KB

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  1. #+build windows, darwin
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_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. texture_needs_vertical_flip = gl_texture_needs_vertical_flip,
  22. create_render_texture = gl_create_render_texture,
  23. destroy_render_target = gl_destroy_render_target,
  24. set_texture_filter = gl_set_texture_filter,
  25. load_shader = gl_load_shader,
  26. destroy_shader = gl_destroy_shader,
  27. default_shader_vertex_source = gl_default_shader_vertex_source,
  28. default_shader_fragment_source = gl_default_shader_fragment_source,
  29. }
  30. import "base:runtime"
  31. import gl "vendor:OpenGL"
  32. import hm "handle_map"
  33. import "core:log"
  34. import "core:strings"
  35. import "core:slice"
  36. import la "core:math/linalg"
  37. _ :: la
  38. GL_State :: struct {
  39. window_handle: Window_Handle,
  40. width: int,
  41. height: int,
  42. allocator: runtime.Allocator,
  43. shaders: hm.Handle_Map(GL_Shader, Shader_Handle, 1024*10),
  44. ctx: GL_Context,
  45. vertex_buffer_gpu: u32,
  46. textures: hm.Handle_Map(GL_Texture, Texture_Handle, 1024*10),
  47. render_targets: hm.Handle_Map(GL_Render_Target, Render_Target_Handle, 128),
  48. }
  49. GL_Shader_Constant_Buffer :: struct {
  50. buffer: u32,
  51. size: int,
  52. block_index: u32,
  53. }
  54. GL_Shader_Constant_Type :: enum {
  55. Uniform,
  56. Block_Variable,
  57. }
  58. // OpenGL can have constants both in blocks (like constant buffers in D3D11), or as stand-alone
  59. // uniforms. We support both.
  60. GL_Shader_Constant :: struct {
  61. type: GL_Shader_Constant_Type,
  62. // if type is Uniform, then this is the uniform loc
  63. // if type is Block_Variable, then this is the block loc
  64. loc: u32,
  65. // if this is a block variable, then this is the offset to it
  66. block_variable_offset: u32,
  67. // if type is Uniform, then this contains the GL type of the uniform
  68. uniform_type: u32,
  69. }
  70. GL_Texture :: struct {
  71. handle: Texture_Handle,
  72. id: u32,
  73. format: Pixel_Format,
  74. // Because render targets are up-side-down
  75. needs_vertical_flip: bool,
  76. }
  77. GL_Texture_Binding :: struct {
  78. loc: i32,
  79. }
  80. GL_Render_Target :: struct {
  81. handle: Render_Target_Handle,
  82. depth: u32,
  83. framebuffer: u32,
  84. width: int,
  85. height: int,
  86. }
  87. GL_Shader :: struct {
  88. handle: Shader_Handle,
  89. // This is like the "input layout"
  90. vao: u32,
  91. program: u32,
  92. constant_buffers: []GL_Shader_Constant_Buffer,
  93. constants: []GL_Shader_Constant,
  94. texture_bindings: []GL_Texture_Binding,
  95. }
  96. s: ^GL_State
  97. gl_state_size :: proc() -> int {
  98. return size_of(GL_State)
  99. }
  100. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  101. s = (^GL_State)(state)
  102. s.window_handle = window_handle
  103. s.width = swapchain_width
  104. s.height = swapchain_height
  105. s.allocator = allocator
  106. ctx, ctx_ok := _gl_get_context(window_handle)
  107. if !ctx_ok {
  108. log.panic("Could not find a valid pixel format for gl context")
  109. }
  110. s.ctx = ctx
  111. _gl_load_procs()
  112. gl.Enable(gl.DEPTH_TEST)
  113. gl.DepthFunc(gl.GREATER)
  114. gl.GenBuffers(1, &s.vertex_buffer_gpu)
  115. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  116. gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
  117. gl.Enable(gl.BLEND)
  118. }
  119. gl_shutdown :: proc() {
  120. gl.DeleteBuffers(1, &s.vertex_buffer_gpu)
  121. _gl_destroy_context(s.ctx)
  122. }
  123. gl_clear :: proc(render_target: Render_Target_Handle, color: Color) {
  124. if rt := hm.get(&s.render_targets, render_target); rt != nil {
  125. gl.BindFramebuffer(gl.FRAMEBUFFER, rt.framebuffer)
  126. gl.Viewport(0, 0, i32(rt.width), i32(rt.height))
  127. } else {
  128. gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
  129. gl.Viewport(0, 0, i32(s.width), i32(s.height))
  130. }
  131. c := f32_color_from_color(color)
  132. gl.ClearColor(c.r, c.g, c.b, c.a)
  133. gl.ClearDepth(-1)
  134. gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
  135. }
  136. gl_present :: proc() {
  137. _gl_present(s.window_handle)
  138. }
  139. gl_draw :: proc(
  140. shd: Shader,
  141. render_target: Render_Target_Handle,
  142. bound_textures: []Texture_Handle,
  143. scissor: Maybe(Rect),
  144. blend_mode: Blend_Mode,
  145. vertex_buffer: []u8,
  146. ) {
  147. gl_shd := hm.get(&s.shaders, shd.handle)
  148. if gl_shd == nil {
  149. return
  150. }
  151. switch blend_mode {
  152. case .Alpha: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
  153. case .Premultiplied_Alpha: gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
  154. }
  155. gl.BindVertexArray(gl_shd.vao)
  156. gl.UseProgram(gl_shd.program)
  157. assert(len(shd.constants) == len(gl_shd.constants))
  158. cpu_data := shd.constants_data
  159. for cidx in 0..<len(gl_shd.constants) {
  160. cpu_loc := shd.constants[cidx]
  161. if cpu_loc.size == 0 {
  162. continue
  163. }
  164. gpu_loc := gl_shd.constants[cidx]
  165. switch gpu_loc.type {
  166. case .Block_Variable:
  167. gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
  168. gpu_data := gpu_buffer_info.buffer
  169. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  170. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  171. gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
  172. gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
  173. case .Uniform:
  174. loc := i32(gpu_loc.loc)
  175. ptr := (rawptr)(&cpu_data[cpu_loc.offset])
  176. uptr := (^u32)(ptr)
  177. iptr := (^i32)(ptr)
  178. fptr := (^f32)(ptr)
  179. dptr := (^f64)(ptr)
  180. switch gpu_loc.uniform_type {
  181. case gl.FLOAT:
  182. gl.Uniform1fv(loc, 1, fptr)
  183. case gl.FLOAT_VEC2:
  184. gl.Uniform2fv(loc, 1, fptr)
  185. case gl.FLOAT_MAT2:
  186. gl.UniformMatrix2fv(loc, 1, false, fptr)
  187. case gl.FLOAT_MAT2x3:
  188. gl.UniformMatrix2x3fv(loc, 1, false, fptr)
  189. case gl.FLOAT_MAT2x4:
  190. gl.UniformMatrix2x4fv(loc, 1, false, fptr)
  191. case gl.FLOAT_VEC3:
  192. gl.Uniform3fv(loc, 1, fptr)
  193. case gl.FLOAT_MAT3x2:
  194. gl.UniformMatrix3x2fv(loc, 1, false, fptr)
  195. case gl.FLOAT_MAT3:
  196. gl.UniformMatrix3fv(loc, 1, false, fptr)
  197. case gl.FLOAT_MAT3x4:
  198. gl.UniformMatrix3x4fv(loc, 1, false, fptr)
  199. case gl.FLOAT_VEC4:
  200. gl.Uniform4fv(loc, 1, fptr)
  201. case gl.FLOAT_MAT4x2:
  202. gl.UniformMatrix4x2fv(loc, 1, false, fptr)
  203. case gl.FLOAT_MAT4x3:
  204. gl.UniformMatrix4x3fv(loc, 1, false, fptr)
  205. case gl.FLOAT_MAT4:
  206. gl.UniformMatrix4fv(loc, 1, false, fptr)
  207. case gl.DOUBLE:
  208. gl.Uniform1dv(loc, 1, dptr)
  209. case gl.DOUBLE_VEC2:
  210. gl.Uniform2dv(loc, 1, dptr)
  211. case gl.DOUBLE_MAT2:
  212. gl.UniformMatrix2dv(loc, 1, false, dptr)
  213. case gl.DOUBLE_MAT2x3:
  214. gl.UniformMatrix2x3dv(loc, 1, false, dptr)
  215. case gl.DOUBLE_MAT2x4:
  216. gl.UniformMatrix2x4dv(loc, 1, false, dptr)
  217. case gl.DOUBLE_VEC3:
  218. gl.Uniform3dv(loc, 1, dptr)
  219. case gl.DOUBLE_MAT3x2:
  220. gl.UniformMatrix3x2dv(loc, 1, false, dptr)
  221. case gl.DOUBLE_MAT3:
  222. gl.UniformMatrix3dv(loc, 1, false, dptr)
  223. case gl.DOUBLE_MAT3x4:
  224. gl.UniformMatrix3x4dv(loc, 1, false, dptr)
  225. case gl.DOUBLE_VEC4:
  226. gl.Uniform4dv(loc, 1, dptr)
  227. case gl.DOUBLE_MAT4x2:
  228. gl.UniformMatrix4x2dv(loc, 1, false, dptr)
  229. case gl.DOUBLE_MAT4x3:
  230. gl.UniformMatrix4x3dv(loc, 1, false, dptr)
  231. case gl.DOUBLE_MAT4:
  232. gl.UniformMatrix4dv(loc, 1, false, dptr)
  233. case gl.BOOL, gl.INT:
  234. gl.Uniform1iv(loc, 1, iptr)
  235. case gl.BOOL_VEC2, gl.INT_VEC2:
  236. gl.Uniform2iv(loc, 1, iptr)
  237. case gl.BOOL_VEC3, gl.INT_VEC3:
  238. gl.Uniform3iv(loc, 1, iptr)
  239. case gl.BOOL_VEC4, gl.INT_VEC4:
  240. gl.Uniform4iv(loc, 1, iptr)
  241. case gl.UNSIGNED_INT:
  242. gl.Uniform1uiv(loc, 1, uptr)
  243. case gl.UNSIGNED_INT_VEC2:
  244. gl.Uniform2uiv(loc, 1, uptr)
  245. case gl.UNSIGNED_INT_VEC3:
  246. gl.Uniform3uiv(loc, 1, uptr)
  247. case gl.UNSIGNED_INT_VEC4:
  248. gl.Uniform4uiv(loc, 1, uptr)
  249. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  250. }
  251. }
  252. }
  253. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  254. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  255. {
  256. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  257. copy(
  258. gpu_map,
  259. vertex_buffer,
  260. )
  261. }
  262. if len(bound_textures) == len(gl_shd.texture_bindings) {
  263. for t, t_idx in bound_textures {
  264. gl_t := gl_shd.texture_bindings[t_idx]
  265. if t := hm.get(&s.textures, t); t != nil {
  266. gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
  267. gl.BindTexture(gl.TEXTURE_2D, t.id)
  268. gl.Uniform1i(gl_t.loc, i32(t_idx))
  269. } else {
  270. gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
  271. gl.BindTexture(gl.TEXTURE_2D, 0)
  272. gl.Uniform1i(gl_t.loc, i32(t_idx))
  273. }
  274. }
  275. }
  276. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  277. if rt := hm.get(&s.render_targets, render_target); rt != nil {
  278. gl.BindFramebuffer(gl.FRAMEBUFFER, rt.framebuffer)
  279. gl.Viewport(0, 0, i32(rt.width), i32(rt.height))
  280. } else {
  281. gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
  282. gl.Viewport(0, 0, i32(s.width), i32(s.height))
  283. }
  284. // Render on the whole framebuffer, complete from the lower left corner to the upper right
  285. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  286. }
  287. gl_resize_swapchain :: proc(w, h: int) {
  288. s.width = w
  289. s.height = h
  290. gl.Viewport(0, 0, i32(w), i32(h))
  291. }
  292. gl_get_swapchain_width :: proc() -> int {
  293. return s.width
  294. }
  295. gl_get_swapchain_height :: proc() -> int {
  296. return s.height
  297. }
  298. gl_flip_z :: proc() -> bool {
  299. return false
  300. }
  301. gl_set_internal_state :: proc(state: rawptr) {
  302. s = (^GL_State)(state)
  303. }
  304. create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> GL_Texture {
  305. id: u32
  306. gl.GenTextures(1, &id)
  307. gl.BindTexture(gl.TEXTURE_2D, id)
  308. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
  309. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
  310. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  311. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
  312. pf := gl_translate_pixel_format(format)
  313. gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
  314. return {
  315. id = id,
  316. format = format,
  317. }
  318. }
  319. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  320. return hm.add(&s.textures, create_texture(width, height, format, nil))
  321. }
  322. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  323. return hm.add(&s.textures, create_texture(width, height, format, raw_data(data)))
  324. }
  325. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  326. tex := hm.get(&s.textures, th)
  327. if tex == nil {
  328. return false
  329. }
  330. gl.BindTexture(gl.TEXTURE_2D, tex.id)
  331. 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))
  332. return true
  333. }
  334. gl_destroy_texture :: proc(th: Texture_Handle) {
  335. tex := hm.get(&s.textures, th)
  336. if tex == nil {
  337. return
  338. }
  339. gl.DeleteTextures(1, &tex.id)
  340. hm.remove(&s.textures, th)
  341. }
  342. gl_texture_needs_vertical_flip :: proc(th: Texture_Handle) -> bool {
  343. tex := hm.get(&s.textures, th)
  344. if tex == nil {
  345. return false
  346. }
  347. return tex.needs_vertical_flip
  348. }
  349. gl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
  350. texture := create_texture(width, height, .RGBA_32_Float, nil)
  351. texture.needs_vertical_flip = true
  352. framebuffer: u32
  353. gl.GenFramebuffers(1, &framebuffer)
  354. gl.BindFramebuffer(gl.FRAMEBUFFER, framebuffer)
  355. depth: u32
  356. gl.GenRenderbuffers(1, &depth)
  357. gl.BindRenderbuffer(gl.RENDERBUFFER, depth)
  358. gl.RenderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT, i32(width), i32(height))
  359. gl.FramebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depth)
  360. gl.FramebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture.id, 0)
  361. draw_buffers := u32(gl.COLOR_ATTACHMENT0)
  362. gl.DrawBuffers(1, &draw_buffers)
  363. if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
  364. log.errorf("Failed creating frame buffer of size %v x %v", width, height)
  365. return {}, {}
  366. }
  367. gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
  368. gl.BindRenderbuffer(gl.RENDERBUFFER, 0)
  369. rt := GL_Render_Target {
  370. depth = depth,
  371. framebuffer = framebuffer,
  372. width = width,
  373. height = height,
  374. }
  375. return hm.add(&s.textures, texture), hm.add(&s.render_targets, rt)
  376. }
  377. gl_destroy_render_target :: proc(render_target: Render_Target_Handle) {
  378. if rt := hm.get(&s.render_targets, render_target); rt != nil {
  379. gl.DeleteRenderbuffers(1, &rt.depth)
  380. gl.DeleteFramebuffers(1, &rt.framebuffer)
  381. }
  382. }
  383. gl_set_texture_filter :: proc(
  384. th: Texture_Handle,
  385. scale_down_filter: Texture_Filter,
  386. scale_up_filter: Texture_Filter,
  387. mip_filter: Texture_Filter,
  388. ) {
  389. t := hm.get(&s.textures, th)
  390. if t == nil {
  391. log.error("Trying to set texture filter for invalid texture %v", th)
  392. return
  393. }
  394. gl.BindTexture(gl.TEXTURE_2D, t.id)
  395. min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
  396. mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
  397. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
  398. gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
  399. }
  400. Shader_Compile_Result_OK :: struct {}
  401. Shader_Compile_Result_Error :: string
  402. Shader_Compile_Result :: union #no_nil {
  403. Shader_Compile_Result_OK,
  404. Shader_Compile_Result_Error,
  405. }
  406. compile_shader_from_source :: proc(shader_data: []byte, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  407. shader_id = gl.CreateShader(u32(shader_type))
  408. length := i32(len(shader_data))
  409. shader_cstr := cstring(raw_data(shader_data))
  410. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  411. gl.CompileShader(shader_id)
  412. result: i32
  413. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  414. if result != 1 {
  415. info_len: i32
  416. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  417. err_msg^ = string(err_buf[:info_len])
  418. gl.DeleteShader(shader_id)
  419. return 0, false
  420. }
  421. return shader_id, true
  422. }
  423. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  424. program_id = gl.CreateProgram()
  425. gl.AttachShader(program_id, vs_shader)
  426. gl.AttachShader(program_id, fs_shader)
  427. gl.LinkProgram(program_id)
  428. result: i32
  429. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  430. if result != 1 {
  431. info_len: i32
  432. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  433. err_msg^ = string(err_buf[:info_len])
  434. gl.DeleteProgram(program_id)
  435. return 0, false
  436. }
  437. return program_id, true
  438. }
  439. gl_load_shader :: proc(vs_source: []byte, fs_source: []byte, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  440. @static err: [1024]u8
  441. err_msg: string
  442. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  443. if !vs_shader_ok {
  444. log.error(err_msg)
  445. return {}, {}
  446. }
  447. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  448. if !fs_shader_ok {
  449. log.error(err_msg)
  450. return {}, {}
  451. }
  452. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  453. if !program_ok {
  454. log.error(err_msg)
  455. return {}, {}
  456. }
  457. stride: int
  458. {
  459. num_attribs: i32
  460. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  461. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  462. attrib_name_buf: [256]u8
  463. for i in 0..<num_attribs {
  464. attrib_name_len: i32
  465. attrib_size: i32
  466. attrib_type: u32
  467. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  468. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  469. loc := gl.GetAttribLocation(program, name_cstr)
  470. type: Shader_Input_Type
  471. switch attrib_type {
  472. case gl.FLOAT: type = .F32
  473. case gl.FLOAT_VEC2: type = .Vec2
  474. case gl.FLOAT_VEC3: type = .Vec3
  475. case gl.FLOAT_VEC4: type = .Vec4
  476. /* Possible (gl.) types:
  477. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  478. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  479. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  480. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  481. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  482. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  483. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  484. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  485. case: log.errorf("Unknown type: %v", attrib_type)
  486. }
  487. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  488. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  489. desc.inputs[i] = {
  490. name = name,
  491. register = int(loc),
  492. format = format,
  493. type = type,
  494. }
  495. input_format := get_shader_input_format(name, type)
  496. format_size := pixel_format_size(input_format)
  497. stride += format_size
  498. }
  499. }
  500. gl_shd := GL_Shader {
  501. program = program,
  502. }
  503. gl.GenVertexArrays(1, &gl_shd.vao)
  504. gl.BindVertexArray(gl_shd.vao)
  505. offset: int
  506. for idx in 0..<len(desc.inputs) {
  507. input := desc.inputs[idx]
  508. format_size := pixel_format_size(input.format)
  509. gl.EnableVertexAttribArray(u32(input.register))
  510. format, num_components, norm := gl_describe_pixel_format(input.format)
  511. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  512. offset += format_size
  513. }
  514. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  515. gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
  516. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  517. gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
  518. {
  519. num_active_uniforms: i32
  520. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  521. uniform_name_buf: [256]u8
  522. for cidx in 0..<num_active_uniforms {
  523. name_len: i32
  524. array_len: i32
  525. type: u32
  526. gl.GetActiveUniform(
  527. program,
  528. u32(cidx),
  529. len(uniform_name_buf),
  530. &name_len,
  531. &array_len,
  532. &type,
  533. raw_data(&uniform_name_buf),
  534. )
  535. name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
  536. loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
  537. if type == gl.SAMPLER_2D {
  538. append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  539. name = strings.clone(name, desc_allocator),
  540. })
  541. append(&gl_texture_bindings, GL_Texture_Binding {
  542. loc = loc,
  543. })
  544. } else {
  545. append(&constant_descs, Shader_Constant_Desc {
  546. name = strings.clone(name, desc_allocator),
  547. size = uniform_size(type),
  548. })
  549. append(&gl_constants, GL_Shader_Constant {
  550. type = .Uniform,
  551. loc = u32(loc),
  552. uniform_type = type,
  553. })
  554. }
  555. }
  556. }
  557. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  558. {
  559. num_active_uniform_blocks: i32
  560. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  561. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  562. uniform_block_name_buf: [256]u8
  563. uniform_name_buf: [256]u8
  564. for cb_idx in 0..<num_active_uniform_blocks {
  565. name_len: i32
  566. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  567. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  568. idx := gl.GetUniformBlockIndex(program, name_cstr)
  569. if i32(idx) >= num_active_uniform_blocks {
  570. continue
  571. }
  572. size: i32
  573. // TODO investigate if we need std140 layout in the shader or what is fine?
  574. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  575. if size == 0 {
  576. log.errorf("Uniform block %v has size 0", name_cstr)
  577. continue
  578. }
  579. buf: u32
  580. gl.GenBuffers(1, &buf)
  581. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  582. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  583. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  584. gl_shd.constant_buffers[cb_idx] = {
  585. block_index = idx,
  586. buffer = buf,
  587. size = int(size),
  588. }
  589. num_uniforms: i32
  590. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  591. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  592. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  593. for var_idx in 0..<num_uniforms {
  594. uniform_idx := u32(uniform_indices[var_idx])
  595. offset: i32
  596. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  597. uniform_type: u32
  598. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  599. variable_name_len: i32
  600. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  601. append(&constant_descs, Shader_Constant_Desc {
  602. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  603. size = uniform_size(uniform_type),
  604. })
  605. append(&gl_constants, GL_Shader_Constant {
  606. type = .Block_Variable,
  607. loc = idx,
  608. block_variable_offset = u32(offset),
  609. })
  610. }
  611. }
  612. }
  613. assert(len(constant_descs) == len(gl_constants))
  614. desc.constants = constant_descs[:]
  615. desc.texture_bindpoints = texture_bindpoint_descs[:]
  616. gl_shd.constants = gl_constants[:]
  617. gl_shd.texture_bindings = gl_texture_bindings[:]
  618. h := hm.add(&s.shaders, gl_shd)
  619. return h, desc
  620. }
  621. // I might have missed something. But it doesn't seem like GL gives you this information.
  622. uniform_size :: proc(t: u32) -> int {
  623. sz: int
  624. switch t {
  625. case gl.FLOAT: sz = 4*1
  626. case gl.FLOAT_VEC2: sz = 4*2*1
  627. case gl.FLOAT_MAT2: sz = 4*2*2
  628. case gl.FLOAT_MAT2x3: sz = 4*2*3
  629. case gl.FLOAT_MAT2x4: sz = 4*2*4
  630. case gl.FLOAT_VEC3: sz = 4*3*1
  631. case gl.FLOAT_MAT3x2: sz = 4*3*2
  632. case gl.FLOAT_MAT3: sz = 4*3*3
  633. case gl.FLOAT_MAT3x4: sz = 4*3*4
  634. case gl.FLOAT_VEC4: sz = 4*4*1
  635. case gl.FLOAT_MAT4x2: sz = 4*4*2
  636. case gl.FLOAT_MAT4x3: sz = 4*4*3
  637. case gl.FLOAT_MAT4: sz = 4*4*4
  638. case gl.DOUBLE: sz = 8*1
  639. case gl.DOUBLE_VEC2: sz = 8*2*1
  640. case gl.DOUBLE_MAT2: sz = 8*2*2
  641. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  642. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  643. case gl.DOUBLE_VEC3: sz = 8*3*1
  644. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  645. case gl.DOUBLE_MAT3: sz = 8*3*3
  646. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  647. case gl.DOUBLE_VEC4: sz = 8*4*1
  648. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  649. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  650. case gl.DOUBLE_MAT4: sz = 8*4*4
  651. case gl.BOOL: sz = 4*1
  652. case gl.BOOL_VEC2: sz = 4*2
  653. case gl.BOOL_VEC3: sz = 4*3
  654. case gl.BOOL_VEC4: sz = 4*4
  655. case gl.INT: sz = 4*1
  656. case gl.INT_VEC2: sz = 4*2
  657. case gl.INT_VEC3: sz = 4*3
  658. case gl.INT_VEC4: sz = 4*4
  659. case gl.UNSIGNED_INT: sz = 4*1
  660. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  661. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  662. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  663. case: log.errorf("Unhandled uniform type: %x", t)
  664. }
  665. return sz
  666. }
  667. gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
  668. switch f {
  669. case .RGBA_32_Float: return gl.RGBA
  670. case .RGB_32_Float: return gl.RGB
  671. case .RG_32_Float: return gl.RG
  672. case .R_32_Float: return gl.R
  673. // THIS SEEMS WRONG -- Am I putting the 8 bit info in the wrong place?
  674. case .RGBA_8_Norm: return gl.RGBA
  675. case .RG_8_Norm: return gl.RG
  676. case .R_8_Norm: return gl.R
  677. case .R_8_UInt: return gl.R
  678. case .Unknown: fallthrough
  679. case: log.error("Unhandled pixel format %v", f)
  680. }
  681. return 0
  682. }
  683. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  684. switch f {
  685. case .RGBA_32_Float: return gl.FLOAT, 4, false
  686. case .RGB_32_Float: return gl.FLOAT, 3, false
  687. case .RG_32_Float: return gl.FLOAT, 2, false
  688. case .R_32_Float: return gl.FLOAT, 1, false
  689. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  690. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  691. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  692. case .R_8_UInt: return gl.BYTE, 1, false
  693. case .Unknown:
  694. }
  695. log.errorf("Unknown format %x", format)
  696. return 0, 0, false
  697. }
  698. gl_destroy_shader :: proc(h: Shader_Handle) {
  699. shd := hm.get(&s.shaders, h)
  700. if shd == nil {
  701. log.errorf("Invalid shader: %v", h)
  702. return
  703. }
  704. delete(shd.constant_buffers, s.allocator)
  705. delete(shd.constants, s.allocator)
  706. delete(shd.texture_bindings, s.allocator)
  707. }
  708. gl_default_shader_vertex_source :: proc() -> []byte {
  709. vertex_source := #load("render_backend_gl_default_vertex_shader.glsl")
  710. return vertex_source
  711. }
  712. gl_default_shader_fragment_source :: proc() -> []byte {
  713. fragment_source := #load("render_backend_gl_default_fragment_shader.glsl")
  714. return fragment_source
  715. }