lovr/src/modules/graphics/opengl.c

3136 lines
107 KiB
C

#include "graphics/graphics.h"
#include "graphics/buffer.h"
#include "graphics/canvas.h"
#include "graphics/material.h"
#include "graphics/mesh.h"
#include "graphics/shader.h"
#include "graphics/texture.h"
#include "resources/shaders.h"
#include "data/blob.h"
#include "data/modelData.h"
#include "math/math.h"
#include <math.h>
#include <limits.h>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#ifdef LOVR_WEBGL
#include <GLES3/gl3.h>
#include <GLES2/gl2ext.h>
#include <GL/gl.h>
#include <GL/glext.h>
#else
#include "lib/glad/glad.h"
#endif
// Types
#define MAX_TEXTURES 16
#define MAX_IMAGES 8
#define MAX_BLOCK_BUFFERS 8
#define LOVR_SHADER_POSITION 0
#define LOVR_SHADER_NORMAL 1
#define LOVR_SHADER_TEX_COORD 2
#define LOVR_SHADER_VERTEX_COLOR 3
#define LOVR_SHADER_TANGENT 4
#define LOVR_SHADER_BONES 5
#define LOVR_SHADER_BONE_WEIGHTS 6
#define LOVR_SHADER_DRAW_ID 7
struct Buffer {
uint32_t ref;
uint32_t id;
void* data;
size_t size;
size_t flushFrom;
size_t flushTo;
BufferType type;
BufferUsage usage;
bool mapped;
bool readable;
uint8_t incoherent;
};
struct Texture {
uint32_t ref;
GLuint id;
GLuint msaaId;
GLenum target;
TextureType type;
TextureFormat format;
uint32_t width;
uint32_t height;
uint32_t depth;
uint32_t mipmapCount;
CompareMode compareMode;
TextureFilter filter;
TextureWrap wrap;
uint32_t msaa;
bool srgb;
bool mipmaps;
bool allocated;
bool native;
uint8_t incoherent;
};
struct Canvas {
uint32_t ref;
uint32_t framebuffer;
uint32_t resolveBuffer;
uint32_t depthBuffer;
uint32_t width;
uint32_t height;
CanvasFlags flags;
Attachment attachments[MAX_CANVAS_ATTACHMENTS];
Attachment depth;
uint32_t attachmentCount;
bool needsAttach;
bool needsResolve;
bool immortal;
};
struct ShaderBlock {
uint32_t ref;
BlockType type;
arr_uniform_t uniforms;
map_t uniformMap;
struct Buffer* buffer;
};
struct Shader {
uint32_t ref;
uint32_t program;
ShaderType type;
arr_uniform_t uniforms;
arr_block_t blocks[2];
map_t attributes;
map_t uniformMap;
map_t blockMap;
bool multiview;
};
struct Mesh {
uint32_t ref;
uint32_t vao;
uint32_t ibo;
DrawMode mode;
char attributeNames[MAX_ATTRIBUTES][MAX_ATTRIBUTE_NAME_LENGTH];
MeshAttribute attributes[MAX_ATTRIBUTES];
uint8_t locations[MAX_ATTRIBUTES];
uint16_t enabledLocations;
uint16_t divisors[MAX_ATTRIBUTES];
map_t attributeMap;
uint32_t attributeCount;
struct Buffer* vertexBuffer;
struct Buffer* indexBuffer;
uint32_t vertexCount;
uint32_t indexCount;
size_t indexSize;
size_t indexOffset;
uint32_t drawStart;
uint32_t drawCount;
struct Material* material;
};
typedef enum {
BARRIER_BLOCK,
BARRIER_UNIFORM_TEXTURE,
BARRIER_UNIFORM_IMAGE,
BARRIER_TEXTURE,
BARRIER_CANVAS,
MAX_BARRIERS
} Barrier;
typedef struct {
uint32_t buffer;
size_t offset;
size_t size;
} BlockBuffer;
typedef struct {
GLuint* queries;
uint32_t* chain;
uint32_t next;
uint32_t count;
} QueryPool;
typedef struct {
uint32_t head;
uint32_t tail;
uint64_t nanoseconds;
} Timer;
static struct {
Texture* defaultTexture;
enum { NONE, INSTANCED_STEREO, MULTIVIEW } singlepass;
bool alphaToCoverage;
bool blendEnabled;
BlendMode blendMode;
BlendAlphaMode blendAlphaMode;
uint8_t colorMask;
bool culling;
bool depthEnabled;
CompareMode depthTest;
bool depthWrite;
float lineWidth;
uint32_t primitiveRestart;
bool stencilEnabled;
CompareMode stencilMode;
int stencilValue;
bool stencilWriting;
Winding winding;
bool wireframe;
uint32_t framebuffer;
uint32_t program;
Mesh* vertexArray;
uint32_t buffers[MAX_BUFFER_TYPES];
BlockBuffer blockBuffers[2][MAX_BLOCK_BUFFERS];
int activeTexture;
Texture* textures[MAX_TEXTURES];
StorageImage images[MAX_IMAGES];
float viewports[2][4];
uint32_t viewportCount;
arr_t(void*) incoherents[MAX_BARRIERS];
QueryPool queryPool;
arr_t(Timer) timers;
uint32_t activeTimer;
map_t timerMap;
GpuFeatures features;
GpuLimits limits;
GpuStats stats;
bool amd;
} state;
// Helper functions
static GLenum convertCompareMode(CompareMode mode) {
switch (mode) {
case COMPARE_NONE: return GL_ALWAYS;
case COMPARE_EQUAL: return GL_EQUAL;
case COMPARE_NEQUAL: return GL_NOTEQUAL;
case COMPARE_LESS: return GL_LESS;
case COMPARE_LEQUAL: return GL_LEQUAL;
case COMPARE_GREATER: return GL_GREATER;
case COMPARE_GEQUAL: return GL_GEQUAL;
default: lovrThrow("Unreachable");
}
}
static GLenum convertWrapMode(WrapMode mode) {
switch (mode) {
case WRAP_CLAMP: return GL_CLAMP_TO_EDGE;
case WRAP_REPEAT: return GL_REPEAT;
case WRAP_MIRRORED_REPEAT: return GL_MIRRORED_REPEAT;
default: lovrThrow("Unreachable");
}
}
static GLenum convertTextureTarget(TextureType type) {
switch (type) {
case TEXTURE_2D: return GL_TEXTURE_2D; break;
case TEXTURE_ARRAY: return GL_TEXTURE_2D_ARRAY; break;
case TEXTURE_CUBE: return GL_TEXTURE_CUBE_MAP; break;
case TEXTURE_VOLUME: return GL_TEXTURE_3D; break;
default: lovrThrow("Unreachable");
}
}
static GLenum convertTextureFormat(TextureFormat format) {
switch (format) {
case FORMAT_RGB: return GL_RGB;
case FORMAT_RGBA: return GL_RGBA;
case FORMAT_RGBA4: return GL_RGBA;
case FORMAT_R16: return GL_RED;
case FORMAT_RG16: return GL_RG;
case FORMAT_RGBA16: return GL_RGBA;
case FORMAT_RGBA16F: return GL_RGBA;
case FORMAT_RGBA32F: return GL_RGBA;
case FORMAT_R16F: return GL_RED;
case FORMAT_R32F: return GL_RED;
case FORMAT_RG16F: return GL_RG;
case FORMAT_RG32F: return GL_RG;
case FORMAT_RGB5A1: return GL_RGBA;
case FORMAT_RGB10A2: return GL_RGBA;
case FORMAT_RG11B10F: return GL_RGB;
case FORMAT_D16: return GL_DEPTH_COMPONENT;
case FORMAT_D32F: return GL_DEPTH_COMPONENT;
case FORMAT_D24S8: return GL_DEPTH_STENCIL;
case FORMAT_DXT1: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
case FORMAT_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case FORMAT_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case FORMAT_ASTC_4x4:
case FORMAT_ASTC_5x4:
case FORMAT_ASTC_5x5:
case FORMAT_ASTC_6x5:
case FORMAT_ASTC_6x6:
case FORMAT_ASTC_8x5:
case FORMAT_ASTC_8x6:
case FORMAT_ASTC_8x8:
case FORMAT_ASTC_10x5:
case FORMAT_ASTC_10x6:
case FORMAT_ASTC_10x8:
case FORMAT_ASTC_10x10:
case FORMAT_ASTC_12x10:
case FORMAT_ASTC_12x12:
return GL_RGBA;
default: lovrThrow("Unreachable");
}
}
static GLenum convertTextureFormatInternal(TextureFormat format, bool srgb) {
switch (format) {
case FORMAT_RGB: return srgb ? GL_SRGB8 : GL_RGB8;
case FORMAT_RGBA: return srgb ? GL_SRGB8_ALPHA8 : GL_RGBA8;
case FORMAT_RGBA4: return GL_RGBA4;
case FORMAT_R16: return GL_R16;
case FORMAT_RG16: return GL_RG16;
case FORMAT_RGBA16: return GL_RGBA16;
case FORMAT_RGBA16F: return GL_RGBA16F;
case FORMAT_RGBA32F: return GL_RGBA32F;
case FORMAT_R16F: return GL_R16F;
case FORMAT_R32F: return GL_R32F;
case FORMAT_RG16F: return GL_RG16F;
case FORMAT_RG32F: return GL_RG32F;
case FORMAT_RGB5A1: return GL_RGB5_A1;
case FORMAT_RGB10A2: return GL_RGB10_A2;
case FORMAT_RG11B10F: return GL_R11F_G11F_B10F;
case FORMAT_D16: return GL_DEPTH_COMPONENT16;
case FORMAT_D32F: return GL_DEPTH_COMPONENT32F;
case FORMAT_D24S8: return GL_DEPTH24_STENCIL8;
case FORMAT_DXT1: return srgb ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
case FORMAT_DXT3: return srgb ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case FORMAT_DXT5: return srgb ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
#ifdef LOVR_WEBGL
case FORMAT_ASTC_4x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
case FORMAT_ASTC_5x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
case FORMAT_ASTC_5x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
case FORMAT_ASTC_6x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
case FORMAT_ASTC_6x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
case FORMAT_ASTC_8x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
case FORMAT_ASTC_8x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
case FORMAT_ASTC_8x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
case FORMAT_ASTC_10x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
case FORMAT_ASTC_10x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
case FORMAT_ASTC_10x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
case FORMAT_ASTC_10x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
case FORMAT_ASTC_12x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
case FORMAT_ASTC_12x12: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
#else
case FORMAT_ASTC_4x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 : GL_COMPRESSED_RGBA_ASTC_4x4;
case FORMAT_ASTC_5x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 : GL_COMPRESSED_RGBA_ASTC_5x4;
case FORMAT_ASTC_5x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 : GL_COMPRESSED_RGBA_ASTC_5x5;
case FORMAT_ASTC_6x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 : GL_COMPRESSED_RGBA_ASTC_6x5;
case FORMAT_ASTC_6x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 : GL_COMPRESSED_RGBA_ASTC_6x6;
case FORMAT_ASTC_8x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 : GL_COMPRESSED_RGBA_ASTC_8x5;
case FORMAT_ASTC_8x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 : GL_COMPRESSED_RGBA_ASTC_8x6;
case FORMAT_ASTC_8x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 : GL_COMPRESSED_RGBA_ASTC_8x8;
case FORMAT_ASTC_10x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 : GL_COMPRESSED_RGBA_ASTC_10x5;
case FORMAT_ASTC_10x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 : GL_COMPRESSED_RGBA_ASTC_10x6;
case FORMAT_ASTC_10x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 : GL_COMPRESSED_RGBA_ASTC_10x8;
case FORMAT_ASTC_10x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 : GL_COMPRESSED_RGBA_ASTC_10x10;
case FORMAT_ASTC_12x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 : GL_COMPRESSED_RGBA_ASTC_12x10;
case FORMAT_ASTC_12x12: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 : GL_COMPRESSED_RGBA_ASTC_12x12;
#endif
default: lovrThrow("Unreachable");
}
}
static GLenum convertTextureFormatType(TextureFormat format) {
switch (format) {
case FORMAT_RGB: return GL_UNSIGNED_BYTE;
case FORMAT_RGBA: return GL_UNSIGNED_BYTE;
case FORMAT_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
case FORMAT_R16: return GL_UNSIGNED_SHORT;
case FORMAT_RG16: return GL_UNSIGNED_SHORT;
case FORMAT_RGBA16: return GL_UNSIGNED_SHORT;
case FORMAT_RGBA16F: return GL_HALF_FLOAT;
case FORMAT_RGBA32F: return GL_FLOAT;
case FORMAT_R16F: return GL_HALF_FLOAT;
case FORMAT_R32F: return GL_FLOAT;
case FORMAT_RG16F: return GL_HALF_FLOAT;
case FORMAT_RG32F: return GL_FLOAT;
case FORMAT_RGB5A1: return GL_UNSIGNED_SHORT_5_5_5_1;
case FORMAT_RGB10A2: return GL_UNSIGNED_INT_2_10_10_10_REV;
case FORMAT_RG11B10F: return GL_UNSIGNED_INT_10F_11F_11F_REV;
case FORMAT_D16: return GL_UNSIGNED_SHORT;
case FORMAT_D32F: return GL_UNSIGNED_INT;
case FORMAT_D24S8: return GL_UNSIGNED_INT_24_8;
default: lovrThrow("Unreachable");
}
}
static bool isTextureFormatCompressed(TextureFormat format) {
switch (format) {
case FORMAT_DXT1:
case FORMAT_DXT3:
case FORMAT_DXT5:
case FORMAT_ASTC_4x4:
case FORMAT_ASTC_5x4:
case FORMAT_ASTC_5x5:
case FORMAT_ASTC_6x5:
case FORMAT_ASTC_6x6:
case FORMAT_ASTC_8x5:
case FORMAT_ASTC_8x6:
case FORMAT_ASTC_8x8:
case FORMAT_ASTC_10x5:
case FORMAT_ASTC_10x6:
case FORMAT_ASTC_10x8:
case FORMAT_ASTC_10x10:
case FORMAT_ASTC_12x10:
case FORMAT_ASTC_12x12:
return true;
default:
return false;
}
}
static bool isTextureFormatDepth(TextureFormat format) {
switch (format) {
case FORMAT_D16: case FORMAT_D32F: case FORMAT_D24S8: return true;
default: return false;
}
}
static uint64_t getTextureMemorySize(Texture* texture) {
if (texture->native) return 0;
float size = 0.f;
float bitrate;
switch (texture->format) {
case FORMAT_RGB: bitrate = 24.f; break;
case FORMAT_RGBA: bitrate = 32.f; break;
case FORMAT_RGBA4: bitrate = 16.f; break;
case FORMAT_R16: bitrate = 16.f; break;
case FORMAT_RG16: bitrate = 32.f; break;
case FORMAT_RGBA16: bitrate = 64.f; break;
case FORMAT_RGBA16F: bitrate = 64.f; break;
case FORMAT_RGBA32F: bitrate = 128.f; break;
case FORMAT_R16F: bitrate = 16.f; break;
case FORMAT_R32F: bitrate = 32.f; break;
case FORMAT_RG16F: bitrate = 32.f; break;
case FORMAT_RG32F: bitrate = 64.f; break;
case FORMAT_RGB5A1: bitrate = 16.f; break;
case FORMAT_RGB10A2: bitrate = 32.f; break;
case FORMAT_RG11B10F: bitrate = 32.f; break;
case FORMAT_D16: bitrate = 16.f; break;
case FORMAT_D32F: bitrate = 32.f; break;
case FORMAT_D24S8: bitrate = 32.f; break;
case FORMAT_DXT1: bitrate = 4.f; break;
case FORMAT_DXT3: bitrate = 8.f; break;
case FORMAT_DXT5: bitrate = 8.f; break;
// Divide fixed-size 128-bit blocks by block size:
case FORMAT_ASTC_4x4: bitrate = 8.00f; break;
case FORMAT_ASTC_5x4: bitrate = 6.40f; break;
case FORMAT_ASTC_5x5: bitrate = 5.12f; break;
case FORMAT_ASTC_6x5: bitrate = 4.27f; break;
case FORMAT_ASTC_6x6: bitrate = 3.56f; break;
case FORMAT_ASTC_8x5: bitrate = 3.20f; break;
case FORMAT_ASTC_8x6: bitrate = 2.67f; break;
case FORMAT_ASTC_8x8: bitrate = 2.00f; break;
case FORMAT_ASTC_10x5: bitrate = 2.56f; break;
case FORMAT_ASTC_10x6: bitrate = 2.13f; break;
case FORMAT_ASTC_10x8: bitrate = 1.60f; break;
case FORMAT_ASTC_10x10: bitrate = 1.28f; break;
case FORMAT_ASTC_12x10: bitrate = 1.07f; break;
case FORMAT_ASTC_12x12: bitrate = 0.89f; break;
default: lovrThrow("Unreachable");
}
size = texture->width * texture->height * texture->depth * (bitrate / 8.f) * (texture->mipmaps ? 1.33f : 1.f);
size += texture->msaa > 1 ? (texture->width * texture->height * texture->msaa * (bitrate / 8.f)) : 0.f;
return (uint64_t) (size + .5f);
}
static GLenum convertAttributeType(AttributeType type) {
switch (type) {
case I8: return GL_BYTE;
case U8: return GL_UNSIGNED_BYTE;
case I16: return GL_SHORT;
case U16: return GL_UNSIGNED_SHORT;
case I32: return GL_INT;
case U32: return GL_UNSIGNED_INT;
case F32: return GL_FLOAT;
default: lovrThrow("Unreachable");
}
}
static GLenum convertBufferType(BufferType type) {
switch (type) {
case BUFFER_VERTEX: return GL_ARRAY_BUFFER;
case BUFFER_INDEX: return GL_ELEMENT_ARRAY_BUFFER;
case BUFFER_UNIFORM: return GL_UNIFORM_BUFFER;
case BUFFER_SHADER_STORAGE: return GL_SHADER_STORAGE_BUFFER;
case BUFFER_GENERIC: return GL_COPY_WRITE_BUFFER;
default: lovrThrow("Unreachable");
}
}
static GLenum convertBufferUsage(BufferUsage usage) {
switch (usage) {
case USAGE_STATIC: return GL_STATIC_DRAW;
case USAGE_DYNAMIC: return GL_DYNAMIC_DRAW;
case USAGE_STREAM: return GL_STREAM_DRAW;
default: lovrThrow("Unreachable");
}
}
#ifndef LOVR_WEBGL
static GLenum convertAccess(UniformAccess access) {
switch (access) {
case ACCESS_READ: return GL_READ_ONLY;
case ACCESS_WRITE: return GL_WRITE_ONLY;
case ACCESS_READ_WRITE: return GL_READ_WRITE;
default: lovrThrow("Unreachable");
}
}
#endif
static GLenum convertTopology(DrawMode topology) {
switch (topology) {
case DRAW_POINTS: return GL_POINTS;
case DRAW_LINES: return GL_LINES;
case DRAW_LINE_STRIP: return GL_LINE_STRIP;
case DRAW_LINE_LOOP: return GL_LINE_LOOP;
case DRAW_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP;
case DRAW_TRIANGLES: return GL_TRIANGLES;
case DRAW_TRIANGLE_FAN: return GL_TRIANGLE_FAN;
default: lovrThrow("Unreachable");
}
}
static bool isAttributeTypeInteger(GLenum type) {
switch (type) {
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
return true;
default:
return false;
}
}
static UniformType getUniformType(GLenum type, const char* debug) {
switch (type) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
return UNIFORM_FLOAT;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
return UNIFORM_INT;
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
return UNIFORM_MATRIX;
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_SHADOW:
return UNIFORM_SAMPLER;
#ifdef GL_ARB_shader_image_load_store
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_CUBE:
case GL_IMAGE_2D_ARRAY:
return UNIFORM_IMAGE;
#endif
default:
lovrThrow("Unsupported uniform type for uniform '%s'", debug);
return UNIFORM_FLOAT;
}
}
static int getUniformComponents(GLenum type) {
switch (type) {
case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_FLOAT_MAT2: return 2;
case GL_FLOAT_VEC3: case GL_INT_VEC3: case GL_FLOAT_MAT3: return 3;
case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_FLOAT_MAT4: return 4;
default: return 1;
}
}
static TextureType getUniformTextureType(GLenum type) {
switch (type) {
case GL_SAMPLER_2D: return TEXTURE_2D;
case GL_SAMPLER_3D: return TEXTURE_VOLUME;
case GL_SAMPLER_CUBE: return TEXTURE_CUBE;
case GL_SAMPLER_2D_ARRAY: return TEXTURE_ARRAY;
case GL_SAMPLER_2D_SHADOW: return TEXTURE_2D;
#ifdef GL_ARB_shader_image_load_store
case GL_IMAGE_2D: return TEXTURE_2D;
case GL_IMAGE_3D: return TEXTURE_VOLUME;
case GL_IMAGE_CUBE: return TEXTURE_CUBE;
case GL_IMAGE_2D_ARRAY: return TEXTURE_ARRAY;
#endif
default: return -1;
}
}
static size_t getUniformTypeLength(const Uniform* uniform) {
size_t size = 0;
if (uniform->count > 1) {
size += 2 + floor(log10(uniform->count)) + 1; // "[count]"
}
switch (uniform->type) {
case UNIFORM_MATRIX: size += 4; break;
case UNIFORM_FLOAT: size += uniform->components == 1 ? 5 : 4; break;
case UNIFORM_INT: size += uniform->components == 1 ? 3 : 5; break;
default: break;
}
return size;
}
static const char* getUniformTypeName(const Uniform* uniform) {
switch (uniform->type) {
case UNIFORM_FLOAT:
switch (uniform->components) {
case 1: return "float";
case 2: return "vec2";
case 3: return "vec3";
case 4: return "vec4";
}
break;
case UNIFORM_INT:
switch (uniform->components) {
case 1: return "int";
case 2: return "ivec2";
case 3: return "ivec3";
case 4: return "ivec4";
}
break;
case UNIFORM_MATRIX:
switch (uniform->components) {
case 2: return "mat2";
case 3: return "mat3";
case 4: return "mat4";
}
break;
default: break;
}
lovrThrow("Unreachable");
return "";
}
// Syncing resources is only relevant for compute shaders
#ifndef LOVR_WEBGL
static void lovrGpuSync(uint8_t flags) {
if (!flags) {
return;
}
GLbitfield bits = 0;
for (int i = 0; i < MAX_BARRIERS; i++) {
if (!((flags >> i) & 1)) {
continue;
}
if (state.incoherents[i].length == 0) {
flags &= ~(1 << i);
continue;
}
if (i == BARRIER_BLOCK) {
for (size_t j = 0; j < state.incoherents[i].length; j++) {
Buffer* buffer = state.incoherents[i].data[j];
buffer->incoherent &= ~(1 << i);
}
} else {
for (size_t j = 0; j < state.incoherents[i].length; j++) {
Texture* texture = state.incoherents[i].data[j];
texture->incoherent &= ~(1 << i);
}
}
arr_clear(&state.incoherents[i]);
switch (i) {
case BARRIER_BLOCK: bits |= GL_SHADER_STORAGE_BARRIER_BIT; break;
case BARRIER_UNIFORM_IMAGE: bits |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT; break;
case BARRIER_UNIFORM_TEXTURE: bits |= GL_TEXTURE_FETCH_BARRIER_BIT; break;
case BARRIER_TEXTURE: bits |= GL_TEXTURE_UPDATE_BARRIER_BIT; break;
case BARRIER_CANVAS: bits |= GL_FRAMEBUFFER_BARRIER_BIT; break;
}
}
if (bits) {
glMemoryBarrier(bits);
}
}
#endif
static void lovrGpuDestroySyncResource(void* resource, uint8_t incoherent) {
if (!incoherent) {
return;
}
for (uint32_t i = 0; i < MAX_BARRIERS; i++) {
if (incoherent & (1 << i)) {
for (size_t j = 0; j < state.incoherents[i].length; j++) {
if (state.incoherents[i].data[j] == resource) {
arr_splice(&state.incoherents[i], j, 1);
break;
}
}
}
}
}
static void lovrGpuBindFramebuffer(uint32_t framebuffer) {
if (state.framebuffer != framebuffer) {
state.framebuffer = framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
state.stats.renderPasses++;
}
}
static void lovrGpuUseProgram(uint32_t program) {
if (state.program != program) {
state.program = program;
glUseProgram(program);
state.stats.shaderSwitches++;
}
}
static void lovrGpuBindVertexArray(Mesh* vertexArray) {
if (state.vertexArray != vertexArray) {
state.vertexArray = vertexArray;
glBindVertexArray(vertexArray->vao);
}
}
static void lovrGpuBindBuffer(BufferType type, uint32_t buffer) {
if (type == BUFFER_INDEX && state.vertexArray) {
if (buffer != state.vertexArray->ibo) {
state.vertexArray->ibo = buffer;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
}
} else {
if (state.buffers[type] != buffer) {
state.buffers[type] = buffer;
glBindBuffer(convertBufferType(type), buffer);
}
}
}
static void lovrGpuBindBlockBuffer(BlockType type, uint32_t buffer, int slot, size_t offset, size_t size) {
lovrAssert(offset % state.limits.blockAlign == 0, "Block buffer offset must be aligned to %d", state.limits.blockAlign);
#ifdef LOVR_WEBGL
lovrAssert(type == BLOCK_UNIFORM, "Compute blocks are not supported on this system");
GLenum target = GL_UNIFORM_BUFFER;
#else
GLenum target = type == BLOCK_UNIFORM ? GL_UNIFORM_BUFFER : GL_SHADER_STORAGE_BUFFER;
#endif
BlockBuffer* block = &state.blockBuffers[type][slot];
if (block->buffer != buffer || block->offset != offset || block->size != size) {
block->buffer = buffer;
block->offset = offset;
block->size = size;
glBindBufferRange(target, slot, buffer, offset, size);
// Binding to an indexed target also binds to the generic target
BufferType bufferType = type == BLOCK_UNIFORM ? BUFFER_UNIFORM : BUFFER_SHADER_STORAGE;
state.buffers[bufferType] = buffer;
}
}
static void lovrGpuBindTexture(Texture* texture, int slot) {
lovrAssert(slot >= 0 && slot < MAX_TEXTURES, "Invalid texture slot %d", slot);
texture = texture ? texture : state.defaultTexture;
if (texture != state.textures[slot]) {
lovrRetain(texture);
lovrRelease(state.textures[slot], lovrTextureDestroy);
state.textures[slot] = texture;
if (state.activeTexture != slot) {
glActiveTexture(GL_TEXTURE0 + slot);
state.activeTexture = slot;
}
glBindTexture(texture->target, texture->id);
}
}
#ifndef LOVR_WEBGL
static void lovrGpuBindImage(StorageImage* image, int slot, const char* name) {
lovrAssert(slot >= 0 && slot < MAX_IMAGES, "Invalid image slot %d", slot);
// This is a risky way to compare the two structs
if (memcmp(state.images + slot, image, sizeof(StorageImage))) {
Texture* texture = image->texture;
lovrAssert(texture, "No Texture bound to image uniform '%s'", name);
lovrAssert(texture->format != FORMAT_RGBA || !texture->srgb, "Attempt to bind sRGB texture to image uniform '%s'", name);
lovrAssert(!isTextureFormatCompressed(texture->format), "Attempt to bind compressed texture to image uniform '%s'", name);
lovrAssert(texture->format != FORMAT_RGB && texture->format != FORMAT_RGBA4 && texture->format != FORMAT_RGB5A1, "Unsupported texture format for image uniform '%s'", name);
lovrAssert(image->mipmap < (int) texture->mipmapCount, "Invalid mipmap level '%d' for image uniform '%s'", image->mipmap, name);
lovrAssert(image->slice < (int) texture->depth, "Invalid texture slice '%d' for image uniform '%s'", image->slice, name);
GLenum glAccess = convertAccess(image->access);
GLenum glFormat = convertTextureFormatInternal(texture->format, false);
bool layered = image->slice == -1;
int slice = layered ? 0 : image->slice;
lovrRetain(texture);
lovrRelease(state.images[slot].texture, lovrTextureDestroy);
glBindImageTexture(slot, texture->id, image->mipmap, layered, slice, glAccess, glFormat);
memcpy(state.images + slot, image, sizeof(StorageImage));
}
}
#endif
static void lovrGpuBindMesh(Mesh* mesh, Shader* shader, int baseDivisor) {
lovrGpuBindVertexArray(mesh);
if (mesh->indexBuffer && mesh->indexCount > 0) {
lovrGpuBindBuffer(BUFFER_INDEX, mesh->indexBuffer->id);
lovrBufferUnmap(mesh->indexBuffer);
#ifdef LOVR_GL
uint32_t primitiveRestart = mesh->indexSize == 4 ? 0xffffffff : 0xffff;
if (state.primitiveRestart != primitiveRestart) {
state.primitiveRestart = primitiveRestart;
glPrimitiveRestartIndex(primitiveRestart);
}
#endif
}
uint16_t enabledLocations = 0;
for (uint32_t i = 0; i < mesh->attributeCount; i++) {
MeshAttribute* attribute;
int location;
bool integer;
if ((attribute = &mesh->attributes[i])->disabled) { continue; }
if ((location = lovrShaderGetAttributeLocation(shader, mesh->attributeNames[i], &integer)) < 0) { continue; }
lovrBufferUnmap(attribute->buffer);
enabledLocations |= (1 << location);
uint16_t divisor = attribute->divisor * baseDivisor;
if (mesh->divisors[location] != divisor) {
glVertexAttribDivisor(location, divisor);
mesh->divisors[location] = divisor;
}
if (mesh->locations[location] == i) { continue; }
mesh->locations[location] = i;
lovrGpuBindBuffer(BUFFER_VERTEX, attribute->buffer->id);
GLenum type = convertAttributeType(attribute->type);
GLvoid* offset = (GLvoid*) (intptr_t) attribute->offset;
if (integer) {
glVertexAttribIPointer(location, attribute->components, type, attribute->stride, offset);
} else {
glVertexAttribPointer(location, attribute->components, type, attribute->normalized, attribute->stride, offset);
}
}
uint16_t diff = enabledLocations ^ mesh->enabledLocations;
if (diff != 0) {
for (uint32_t i = 0; i < MAX_ATTRIBUTES; i++) {
if (diff & (1 << i)) {
if (enabledLocations & (1 << i)) {
glEnableVertexAttribArray(i);
} else {
glDisableVertexAttribArray(i);
}
}
}
mesh->enabledLocations = enabledLocations;
}
}
static void lovrGpuBindCanvas(Canvas* canvas, bool willDraw) {
lovrGpuBindFramebuffer(canvas->framebuffer);
if (canvas->framebuffer == 0) {
return;
}
canvas->needsResolve = willDraw;
if (!canvas->needsAttach) {
return;
}
// We need to synchronize if any of the Canvas attachments have pending writes on them
#ifndef LOVR_WEBGL
for (uint32_t i = 0; i < canvas->attachmentCount; i++) {
Texture* texture = canvas->attachments[i].texture;
if (texture->incoherent && (texture->incoherent >> BARRIER_CANVAS) & 1) {
lovrGpuSync(1 << BARRIER_CANVAS);
break;
}
}
#endif
GLenum buffers[MAX_CANVAS_ATTACHMENTS] = { GL_NONE };
for (uint32_t i = 0; i < canvas->attachmentCount; i++) {
GLenum drawBuffer = buffers[i] = GL_COLOR_ATTACHMENT0 + i;
Attachment* attachment = &canvas->attachments[i];
Texture* texture = attachment->texture;
uint32_t slice = attachment->slice;
uint32_t level = attachment->level;
if (canvas->flags.stereo && state.singlepass == MULTIVIEW) {
#ifdef LOVR_WEBGL
lovrThrow("Unreachable");
#else
glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, drawBuffer, texture->id, level, canvas->flags.msaa, slice, 2);
#endif
} else {
if (canvas->flags.msaa) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawBuffer, GL_RENDERBUFFER, texture->msaaId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, canvas->resolveBuffer);
}
switch (texture->type) {
case TEXTURE_2D: glFramebufferTexture2D(GL_READ_FRAMEBUFFER, drawBuffer, GL_TEXTURE_2D, texture->id, level); break;
case TEXTURE_CUBE: glFramebufferTexture2D(GL_READ_FRAMEBUFFER, drawBuffer, GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice, texture->id, level); break;
case TEXTURE_ARRAY: glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, drawBuffer, texture->id, level, slice); break;
case TEXTURE_VOLUME: glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, drawBuffer, texture->id, level, slice); break;
}
}
}
glDrawBuffers(canvas->attachmentCount, buffers);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE: break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: lovrThrow("Unable to set Canvas (MSAA settings)"); break;
case GL_FRAMEBUFFER_UNSUPPORTED: lovrThrow("Unable to set Canvas (Texture formats)"); break;
default: lovrThrow("Unable to set Canvas (reason unknown)"); break;
}
canvas->needsAttach = false;
}
static void lovrGpuBindPipeline(Pipeline* pipeline) {
// Alpha Coverage
if (state.alphaToCoverage != pipeline->alphaSampling) {
state.alphaToCoverage = pipeline->alphaSampling;
if (state.alphaToCoverage) {
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
} else {
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
}
// Blend mode
if (state.blendMode != pipeline->blendMode || state.blendAlphaMode != pipeline->blendAlphaMode) {
state.blendMode = pipeline->blendMode;
state.blendAlphaMode = pipeline->blendAlphaMode;
if (state.blendMode == BLEND_NONE) {
if (state.blendEnabled) {
state.blendEnabled = false;
glDisable(GL_BLEND);
}
} else {
if (!state.blendEnabled) {
state.blendEnabled = true;
glEnable(GL_BLEND);
}
GLenum srcRGB = state.blendMode == BLEND_MULTIPLY ? GL_DST_COLOR : GL_ONE;
if (srcRGB == GL_ONE && state.blendAlphaMode == BLEND_ALPHA_MULTIPLY) {
srcRGB = GL_SRC_ALPHA;
}
switch (state.blendMode) {
case BLEND_ALPHA:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_ADD:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ONE, GL_ZERO, GL_ONE);
break;
case BLEND_SUBTRACT:
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFuncSeparate(srcRGB, GL_ONE, GL_ZERO, GL_ONE);
break;
case BLEND_MULTIPLY:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_DST_COLOR, GL_ZERO);
break;
case BLEND_LIGHTEN:
glBlendEquation(GL_MAX);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_ONE, GL_ZERO);
break;
case BLEND_DARKEN:
glBlendEquation(GL_MIN);
glBlendFuncSeparate(srcRGB, GL_ZERO, GL_ONE, GL_ZERO);
break;
case BLEND_SCREEN:
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(srcRGB, GL_ONE_MINUS_SRC_COLOR, GL_ONE, GL_ONE_MINUS_SRC_COLOR);
break;
case BLEND_NONE: lovrThrow("Unreachable"); break;
}
}
}
// Color mask
if (state.colorMask != pipeline->colorMask) {
state.colorMask = pipeline->colorMask;
glColorMask(state.colorMask & 0x8, state.colorMask & 0x4, state.colorMask & 0x2, state.colorMask & 0x1);
}
// Culling
if (state.culling != pipeline->culling) {
state.culling = pipeline->culling;
if (state.culling) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}
// Depth test and depth write
bool updateDepthTest = pipeline->depthTest != state.depthTest;
bool updateDepthWrite = state.depthWrite != (pipeline->depthWrite && !state.stencilWriting);
if (updateDepthTest || updateDepthWrite) {
bool enable = pipeline->depthTest != COMPARE_NONE || pipeline->depthWrite;
if (enable && !state.depthEnabled) {
glEnable(GL_DEPTH_TEST);
} else if (!enable && state.depthEnabled) {
glDisable(GL_DEPTH_TEST);
}
state.depthEnabled = enable;
state.depthTest = pipeline->depthTest;
if (enable && updateDepthTest) {
glDepthFunc(convertCompareMode(state.depthTest));
}
if (enable && updateDepthWrite) {
state.depthWrite = pipeline->depthWrite && !state.stencilWriting;
glDepthMask(state.depthWrite);
}
}
// Line width
if (state.lineWidth != pipeline->lineWidth) {
state.lineWidth = pipeline->lineWidth;
glLineWidth(state.lineWidth);
}
// Stencil mode
if (!state.stencilWriting && (state.stencilMode != pipeline->stencilMode || state.stencilValue != pipeline->stencilValue)) {
state.stencilMode = pipeline->stencilMode;
state.stencilValue = pipeline->stencilValue;
if (state.stencilMode != COMPARE_NONE) {
if (!state.stencilEnabled) {
state.stencilEnabled = true;
glEnable(GL_STENCIL_TEST);
}
GLenum glMode = GL_ALWAYS;
switch (state.stencilMode) {
case COMPARE_EQUAL: glMode = GL_EQUAL; break;
case COMPARE_NEQUAL: glMode = GL_NOTEQUAL; break;
case COMPARE_LESS: glMode = GL_GREATER; break;
case COMPARE_LEQUAL: glMode = GL_GEQUAL; break;
case COMPARE_GREATER: glMode = GL_LESS; break;
case COMPARE_GEQUAL: glMode = GL_LEQUAL; break;
default: break;
}
glStencilFunc(glMode, state.stencilValue, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
} else if (state.stencilEnabled) {
state.stencilEnabled = false;
glDisable(GL_STENCIL_TEST);
}
}
// Winding
if (state.winding != pipeline->winding) {
state.winding = pipeline->winding;
glFrontFace(state.winding == WINDING_CLOCKWISE ? GL_CW : GL_CCW);
}
// Wireframe
#ifdef LOVR_GL
if (state.wireframe != pipeline->wireframe) {
state.wireframe = pipeline->wireframe;
glPolygonMode(GL_FRONT_AND_BACK, state.wireframe ? GL_LINE : GL_FILL);
}
#endif
}
static void lovrGpuBindShader(Shader* shader) {
lovrGpuUseProgram(shader->program);
// Figure out if we need to wait for pending writes on resources to complete
#ifndef LOVR_WEBGL
uint8_t flags = 0;
for (size_t i = 0; i < shader->blocks[BLOCK_COMPUTE].length; i++) {
UniformBlock* block = &shader->blocks[BLOCK_COMPUTE].data[i];
if (block->source && (block->source->incoherent >> BARRIER_BLOCK) & 1) {
flags |= 1 << BARRIER_BLOCK;
break;
}
}
for (size_t i = 0; i < shader->uniforms.length; i++) {
Uniform* uniform = &shader->uniforms.data[i];
if (uniform->type == UNIFORM_SAMPLER) {
for (int j = 0; j < uniform->count; j++) {
Texture* texture = uniform->value.textures[j];
if (texture && texture->incoherent && (texture->incoherent >> BARRIER_UNIFORM_TEXTURE) & 1) {
flags |= 1 << BARRIER_UNIFORM_TEXTURE;
if (flags & (1 << BARRIER_UNIFORM_IMAGE)) {
break;
}
}
}
} else if (uniform->type == UNIFORM_IMAGE) {
for (int j = 0; j < uniform->count; j++) {
Texture* texture = uniform->value.images[j].texture;
if (texture && texture->incoherent && (texture->incoherent >> BARRIER_UNIFORM_IMAGE) & 1) {
flags |= 1 << BARRIER_UNIFORM_IMAGE;
if (flags & (1 << BARRIER_UNIFORM_TEXTURE)) {
break;
}
}
}
}
}
lovrGpuSync(flags);
#endif
// Bind uniforms
for (size_t i = 0; i < shader->uniforms.length; i++) {
Uniform* uniform = &shader->uniforms.data[i];
if (uniform->type != UNIFORM_SAMPLER && uniform->type != UNIFORM_IMAGE && !uniform->dirty) {
continue;
}
uniform->dirty = false;
int count = uniform->count;
void* data = uniform->value.data;
switch (uniform->type) {
case UNIFORM_FLOAT:
switch (uniform->components) {
case 1: glUniform1fv(uniform->location, count, data); break;
case 2: glUniform2fv(uniform->location, count, data); break;
case 3: glUniform3fv(uniform->location, count, data); break;
case 4: glUniform4fv(uniform->location, count, data); break;
}
break;
case UNIFORM_INT:
switch (uniform->components) {
case 1: glUniform1iv(uniform->location, count, data); break;
case 2: glUniform2iv(uniform->location, count, data); break;
case 3: glUniform3iv(uniform->location, count, data); break;
case 4: glUniform4iv(uniform->location, count, data); break;
}
break;
case UNIFORM_MATRIX:
switch (uniform->components) {
case 2: glUniformMatrix2fv(uniform->location, count, GL_FALSE, data); break;
case 3: glUniformMatrix3fv(uniform->location, count, GL_FALSE, data); break;
case 4: glUniformMatrix4fv(uniform->location, count, GL_FALSE, data); break;
}
break;
case UNIFORM_IMAGE:
#ifndef LOVR_WEBGL
for (int j = 0; j < count; j++) {
StorageImage* image = &uniform->value.images[j];
Texture* texture = image->texture;
lovrAssert(!texture || texture->type == uniform->textureType, "Uniform texture type mismatch for uniform '%s'", uniform->name);
// If the Shader can write to the texture, mark it as incoherent
if (texture && image->access != ACCESS_READ) {
for (Barrier barrier = BARRIER_BLOCK + 1; barrier < MAX_BARRIERS; barrier++) {
texture->incoherent |= 1 << barrier;
arr_push(&state.incoherents[barrier], texture);
}
}
lovrGpuBindImage(image, uniform->baseSlot + j, uniform->name);
}
#endif
break;
case UNIFORM_SAMPLER:
for (int j = 0; j < count; j++) {
Texture* texture = uniform->value.textures[j];
lovrAssert(!texture || texture->type == uniform->textureType, "Uniform texture type mismatch for uniform '%s'", uniform->name);
lovrAssert(!texture || (uniform->shadow == (texture->compareMode != COMPARE_NONE)), "Uniform '%s' requires a Texture with%s a compare mode", uniform->name, uniform->shadow ? "" : "out");
lovrGpuBindTexture(texture, uniform->baseSlot + j);
}
break;
}
}
// Bind uniform blocks
for (BlockType type = BLOCK_UNIFORM; type <= BLOCK_COMPUTE; type++) {
for (size_t i = 0; i < shader->blocks[type].length; i++) {
UniformBlock* block = &shader->blocks[type].data[i];
if (block->source) {
if (type == BLOCK_COMPUTE && block->access != ACCESS_READ) {
block->source->incoherent |= (1 << BARRIER_BLOCK);
arr_push(&state.incoherents[BARRIER_BLOCK], block->source);
}
lovrBufferUnmap(block->source);
lovrGpuBindBlockBuffer(type, block->source->id, block->slot, block->offset, block->size);
} else {
lovrGpuBindBlockBuffer(type, 0, block->slot, 0, 0);
}
}
}
}
static void lovrGpuSetViewports(float* viewport, uint32_t count) {
if (state.viewportCount != count || memcmp(state.viewports, viewport, count * 4 * sizeof(float))) {
memcpy(state.viewports, viewport, count * 4 * sizeof(float));
state.viewportCount = count;
#ifndef LOVR_WEBGL
if (count > 1) {
glViewportArrayv(0, count, viewport);
} else {
#endif
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
}
#ifndef LOVR_WEBGL
}
#endif
}
// GPU
#ifndef LOVR_WEBGL
static void GLAPIENTRY onMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userdata) {
int level;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH: level = LOG_ERROR; break;
case GL_DEBUG_SEVERITY_MEDIUM: level = LOG_WARN; break;
case GL_DEBUG_SEVERITY_LOW: level = LOG_INFO; break;
default: level = LOG_DEBUG; break;
}
lovrLog(level, "GL", message);
}
#endif
void lovrGpuInit(void (*getProcAddress(const char*))(void), bool debug) {
#ifdef LOVR_GL
gladLoadGLLoader((GLADloadproc) getProcAddress);
#elif defined(LOVR_GLES)
gladLoadGLES2Loader((GLADloadproc) getProcAddress);
#endif
#ifndef LOVR_WEBGL
if (debug && (GLAD_GL_KHR_debug || GLAD_GL_ES_VERSION_3_2)) {
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(onMessage, NULL);
}
const char* vendor = (const char*) glGetString(GL_VENDOR);
state.amd = vendor && (strstr(vendor, "ATI Technologies") || strstr(vendor, "AMD") || strstr(vendor, "Advanced Micro Devices"));
state.features.astc = GLAD_GL_ES_VERSION_3_2;
state.features.compute = GLAD_GL_ES_VERSION_3_1 || (GLAD_GL_ARB_compute_shader && GLAD_GL_ARB_shader_storage_buffer_object && GLAD_GL_ARB_shader_image_load_store);
state.features.dxt = GLAD_GL_EXT_texture_compression_s3tc;
state.features.instancedStereo = GLAD_GL_ARB_viewport_array && GLAD_GL_AMD_vertex_shader_viewport_index && GLAD_GL_ARB_fragment_layer_viewport;
state.features.multiview = GLAD_GL_ES_VERSION_3_0 && GLAD_GL_OVR_multiview2 && GLAD_GL_OVR_multiview_multisampled_render_to_texture;
state.features.timers = GLAD_GL_VERSION_3_3;
#ifdef LOVR_GL
glEnable(GL_LINE_SMOOTH);
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
#endif
glGetFloatv(GL_POINT_SIZE_RANGE, state.limits.pointSizes);
if (state.features.compute) {
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &state.limits.compute[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &state.limits.compute[1]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &state.limits.compute[2]);
}
if (state.features.multiview) {
state.singlepass = MULTIVIEW;
} else if (state.features.instancedStereo) {
state.singlepass = INSTANCED_STEREO;
} else {
state.singlepass = NONE;
}
#else
glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, state.limits.pointSizes);
#endif
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &state.limits.textureSize);
glGetIntegerv(GL_MAX_SAMPLES, &state.limits.textureMSAA);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &state.limits.blockSize);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &state.limits.blockAlign);
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &state.limits.textureAnisotropy);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#ifdef LOVR_GLES
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
#elif defined(LOVR_GL)
glEnable(GL_PRIMITIVE_RESTART);
state.primitiveRestart = 0xffffffff;
glPrimitiveRestartIndex(state.primitiveRestart);
#endif
state.activeTexture = 0;
glActiveTexture(GL_TEXTURE0 + state.activeTexture);
state.alphaToCoverage = false;
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
state.blendEnabled = true;
state.blendMode = BLEND_ALPHA;
state.blendAlphaMode = BLEND_ALPHA_MULTIPLY;
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
state.colorMask = 0xf;
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
state.culling = false;
glDisable(GL_CULL_FACE);
state.depthEnabled = true;
state.depthTest = COMPARE_LEQUAL;
state.depthWrite = true;
glEnable(GL_DEPTH_TEST);
glDepthFunc(convertCompareMode(state.depthTest));
glDepthMask(state.depthWrite);
state.lineWidth = 1.f;
glLineWidth(state.lineWidth);
state.stencilEnabled = false;
state.stencilMode = COMPARE_NONE;
state.stencilValue = 0;
state.stencilWriting = false;
glDisable(GL_STENCIL_TEST);
state.winding = WINDING_COUNTERCLOCKWISE;
glFrontFace(GL_CCW);
state.wireframe = false;
#ifdef LOVR_GL
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
for (int i = 0; i < MAX_BARRIERS; i++) {
arr_init(&state.incoherents[i], arr_alloc);
}
Image* image = lovrImageCreate(1, 1, NULL, 0xff, FORMAT_RGBA);
state.defaultTexture = lovrTextureCreate(TEXTURE_2D, &image, 1, true, false, 0);
lovrTextureSetFilter(state.defaultTexture, (TextureFilter) { .mode = FILTER_NEAREST });
lovrTextureSetWrap(state.defaultTexture, (TextureWrap) { WRAP_CLAMP, WRAP_CLAMP, WRAP_CLAMP });
lovrRelease(image, lovrImageDestroy);
map_init(&state.timerMap, 4);
state.queryPool.next = ~0u;
state.activeTimer = ~0u;
}
void lovrGpuDestroy() {
lovrRelease(state.defaultTexture, lovrTextureDestroy);
for (int i = 0; i < MAX_TEXTURES; i++) {
lovrRelease(state.textures[i], lovrTextureDestroy);
}
for (int i = 0; i < MAX_IMAGES; i++) {
lovrRelease(state.images[i].texture, lovrTextureDestroy);
}
for (int i = 0; i < MAX_BARRIERS; i++) {
arr_free(&state.incoherents[i]);
}
glDeleteQueries(state.queryPool.count, state.queryPool.queries);
free(state.queryPool.queries);
arr_free(&state.timers);
map_free(&state.timerMap);
memset(&state, 0, sizeof(state));
}
void lovrGpuClear(Canvas* canvas, Color* color, float* depth, int* stencil) {
lovrGpuBindCanvas(canvas, true);
if (color) {
int count = canvas ? canvas->attachmentCount : 1;
for (int i = 0; i < count; i++) {
glClearBufferfv(GL_COLOR, i, (float[]) { color->r, color->g, color->b, color->a });
}
}
if (depth && !state.depthWrite) {
state.depthWrite = true;
glDepthMask(state.depthWrite);
}
if (depth && stencil) {
glClearBufferfi(GL_DEPTH_STENCIL, 0, *depth, *stencil);
} else if (depth) {
glClearBufferfv(GL_DEPTH, 0, depth);
} else if (stencil) {
glClearBufferiv(GL_STENCIL, 0, stencil);
}
}
void lovrGpuCompute(Shader* shader, int x, int y, int z) {
#ifdef LOVR_WEBGL
lovrThrow("Compute shaders are not supported on this system");
#else
lovrAssert(state.features.compute, "Compute shaders are not supported on this system");
lovrAssert(shader->type == SHADER_COMPUTE, "Attempt to use a non-compute shader for a compute operation");
lovrAssert(x <= state.limits.compute[0], "Compute x size %d exceeds the maximum of %d", state.limits.compute[0]);
lovrAssert(y <= state.limits.compute[1], "Compute y size %d exceeds the maximum of %d", state.limits.compute[1]);
lovrAssert(z <= state.limits.compute[2], "Compute z size %d exceeds the maximum of %d", state.limits.compute[2]);
lovrGraphicsFlush();
lovrGpuBindShader(shader);
glDispatchCompute(x, y, z);
#endif
}
void lovrGpuDiscard(Canvas* canvas, bool color, bool depth, bool stencil) {
#ifndef LOVR_GL
lovrGpuBindCanvas(canvas, false);
GLenum attachments[MAX_CANVAS_ATTACHMENTS + 1] = { 0 };
int count = 0;
if (color) {
int n = MAX(canvas->attachmentCount, 1);
for (int i = 0; i < n; i++) {
attachments[count++] = GL_COLOR_ATTACHMENT0 + i;
}
}
if (depth) {
attachments[count++] = GL_DEPTH_ATTACHMENT;
}
if (stencil) {
attachments[count++] = GL_STENCIL_ATTACHMENT;
}
glInvalidateFramebuffer(GL_FRAMEBUFFER, count, attachments);
#endif
}
void lovrGpuDraw(DrawCommand* draw) {
lovrAssert(state.singlepass != MULTIVIEW || draw->shader->multiview == draw->canvas->flags.stereo, "Shader and Canvas multiview settings must match!");
uint32_t viewportCount = (draw->canvas->flags.stereo && state.singlepass != MULTIVIEW) ? 2 : 1;
uint32_t drawCount = state.singlepass == NONE ? viewportCount : 1;
uint32_t instanceMultiplier = state.singlepass == INSTANCED_STEREO ? viewportCount : 1;
uint32_t viewportsPerDraw = instanceMultiplier;
uint32_t instances = MAX(draw->instances, 1) * instanceMultiplier;
float w = state.singlepass == MULTIVIEW ? draw->canvas->width : draw->canvas->width / (float) viewportCount;
float h = draw->canvas->height;
float viewports[2][4] = { { 0.f, 0.f, w, h }, { w, 0.f, w, h } };
lovrShaderSetInts(draw->shader, "lovrViewportCount", &(int) { viewportCount }, 0, 1);
lovrGpuBindCanvas(draw->canvas, true);
lovrGpuBindPipeline(&draw->pipeline);
lovrGpuBindMesh(draw->mesh, draw->shader, instanceMultiplier);
for (uint32_t i = 0; i < drawCount; i++) {
lovrGpuSetViewports(&viewports[i][0], viewportsPerDraw);
lovrShaderSetInts(draw->shader, "lovrViewID", &(int) { i }, 0, 1);
lovrGpuBindShader(draw->shader);
Mesh* mesh = draw->mesh;
GLenum topology = convertTopology(draw->topology);
if (mesh->indexCount > 0) {
GLenum indexType = mesh->indexSize == sizeof(uint16_t) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
GLvoid* offset = (GLvoid*) (mesh->indexOffset + draw->rangeStart * mesh->indexSize);
if (instances > 1) {
glDrawElementsInstanced(topology, draw->rangeCount, indexType, offset, instances);
} else {
glDrawElements(topology, draw->rangeCount, indexType, offset);
}
} else {
if (instances > 1) {
glDrawArraysInstanced(topology, draw->rangeStart, draw->rangeCount, instances);
} else {
glDrawArrays(topology, draw->rangeStart, draw->rangeCount);
}
}
state.stats.drawCalls++;
}
}
void lovrGpuPresent() {
state.stats.shaderSwitches = 0;
state.stats.renderPasses = 0;
state.stats.drawCalls = 0;
}
void lovrGpuStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata) {
lovrGraphicsFlush();
uint8_t lastColorMask = state.colorMask;
state.colorMask = 0;
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!state.stencilEnabled) {
state.stencilEnabled = true;
glEnable(GL_STENCIL_TEST);
}
GLenum glAction;
switch (action) {
case STENCIL_REPLACE: glAction = GL_REPLACE; break;
case STENCIL_INCREMENT: glAction = GL_INCR; break;
case STENCIL_DECREMENT: glAction = GL_DECR; break;
case STENCIL_INCREMENT_WRAP: glAction = GL_INCR_WRAP; break;
case STENCIL_DECREMENT_WRAP: glAction = GL_DECR_WRAP; break;
case STENCIL_INVERT: glAction = GL_INVERT; break;
default: lovrThrow("Unreachable");
}
glStencilFunc(GL_ALWAYS, replaceValue, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, glAction);
state.stencilWriting = true;
callback(userdata);
lovrGraphicsFlush();
state.stencilWriting = false;
state.stencilMode = ~0; // Dirty
state.colorMask = lastColorMask;
glColorMask(state.colorMask & 0x8, state.colorMask & 0x4, state.colorMask & 0x2, state.colorMask & 0x1);
}
void lovrGpuDirtyTexture() {
lovrRelease(state.textures[state.activeTexture], lovrTextureDestroy);
state.textures[state.activeTexture] = NULL;
}
void lovrGpuTick(const char* label) {
#ifdef LOVR_GL
lovrAssert(state.activeTimer == ~0u, "Attempt to start a new GPU timer while one is already active!");
QueryPool* pool = &state.queryPool;
uint64_t hash = hash64(label, strlen(label));
uint64_t index = map_get(&state.timerMap, hash);
// Create new timer
if (index == MAP_NIL) {
index = state.timers.length++;
map_set(&state.timerMap, hash, index);
arr_reserve(&state.timers, state.timers.length);
state.timers.data[index].head = ~0u;
state.timers.data[index].tail = ~0u;
}
Timer* timer = &state.timers.data[index];
state.activeTimer = index;
// Expand pool if no unused timers are available.
// The pool manages one memory allocation split into two chunks.
// - The first chunk contains OpenGL query objects (GLuint).
// - The second chunk is a linked list of query indices (uint32_t), used for two purposes:
// - For inactive queries, pool->chain[query] points to the next inactive query (freelist).
// - For active queries, pool->chain[query] points to the next active query for that timer.
// When resizing the query pool allocation, the second half of the old allocation needs to be
// copied to the second half of the new allocation.
if (pool->next == ~0u) {
uint32_t n = pool->count;
pool->count = n == 0 ? 4 : (n << 1);
pool->queries = realloc(pool->queries, pool->count * (sizeof(GLuint) + sizeof(uint32_t)));
lovrAssert(pool->queries, "Out of memory");
pool->chain = pool->queries + pool->count;
memcpy(pool->chain, pool->queries + n, n * sizeof(uint32_t));
glGenQueries(n ? n : pool->count, pool->queries + n);
for (uint32_t i = n; i < pool->count - 1; i++) {
pool->chain[i] = i + 1;
}
pool->chain[pool->count - 1] = ~0u;
pool->next = n;
}
// Start query, update linked list pointers
uint32_t query = pool->next;
glBeginQuery(GL_TIME_ELAPSED, pool->queries[query]);
if (timer->tail != ~0u) { pool->chain[timer->tail] = query; }
if (timer->head == ~0u) { timer->head = query; }
pool->next = pool->chain[query];
pool->chain[query] = ~0u;
timer->tail = query;
#endif
}
double lovrGpuTock(const char* label) {
#ifdef LOVR_GL
QueryPool* pool = &state.queryPool;
uint64_t hash = hash64(label, strlen(label));
uint64_t index = map_get(&state.timerMap, hash);
if (index == MAP_NIL) {
return 0.;
}
Timer* timer = &state.timers.data[index];
if (state.activeTimer != index) {
return timer->nanoseconds / 1e9;
}
glEndQuery(GL_TIME_ELAPSED);
state.activeTimer = ~0u;
// Repeatedly check timer's oldest pending query for completion
for (;;) {
int query = timer->head;
GLuint available;
glGetQueryObjectuiv(pool->queries[query], GL_QUERY_RESULT_AVAILABLE, &available);
if (!available) {
break;
}
// Update timer result
glGetQueryObjectui64v(pool->queries[query], GL_QUERY_RESULT, &timer->nanoseconds);
// Update timer's head pointer and return the completed query back to the pool
timer->head = pool->chain[query];
pool->chain[query] = pool->next;
pool->next = query;
if (timer->head == ~0u) {
timer->tail = ~0u;
break;
}
}
return timer->nanoseconds / 1e9;
#endif
return 0.;
}
const GpuFeatures* lovrGpuGetFeatures() {
return &state.features;
}
const GpuLimits* lovrGpuGetLimits() {
return &state.limits;
}
const GpuStats* lovrGpuGetStats() {
return &state.stats;
}
// Texture
Texture* lovrTextureCreate(TextureType type, Image** slices, uint32_t sliceCount, bool srgb, bool mipmaps, uint32_t msaa) {
Texture* texture = calloc(1, sizeof(Texture));
lovrAssert(texture, "Out of memory");
texture->ref = 1;
texture->type = type;
texture->srgb = srgb;
texture->mipmaps = mipmaps;
texture->target = convertTextureTarget(type);
texture->compareMode = COMPARE_NONE;
state.stats.textureCount++;
WrapMode wrap = type == TEXTURE_CUBE ? WRAP_CLAMP : WRAP_REPEAT;
glGenTextures(1, &texture->id);
lovrGpuBindTexture(texture, 0);
lovrTextureSetWrap(texture, (TextureWrap) { .s = wrap, .t = wrap, .r = wrap });
if (msaa > 1) {
texture->msaa = msaa;
glGenRenderbuffers(1, &texture->msaaId);
}
if (sliceCount > 0) {
lovrTextureAllocate(texture, slices[0]->width, slices[0]->height, sliceCount, slices[0]->format);
for (uint32_t i = 0; i < sliceCount; i++) {
lovrTextureReplacePixels(texture, slices[i], 0, 0, i, 0);
}
}
return texture;
}
Texture* lovrTextureCreateFromHandle(uint32_t handle, TextureType type, uint32_t depth, uint32_t msaa) {
Texture* texture = calloc(1, sizeof(Texture));
lovrAssert(texture, "Out of memory");
texture->ref = 1;
texture->type = type;
texture->id = handle;
texture->target = convertTextureTarget(type);
texture->compareMode = COMPARE_NONE;
texture->native = true;
state.stats.textureCount++;
int width, height;
lovrGpuBindTexture(texture, 0);
glGetTexLevelParameteriv(texture->target, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(texture->target, 0, GL_TEXTURE_HEIGHT, &height);
texture->width = (uint32_t) width;
texture->height = (uint32_t) height;
texture->depth = depth; // There isn't an easy way to get depth/layer count, so it's passed in...
texture->mipmapCount = 1;
if (msaa > 1) {
texture->msaa = msaa;
GLint internalFormat;
glGetTexLevelParameteriv(texture->target, 0, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat);
glGenRenderbuffers(1, &texture->msaaId);
glBindRenderbuffer(GL_RENDERBUFFER, texture->msaaId);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, texture->msaa, internalFormat, width, height);
}
return texture;
}
void lovrTextureDestroy(void* ref) {
Texture* texture = ref;
if (!texture->native) glDeleteTextures(1, &texture->id);
glDeleteRenderbuffers(1, &texture->msaaId);
lovrGpuDestroySyncResource(texture, texture->incoherent);
state.stats.textureMemory -= getTextureMemorySize(texture);
state.stats.textureCount--;
free(texture);
}
void lovrTextureAllocate(Texture* texture, uint32_t width, uint32_t height, uint32_t depth, TextureFormat format) {
uint32_t maxSize = (uint32_t) state.limits.textureSize;
lovrAssert(!texture->allocated, "Texture is already allocated");
lovrAssert(texture->type != TEXTURE_CUBE || width == height, "Cubemap images must be square");
lovrAssert(texture->type != TEXTURE_CUBE || depth == 6, "6 images are required for a cube texture");
lovrAssert(texture->type != TEXTURE_2D || depth == 1, "2D textures can only contain a single image");
lovrAssert(width <= maxSize, "Texture width %d exceeds max of %d", width, maxSize);
lovrAssert(height <= maxSize, "Texture height %d exceeds max of %d", height, maxSize);
lovrAssert(!texture->msaa || texture->type == TEXTURE_2D, "Only 2D textures can be created with MSAA");
texture->allocated = true;
texture->width = width;
texture->height = height;
texture->depth = depth;
texture->format = format;
if (texture->mipmaps) {
uint32_t dimension = texture->type == TEXTURE_VOLUME ? (MAX(MAX(width, height), depth)) : MAX(width, height);
texture->mipmapCount = texture->mipmaps ? (log2(dimension) + 1) : 1;
} else {
texture->mipmapCount = 1;
}
if (isTextureFormatCompressed(format)) {
return;
}
GLenum internalFormat = convertTextureFormatInternal(format, texture->srgb);
#ifdef LOVR_GL
if (GLAD_GL_ARB_texture_storage) {
#endif
if (texture->type == TEXTURE_ARRAY || texture->type == TEXTURE_VOLUME) {
glTexStorage3D(texture->target, texture->mipmapCount, internalFormat, width, height, depth);
} else {
glTexStorage2D(texture->target, texture->mipmapCount, internalFormat, width, height);
}
#ifdef LOVR_GL
} else {
GLenum glFormat = convertTextureFormat(format);
for (uint32_t i = 0; i < texture->mipmapCount; i++) {
switch (texture->type) {
case TEXTURE_2D:
glTexImage2D(texture->target, i, internalFormat, width, height, 0, glFormat, GL_UNSIGNED_BYTE, NULL);
break;
case TEXTURE_CUBE:
for (uint32_t face = 0; face < 6; face++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, i, internalFormat, width, height, 0, glFormat, GL_UNSIGNED_BYTE, NULL);
}
break;
case TEXTURE_ARRAY:
case TEXTURE_VOLUME:
glTexImage3D(texture->target, i, internalFormat, width, height, depth, 0, glFormat, GL_UNSIGNED_BYTE, NULL);
break;
}
width = MAX(width >> 1, 1);
height = MAX(height >> 1, 1);
depth = texture->type == TEXTURE_VOLUME ? MAX(depth >> 1, 1) : depth;
}
}
#endif
if (texture->msaaId) {
glBindRenderbuffer(GL_RENDERBUFFER, texture->msaaId);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, texture->msaa, internalFormat, width, height);
}
state.stats.textureMemory += getTextureMemorySize(texture);
}
void lovrTextureReplacePixels(Texture* texture, Image* image, uint32_t x, uint32_t y, uint32_t slice, uint32_t mipmap) {
lovrGraphicsFlush();
lovrAssert(texture->allocated, "Texture is not allocated");
#ifndef LOVR_WEBGL
if ((texture->incoherent >> BARRIER_TEXTURE) & 1) {
lovrGpuSync(1 << BARRIER_TEXTURE);
}
#endif
uint32_t maxWidth = lovrTextureGetWidth(texture, mipmap);
uint32_t maxHeight = lovrTextureGetHeight(texture, mipmap);
uint32_t width = image->width;
uint32_t height = image->height;
bool overflow = (x + width > maxWidth) || (y + height > maxHeight);
lovrAssert(!overflow, "Trying to replace pixels outside the texture's bounds");
lovrAssert(mipmap < texture->mipmapCount, "Invalid mipmap level %d", mipmap);
GLenum glFormat = convertTextureFormat(image->format);
GLenum glInternalFormat = convertTextureFormatInternal(image->format, texture->srgb);
GLenum binding = (texture->type == TEXTURE_CUBE) ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice : texture->target;
lovrGpuBindTexture(texture, 0);
if (isTextureFormatCompressed(image->format)) {
lovrAssert(width == maxWidth && height == maxHeight, "Compressed texture pixels must be fully replaced");
lovrAssert(mipmap == 0, "Unable to replace a specific mipmap of a compressed texture");
for (uint32_t i = 0; i < image->mipmapCount; i++) {
Mipmap* m = image->mipmaps + i;
switch (texture->type) {
case TEXTURE_2D:
case TEXTURE_CUBE:
glCompressedTexImage2D(binding, i, glInternalFormat, m->width, m->height, 0, (GLsizei) m->size, m->data);
break;
case TEXTURE_ARRAY:
case TEXTURE_VOLUME:
glCompressedTexSubImage3D(binding, i, x, y, slice, m->width, m->height, 1, glInternalFormat, (GLsizei) m->size, m->data);
break;
}
}
} else {
lovrAssert(image->blob->data, "Trying to replace Texture pixels with empty pixel data");
GLenum glType = convertTextureFormatType(image->format);
switch (texture->type) {
case TEXTURE_2D:
case TEXTURE_CUBE:
glTexSubImage2D(binding, mipmap, x, y, width, height, glFormat, glType, image->blob->data);
break;
case TEXTURE_ARRAY:
case TEXTURE_VOLUME:
glTexSubImage3D(binding, mipmap, x, y, slice, width, height, 1, glFormat, glType, image->blob->data);
break;
}
if (texture->mipmaps) {
#if defined(__APPLE__) || defined(LOVR_WEBGL) // glGenerateMipmap doesn't work on big cubemap textures on macOS
if (texture->type != TEXTURE_CUBE || width < 2048) {
glGenerateMipmap(texture->target);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, 0);
}
#else
glGenerateMipmap(texture->target);
#endif
}
}
}
uint64_t lovrTextureGetId(Texture* texture) {
return texture->id;
}
uint32_t lovrTextureGetWidth(Texture* texture, uint32_t mipmap) {
return MAX(texture->width >> mipmap, 1);
}
uint32_t lovrTextureGetHeight(Texture* texture, uint32_t mipmap) {
return MAX(texture->height >> mipmap, 1);
}
uint32_t lovrTextureGetDepth(Texture* texture, uint32_t mipmap) {
return texture->type == TEXTURE_VOLUME ? MAX(texture->depth >> mipmap, 1) : texture->depth;
}
uint32_t lovrTextureGetMipmapCount(Texture* texture) {
return texture->mipmapCount;
}
uint32_t lovrTextureGetMSAA(Texture* texture) {
return texture->msaa;
}
TextureType lovrTextureGetType(Texture* texture) {
return texture->type;
}
TextureFormat lovrTextureGetFormat(Texture* texture) {
return texture->format;
}
CompareMode lovrTextureGetCompareMode(Texture* texture) {
return texture->compareMode;
}
TextureFilter lovrTextureGetFilter(Texture* texture) {
return texture->filter;
}
TextureWrap lovrTextureGetWrap(Texture* texture) {
return texture->wrap;
}
void lovrTextureSetCompareMode(Texture* texture, CompareMode compareMode) {
if (texture->compareMode != compareMode) {
lovrGraphicsFlush();
lovrGpuBindTexture(texture, 0);
texture->compareMode = compareMode;
if (compareMode == COMPARE_NONE) {
glTexParameteri(texture->target, GL_TEXTURE_COMPARE_MODE, GL_NONE);
} else {
lovrAssert(isTextureFormatDepth(texture->format), "Only depth textures can set a compare mode");
glTexParameteri(texture->target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(texture->target, GL_TEXTURE_COMPARE_FUNC, convertCompareMode(compareMode));
}
}
}
void lovrTextureSetFilter(Texture* texture, TextureFilter filter) {
lovrGraphicsFlush();
lovrGpuBindTexture(texture, 0);
texture->filter = filter;
switch (filter.mode) {
case FILTER_NEAREST:
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case FILTER_BILINEAR:
if (texture->mipmaps) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
break;
case FILTER_TRILINEAR:
if (texture->mipmaps) {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
break;
}
glTexParameteri(texture->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, MAX(filter.anisotropy, 1.f));
}
void lovrTextureSetWrap(Texture* texture, TextureWrap wrap) {
lovrGraphicsFlush();
texture->wrap = wrap;
lovrGpuBindTexture(texture, 0);
glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, convertWrapMode(wrap.s));
glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, convertWrapMode(wrap.t));
if (texture->type == TEXTURE_CUBE || texture->type == TEXTURE_VOLUME) {
glTexParameteri(texture->target, GL_TEXTURE_WRAP_R, convertWrapMode(wrap.r));
}
}
// Canvas
Canvas* lovrCanvasCreate(uint32_t width, uint32_t height, CanvasFlags flags) {
Canvas* canvas = calloc(1, sizeof(Canvas));
lovrAssert(canvas, "Out of memory");
canvas->ref = 1;
if (flags.stereo && state.singlepass != MULTIVIEW) {
width *= 2;
}
canvas->width = width;
canvas->height = height;
canvas->flags = flags;
glGenFramebuffers(1, &canvas->framebuffer);
lovrGpuBindFramebuffer(canvas->framebuffer);
if (flags.depth.enabled) {
lovrAssert(isTextureFormatDepth(flags.depth.format), "Canvas depth buffer can't use a color TextureFormat");
GLenum attachment = flags.depth.format == FORMAT_D24S8 ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
if (flags.stereo && state.singlepass == MULTIVIEW) {
// Zero MSAA is intentional here, we attach it to the Canvas using legacy MSAA technique
canvas->depth.texture = lovrTextureCreate(TEXTURE_ARRAY, NULL, 0, false, flags.mipmaps, 0);
lovrTextureAllocate(canvas->depth.texture, width, height, 2, flags.depth.format);
#ifdef LOVR_WEBGL
lovrThrow("Unreachable");
#else
glFramebufferTextureMultisampleMultiviewOVR(GL_FRAMEBUFFER, attachment, canvas->depth.texture->id, 0, flags.msaa, 0, 2);
#endif
} else if (flags.depth.readable) {
canvas->depth.texture = lovrTextureCreate(TEXTURE_2D, NULL, 0, false, flags.mipmaps, flags.msaa);
lovrTextureAllocate(canvas->depth.texture, width, height, 1, flags.depth.format);
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, canvas->depth.texture->id, 0);
} else {
GLenum format = convertTextureFormatInternal(flags.depth.format, false);
glGenRenderbuffers(1, &canvas->depthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, canvas->depthBuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, canvas->flags.msaa, format, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, canvas->depthBuffer);
}
}
if (flags.msaa && (!flags.stereo || state.singlepass != MULTIVIEW)) {
glGenFramebuffers(1, &canvas->resolveBuffer);
}
return canvas;
}
Canvas* lovrCanvasCreateFromHandle(uint32_t width, uint32_t height, CanvasFlags flags, uint32_t framebuffer, uint32_t depthBuffer, uint32_t resolveBuffer, uint32_t attachmentCount, bool immortal) {
Canvas* canvas = calloc(1, sizeof(Canvas));
lovrAssert(canvas, "Out of memory");
canvas->ref = 1;
canvas->framebuffer = framebuffer;
canvas->depthBuffer = depthBuffer;
canvas->resolveBuffer = resolveBuffer;
canvas->attachmentCount = attachmentCount;
canvas->width = width;
canvas->height = height;
canvas->flags = flags;
canvas->immortal = immortal;
return canvas;
}
void lovrCanvasDestroy(void* ref) {
Canvas* canvas = ref;
lovrGraphicsFlushCanvas(canvas);
if (!canvas->immortal) {
glDeleteFramebuffers(1, &canvas->framebuffer);
glDeleteRenderbuffers(1, &canvas->depthBuffer);
glDeleteFramebuffers(1, &canvas->resolveBuffer);
}
for (uint32_t i = 0; i < canvas->attachmentCount; i++) {
lovrRelease(canvas->attachments[i].texture, lovrTextureDestroy);
}
lovrRelease(canvas->depth.texture, lovrTextureDestroy);
free(canvas);
}
void lovrCanvasResolve(Canvas* canvas) {
if (!canvas->needsResolve) {
return;
}
lovrGraphicsFlushCanvas(canvas);
// We don't need to resolve a multiview Canvas because it uses the legacy multisampling method in
// which the driver does an implicit multisample resolve whenever the canvas textures are read.
if (canvas->flags.msaa && (!canvas->flags.stereo || state.singlepass != MULTIVIEW)) {
uint32_t w = canvas->width;
uint32_t h = canvas->height;
glBindFramebuffer(GL_READ_FRAMEBUFFER, canvas->framebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, canvas->resolveBuffer);
state.framebuffer = canvas->resolveBuffer;
if (canvas->attachmentCount == 1) {
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
GLenum buffers[MAX_CANVAS_ATTACHMENTS] = { GL_NONE };
for (uint32_t i = 0; i < canvas->attachmentCount; i++) {
buffers[i] = GL_COLOR_ATTACHMENT0 + i;
glReadBuffer(i);
glDrawBuffers(1, &buffers[i]);
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
glReadBuffer(0);
glDrawBuffers(canvas->attachmentCount, buffers);
}
}
if (canvas->flags.mipmaps) {
for (uint32_t i = 0; i < canvas->attachmentCount; i++) {
Texture* texture = canvas->attachments[i].texture;
if (texture->mipmapCount > 1) {
lovrGpuBindTexture(texture, 0);
glGenerateMipmap(texture->target);
}
}
}
canvas->needsResolve = false;
}
Image* lovrCanvasNewImage(Canvas* canvas, uint32_t index) {
lovrGraphicsFlushCanvas(canvas);
lovrGpuBindCanvas(canvas, false);
if (canvas->flags.msaa) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, canvas->resolveBuffer);
}
Texture* texture = canvas->attachments[index].texture;
#ifndef LOVR_WEBGL
if ((texture->incoherent >> BARRIER_TEXTURE) & 1) {
lovrGpuSync(1 << BARRIER_TEXTURE);
}
#endif
if (index != 0) {
glReadBuffer(index);
}
Image* image = lovrImageCreate(canvas->width, canvas->height, NULL, 0x0, texture->format);
GLenum glFormat = convertTextureFormat(texture->format);
GLenum glFormatType = convertTextureFormatType(texture->format);
glReadPixels(0, 0, canvas->width, canvas->height, glFormat, glFormatType, image->blob->data);
if (index != 0) {
glReadBuffer(0);
}
return image;
}
const Attachment* lovrCanvasGetAttachments(Canvas* canvas, uint32_t* count) {
if (count) *count = canvas->attachmentCount;
return canvas->attachments;
}
void lovrCanvasSetAttachments(Canvas* canvas, Attachment* attachments, uint32_t count) {
lovrAssert(count > 0, "A Canvas must have at least one attached Texture");
lovrAssert(count <= MAX_CANVAS_ATTACHMENTS, "Only %d textures can be attached to a Canvas, got %d", MAX_CANVAS_ATTACHMENTS, count);
if (!canvas->needsAttach && count == canvas->attachmentCount && !memcmp(canvas->attachments, attachments, count * sizeof(Attachment))) {
return;
}
lovrGraphicsFlushCanvas(canvas);
for (uint32_t i = 0; i < count; i++) {
Texture* texture = attachments[i].texture;
uint32_t slice = attachments[i].slice;
uint32_t level = attachments[i].level;
uint32_t width = lovrTextureGetWidth(texture, level);
uint32_t height = lovrTextureGetHeight(texture, level);
uint32_t depth = lovrTextureGetDepth(texture, level);
uint32_t mipmaps = lovrTextureGetMipmapCount(texture);
bool hasDepthBuffer = canvas->flags.depth.enabled;
lovrAssert(slice < depth, "Invalid attachment slice (Texture has %d, got %d)", depth, slice + 1);
lovrAssert(level < mipmaps, "Invalid attachment mipmap level (Texture has %d, got %d)", mipmaps, level + 1);
lovrAssert(!hasDepthBuffer || width == canvas->width, "Texture width of %d does not match Canvas width (%d)", width, canvas->width);
lovrAssert(!hasDepthBuffer || height == canvas->height, "Texture height of %d does not match Canvas height (%d)", height, canvas->height);
#ifndef __ANDROID__ // On multiview canvases, the multisample settings can be different
lovrAssert(lovrTextureGetMSAA(texture) == canvas->flags.msaa, "Texture MSAA does not match Canvas MSAA");
#endif
lovrRetain(texture);
}
for (uint32_t i = 0; i < canvas->attachmentCount; i++) {
lovrRelease(canvas->attachments[i].texture, lovrTextureDestroy);
}
memcpy(canvas->attachments, attachments, count * sizeof(Attachment));
canvas->attachmentCount = count;
canvas->needsAttach = true;
}
bool lovrCanvasIsStereo(Canvas* canvas) {
return canvas->flags.stereo;
}
void lovrCanvasSetStereo(Canvas* canvas, bool stereo) {
canvas->flags.stereo = stereo;
}
uint32_t lovrCanvasGetWidth(Canvas* canvas) {
return canvas->width;
}
uint32_t lovrCanvasGetHeight(Canvas* canvas) {
return canvas->height;
}
void lovrCanvasSetWidth(Canvas* canvas, uint32_t width) {
canvas->width = width;
}
void lovrCanvasSetHeight(Canvas* canvas, uint32_t height) {
canvas->height = height;
}
uint32_t lovrCanvasGetMSAA(Canvas* canvas) {
return canvas->flags.msaa;
}
Texture* lovrCanvasGetDepthTexture(Canvas* canvas) {
return canvas->depth.texture;
}
// Buffer
Buffer* lovrBufferCreate(size_t size, void* data, BufferType type, BufferUsage usage, bool readable) {
Buffer* buffer = calloc(1, sizeof(Buffer));
lovrAssert(buffer, "Out of memory");
buffer->ref = 1;
state.stats.bufferCount++;
state.stats.bufferMemory += size;
buffer->size = size;
buffer->readable = readable;
buffer->type = type;
buffer->usage = usage;
glGenBuffers(1, &buffer->id);
lovrGpuBindBuffer(type, buffer->id);
GLenum glType = convertBufferType(type);
#ifndef LOVR_WEBGL
if (state.amd) {
#endif
buffer->data = malloc(size);
lovrAssert(buffer->data, "Out of memory");
glBufferData(glType, size, data, convertBufferUsage(usage));
if (data) {
memcpy(buffer->data, data, size);
}
#ifndef LOVR_WEBGL
} else {
glBufferData(glType, size, data, convertBufferUsage(usage));
}
#endif
return buffer;
}
void lovrBufferDestroy(void* ref) {
Buffer* buffer = ref;
lovrGpuDestroySyncResource(buffer, buffer->incoherent);
glDeleteBuffers(1, &buffer->id);
#ifndef LOVR_WEBGL
if (state.amd)
#endif
free(buffer->data);
state.stats.bufferMemory -= buffer->size;
state.stats.bufferCount--;
free(buffer);
}
size_t lovrBufferGetSize(Buffer* buffer) {
return buffer->size;
}
bool lovrBufferIsReadable(Buffer* buffer) {
return buffer->readable;
}
BufferUsage lovrBufferGetUsage(Buffer* buffer) {
return buffer->usage;
}
void* lovrBufferMap(Buffer* buffer, size_t offset, bool unsynchronized) {
#ifndef LOVR_WEBGL
if (!state.amd && !buffer->mapped) {
buffer->mapped = true;
lovrGpuBindBuffer(buffer->type, buffer->id);
lovrAssert(!buffer->readable || !unsynchronized, "Readable Buffers must be mapped with synchronization");
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
flags |= buffer->readable ? GL_MAP_READ_BIT : 0;
flags |= unsynchronized ? GL_MAP_UNSYNCHRONIZED_BIT : 0;
buffer->data = glMapBufferRange(convertBufferType(buffer->type), 0, buffer->size, flags);
return (uint8_t*) buffer->data + offset;
}
#endif
return (uint8_t*) buffer->data + offset;
}
void lovrBufferFlush(Buffer* buffer, size_t offset, size_t size) {
#ifndef LOVR_WEBGL
lovrAssert(state.amd || size == 0 || buffer->mapped, "Attempt to flush unmapped Buffer");
#endif
buffer->flushFrom = MIN(buffer->flushFrom, offset);
buffer->flushTo = MAX(buffer->flushTo, offset + size);
}
void lovrBufferUnmap(Buffer* buffer) {
#ifndef LOVR_WEBGL
if (state.amd) {
#endif
if (buffer->flushTo > buffer->flushFrom) {
lovrGpuBindBuffer(buffer->type, buffer->id);
void* data = (uint8_t*) buffer->data + buffer->flushFrom;
glBufferSubData(convertBufferType(buffer->type), buffer->flushFrom, buffer->flushTo - buffer->flushFrom, data);
}
#ifndef LOVR_WEBGL
} else if (buffer->mapped) {
lovrGpuBindBuffer(buffer->type, buffer->id);
if (buffer->flushTo > buffer->flushFrom) {
glFlushMappedBufferRange(convertBufferType(buffer->type), buffer->flushFrom, buffer->flushTo - buffer->flushFrom);
}
glUnmapBuffer(convertBufferType(buffer->type));
buffer->mapped = false;
}
#endif
buffer->flushFrom = SIZE_MAX;
buffer->flushTo = 0;
}
void lovrBufferDiscard(Buffer* buffer) {
lovrAssert(!buffer->readable, "Readable Buffers can not be discarded");
lovrAssert(!buffer->mapped, "Mapped Buffers can not be discarded");
lovrGpuBindBuffer(buffer->type, buffer->id);
GLenum glType = convertBufferType(buffer->type);
#ifndef LOVR_WEBGL
if (state.amd) {
#endif
glBufferData(glType, buffer->size, NULL, convertBufferUsage(buffer->usage));
#ifndef LOVR_WEBGL
} else {
GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
buffer->data = glMapBufferRange(glType, 0, buffer->size, flags);
buffer->mapped = true;
}
#endif
}
// Shader
static GLuint compileShader(GLenum type, const char** sources, int* lengths, int count) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, count, sources, lengths);
glCompileShader(shader);
int isShaderCompiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isShaderCompiled);
if (!isShaderCompiled) {
int logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
char* log = malloc(logLength);
lovrAssert(log, "Out of memory");
glGetShaderInfoLog(shader, logLength, &logLength, log);
const char* name;
switch (type) {
case GL_VERTEX_SHADER: name = "vertex shader"; break;
case GL_FRAGMENT_SHADER: name = "fragment shader"; break;
case GL_COMPUTE_SHADER: name = "compute shader"; break;
default: name = "shader"; break;
}
lovrThrow("Could not compile %s:\n%s", name, log);
}
return shader;
}
static GLuint linkProgram(GLuint program) {
glLinkProgram(program);
int isLinked;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if (!isLinked) {
int logLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
char* log = malloc(logLength);
lovrAssert(log, "Out of memory");
glGetProgramInfoLog(program, logLength, &logLength, log);
lovrThrow("Could not link shader:\n%s", log);
}
return program;
}
static void lovrShaderSetupUniforms(Shader* shader) {
uint32_t program = shader->program;
lovrGpuUseProgram(program); // TODO necessary?
// Uniform blocks
int32_t blockCount;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &blockCount);
lovrAssert((size_t) blockCount <= MAX_BLOCK_BUFFERS, "Shader has too many uniform blocks (%d) the max is %d", blockCount, MAX_BLOCK_BUFFERS);
map_init(&shader->blockMap, blockCount);
arr_block_t* uniformBlocks = &shader->blocks[BLOCK_UNIFORM];
arr_init(uniformBlocks, arr_alloc);
arr_reserve(uniformBlocks, (size_t) blockCount);
for (int i = 0; i < blockCount; i++) {
UniformBlock block = { .slot = i, .source = NULL };
glUniformBlockBinding(program, i, block.slot);
GLsizei length;
char name[LOVR_MAX_UNIFORM_LENGTH];
glGetActiveUniformBlockName(program, i, LOVR_MAX_UNIFORM_LENGTH, &length, name);
int blockId = (i << 1) + BLOCK_UNIFORM;
map_set(&shader->blockMap, hash64(name, length), blockId);
arr_push(uniformBlocks, block);
arr_init(&uniformBlocks->data[uniformBlocks->length - 1].uniforms, arr_alloc);
}
// Shader storage buffers and their buffer variables
arr_block_t* computeBlocks = &shader->blocks[BLOCK_COMPUTE];
arr_init(computeBlocks, arr_alloc);
#ifndef LOVR_WEBGL
if ((GLAD_GL_ARB_shader_storage_buffer_object && GLAD_GL_ARB_program_interface_query) || GLAD_GL_ES_VERSION_3_1) {
// Iterate over compute blocks, setting their binding and pushing them onto the block vector
int32_t computeBlockCount;
glGetProgramInterfaceiv(program, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &computeBlockCount);
lovrAssert(computeBlockCount <= MAX_BLOCK_BUFFERS, "Shader has too many compute blocks (%d) the max is %d", computeBlockCount, MAX_BLOCK_BUFFERS);
arr_reserve(computeBlocks, (size_t) computeBlockCount);
for (int i = 0; i < computeBlockCount; i++) {
UniformBlock block = { .slot = i, .source = NULL };
#ifdef LOVR_GLES // GLES can only set the block binding in shader code, so for now we only support one 0-bound block
block.slot = 0;
#else
glShaderStorageBlockBinding(program, i, block.slot);
#endif
arr_init(&block.uniforms, arr_alloc);
GLsizei length;
char name[LOVR_MAX_UNIFORM_LENGTH];
glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, i, LOVR_MAX_UNIFORM_LENGTH, &length, name);
int blockId = (i << 1) + BLOCK_COMPUTE;
map_set(&shader->blockMap, hash64(name, length), blockId);
arr_push(computeBlocks, block);
}
// Iterate over buffer variables, pushing them onto the uniform list of the correct block
int bufferVariableCount;
glGetProgramInterfaceiv(program, GL_BUFFER_VARIABLE, GL_ACTIVE_RESOURCES, &bufferVariableCount);
for (int i = 0; i < bufferVariableCount; i++) {
Uniform uniform;
enum { blockIndex, offset, glType, count, arrayStride, matrixStride, propCount };
int values[propCount];
GLenum properties[propCount] = { GL_BLOCK_INDEX, GL_OFFSET, GL_TYPE, GL_ARRAY_SIZE, GL_ARRAY_STRIDE, GL_MATRIX_STRIDE };
glGetProgramResourceiv(program, GL_BUFFER_VARIABLE, i, propCount, properties, sizeof(values), NULL, values);
glGetProgramResourceName(program, GL_BUFFER_VARIABLE, i, LOVR_MAX_UNIFORM_LENGTH, NULL, uniform.name);
uniform.type = getUniformType(values[glType], uniform.name);
uniform.components = getUniformComponents(uniform.type);
uniform.count = values[count];
uniform.offset = values[offset];
if (uniform.count > 1) {
uniform.size = uniform.count * values[arrayStride];
} else if (uniform.type == UNIFORM_MATRIX) {
uniform.size = values[matrixStride] * uniform.components;
} else {
uniform.size = 4 * (uniform.components == 3 ? 4 : uniform.components);
}
arr_push(&computeBlocks->data[values[blockIndex]].uniforms, uniform);
}
}
#endif
// Uniform introspection
int32_t uniformCount;
int textureSlot = 0;
int imageSlot = 0;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
map_init(&shader->uniformMap, 0);
arr_init(&shader->uniforms, arr_alloc);
for (uint32_t i = 0; i < (uint32_t) uniformCount; i++) {
Uniform uniform;
GLenum glType;
GLsizei length;
glGetActiveUniform(program, i, LOVR_MAX_UNIFORM_LENGTH, &length, &uniform.count, &glType, uniform.name);
char* subscript = strchr(uniform.name, '[');
if (subscript) {
if (subscript[1] > '0') {
continue;
} else {
*subscript = '\0';
length = subscript - uniform.name;
}
}
uniform.location = glGetUniformLocation(program, uniform.name);
uniform.type = getUniformType(glType, uniform.name);
uniform.components = getUniformComponents(glType);
uniform.shadow = glType == GL_SAMPLER_2D_SHADOW;
#ifdef LOVR_WEBGL
uniform.image = false;
#else
uniform.image = glType == GL_IMAGE_2D || glType == GL_IMAGE_3D || glType == GL_IMAGE_CUBE || glType == GL_IMAGE_2D_ARRAY;
#endif
uniform.textureType = getUniformTextureType(glType);
uniform.baseSlot = uniform.type == UNIFORM_SAMPLER ? textureSlot : (uniform.type == UNIFORM_IMAGE ? imageSlot : -1);
uniform.dirty = false;
int blockIndex;
glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_BLOCK_INDEX, &blockIndex);
if (blockIndex != -1) {
UniformBlock* block = &shader->blocks[BLOCK_UNIFORM].data[blockIndex];
glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_OFFSET, &uniform.offset);
glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_SIZE, &uniform.count);
if (uniform.count > 1) {
int stride;
glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_ARRAY_STRIDE, &stride);
uniform.size = stride * uniform.count;
} else if (uniform.type == UNIFORM_MATRIX) {
int matrixStride;
glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_MATRIX_STRIDE, &matrixStride);
uniform.size = uniform.components * matrixStride;
} else {
uniform.size = 4 * (uniform.components == 3 ? 4 : uniform.components);
}
arr_push(&block->uniforms, uniform);
continue;
} else if (uniform.location == -1) {
continue;
}
switch (uniform.type) {
case UNIFORM_FLOAT:
uniform.size = uniform.components * uniform.count * sizeof(float);
uniform.value.data = calloc(1, uniform.size);
lovrAssert(uniform.value.data, "Out of memory");
break;
case UNIFORM_INT:
uniform.size = uniform.components * uniform.count * sizeof(int);
uniform.value.data = calloc(1, uniform.size);
lovrAssert(uniform.value.data, "Out of memory");
break;
case UNIFORM_MATRIX:
uniform.size = uniform.components * uniform.components * uniform.count * sizeof(float);
uniform.value.data = calloc(1, uniform.size);
lovrAssert(uniform.value.data, "Out of memory");
break;
case UNIFORM_SAMPLER:
case UNIFORM_IMAGE:
uniform.size = uniform.count * (uniform.type == UNIFORM_SAMPLER ? sizeof(Texture*) : sizeof(StorageImage));
uniform.value.data = calloc(1, uniform.size);
lovrAssert(uniform.value.data, "Out of memory");
// Use the value for ints to bind texture slots, but use the value for textures afterwards.
for (int j = 0; j < uniform.count; j++) {
uniform.value.ints[j] = uniform.baseSlot + j;
}
glUniform1iv(uniform.location, uniform.count, uniform.value.ints);
memset(uniform.value.data, 0, uniform.size);
break;
}
size_t offset = 0;
for (int j = 0; j < uniform.count; j++) {
int location = uniform.location;
if (uniform.count > 1) {
char name[76 /* LOVR_MAX_UNIFORM_LENGTH + 2 + 10 */];
snprintf(name, sizeof(name), "%s[%d]", uniform.name, j);
location = glGetUniformLocation(program, name);
}
switch (uniform.type) {
case UNIFORM_FLOAT: glGetUniformfv(program, location, &uniform.value.floats[offset]); break;
case UNIFORM_INT: glGetUniformiv(program, location, &uniform.value.ints[offset]); break;
case UNIFORM_MATRIX: glGetUniformfv(program, location, &uniform.value.floats[offset]); break;
default: break;
}
offset += uniform.components * (uniform.type == UNIFORM_MATRIX ? uniform.components : 1);
}
map_set(&shader->uniformMap, hash64(uniform.name, length), shader->uniforms.length);
arr_push(&shader->uniforms, uniform);
textureSlot += uniform.type == UNIFORM_SAMPLER ? uniform.count : 0;
imageSlot += uniform.type == UNIFORM_IMAGE ? uniform.count : 0;
}
}
static char* lovrShaderGetFlagCode(ShaderFlag* flags, uint32_t flagCount) {
if (flagCount == 0) {
return NULL;
}
// Figure out how much space we need
size_t length = 0;
for (uint32_t i = 0; i < flagCount; i++) {
if (flags[i].name && !(flags[i].type == FLAG_BOOL && flags[i].value.b32 == false)) {
length += strlen("#define FLAG_");
length += strlen(flags[i].name);
if (flags[i].type == FLAG_INT) {
length += snprintf(NULL, 0, " %d", flags[i].value.i32);
}
length += strlen("\n");
}
}
// Generate the string
char* code = malloc(length + 1);
code[length] = '\0';
char* s = code;
for (uint32_t i = 0; i < flagCount; i++) {
if (flags[i].name && !(flags[i].type == FLAG_BOOL && flags[i].value.b32 == false)) {
s += sprintf(s, "#define FLAG_%s", flags[i].name);
if (flags[i].type == FLAG_INT) {
s += sprintf(s, " %d", flags[i].value.i32);
}
*s++ = '\n';
}
}
return code;
}
Shader* lovrShaderCreateGraphics(const char* vertexSource, int vertexSourceLength, const char* fragmentSource, int fragmentSourceLength, ShaderFlag* flags, uint32_t flagCount, bool multiview) {
Shader* shader = calloc(1, sizeof(Shader));
lovrAssert(shader, "Out of memory");
shader->ref = 1;
#if defined(LOVR_WEBGL) || defined(LOVR_GLES)
const char* version = "#version 300 es\n";
const char* computeExtensions = "";
#else
const char* version = "#version 330\n";
const char* computeExtensions = state.features.compute ?
"#extension GL_ARB_shader_storage_buffer_object : enable\n"
"#extension GL_ARB_shader_image_load_store : enable\n" :
"";
#endif
const char* singlepass[2] = { "", "" };
if (multiview && state.singlepass == MULTIVIEW) {
singlepass[0] = singlepass[1] = "#extension GL_OVR_multiview2 : require\n#define MULTIVIEW\n";
} else if (state.singlepass == INSTANCED_STEREO) {
singlepass[0] = "#extension GL_AMD_vertex_shader_viewport_index : require\n""#define INSTANCED_STEREO\n";
singlepass[1] = "#extension GL_ARB_fragment_layer_viewport : require\n""#define INSTANCED_STEREO\n";
}
char* flagSource = lovrShaderGetFlagCode(flags, flagCount);
if (!vertexSource) {
vertexSource = lovrUnlitVertexShader;
vertexSourceLength = -1;
}
if (!fragmentSource) {
fragmentSource = lovrUnlitFragmentShader;
fragmentSourceLength = -1;
}
// Vertex
const char* vertexSources[] = { version, computeExtensions, singlepass[0], flagSource ? flagSource : "", lovrShaderVertexPrefix, vertexSource, lovrShaderVertexSuffix };
int vertexSourceLengths[] = { -1, -1, -1, -1, -1, vertexSourceLength, -1 };
int vertexSourceCount = sizeof(vertexSources) / sizeof(vertexSources[0]);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSources, vertexSourceLengths, vertexSourceCount);
// Fragment
const char* fragmentSources[] = { version, computeExtensions, singlepass[1], flagSource ? flagSource : "", lovrShaderFragmentPrefix, fragmentSource, lovrShaderFragmentSuffix };
int fragmentSourceLengths[] = { -1, -1, -1, -1, -1, fragmentSourceLength, -1 };
int fragmentSourceCount = sizeof(fragmentSources) / sizeof(fragmentSources[0]);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSources, fragmentSourceLengths, fragmentSourceCount);
free(flagSource);
// Link
uint32_t program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, LOVR_SHADER_POSITION, "lovrPosition");
glBindAttribLocation(program, LOVR_SHADER_NORMAL, "lovrNormal");
glBindAttribLocation(program, LOVR_SHADER_TEX_COORD, "lovrTexCoord");
glBindAttribLocation(program, LOVR_SHADER_VERTEX_COLOR, "lovrVertexColor");
glBindAttribLocation(program, LOVR_SHADER_TANGENT, "lovrTangent");
glBindAttribLocation(program, LOVR_SHADER_BONES, "lovrBones");
glBindAttribLocation(program, LOVR_SHADER_BONE_WEIGHTS, "lovrBoneWeights");
glBindAttribLocation(program, LOVR_SHADER_DRAW_ID, "lovrDrawID");
linkProgram(program);
glDetachShader(program, vertexShader);
glDeleteShader(vertexShader);
glDetachShader(program, fragmentShader);
glDeleteShader(fragmentShader);
shader->program = program;
shader->type = SHADER_GRAPHICS;
// Generic attributes
lovrGpuUseProgram(program);
glVertexAttrib4fv(LOVR_SHADER_VERTEX_COLOR, (float[4]) { 1., 1., 1., 1. });
glVertexAttribI4uiv(LOVR_SHADER_BONES, (uint32_t[4]) { 0., 0., 0., 0. });
glVertexAttrib4fv(LOVR_SHADER_BONE_WEIGHTS, (float[4]) { 1., 0., 0., 0. });
glVertexAttribI4ui(LOVR_SHADER_DRAW_ID, 0, 0, 0, 0);
lovrShaderSetupUniforms(shader);
// Attribute cache
int32_t attributeCount;
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attributeCount);
map_init(&shader->attributes, attributeCount);
for (int i = 0; i < attributeCount; i++) {
char name[LOVR_MAX_ATTRIBUTE_LENGTH];
GLint size;
GLenum type;
GLsizei length;
glGetActiveAttrib(program, i, LOVR_MAX_ATTRIBUTE_LENGTH, &length, &size, &type, name);
int location = glGetAttribLocation(program, name);
if (location >= 0) {
map_set(&shader->attributes, hash64(name, length), (location << 1) | isAttributeTypeInteger(type));
}
}
shader->multiview = multiview;
return shader;
}
Shader* lovrShaderCreateDefault(DefaultShader type, ShaderFlag* flags, uint32_t flagCount, bool multiview) {
switch (type) {
case SHADER_UNLIT: return lovrShaderCreateGraphics(NULL, -1, NULL, -1, flags, flagCount, multiview);
case SHADER_STANDARD: return lovrShaderCreateGraphics(lovrStandardVertexShader, -1, lovrStandardFragmentShader, -1, flags, flagCount, multiview);
case SHADER_CUBE: return lovrShaderCreateGraphics(lovrCubeVertexShader, -1, lovrCubeFragmentShader, -1, flags, flagCount, multiview);
case SHADER_PANO: return lovrShaderCreateGraphics(lovrCubeVertexShader, -1, lovrPanoFragmentShader, -1, flags, flagCount, multiview);
case SHADER_FONT: return lovrShaderCreateGraphics(NULL, -1, lovrFontFragmentShader, -1, flags, flagCount, multiview);
case SHADER_FILL: return lovrShaderCreateGraphics(lovrFillVertexShader, -1, NULL, -1, flags, flagCount, multiview);
default: lovrThrow("Unknown default shader type"); return NULL;
}
}
Shader* lovrShaderCreateCompute(const char* source, int length, ShaderFlag* flags, uint32_t flagCount) {
Shader* shader = calloc(1, sizeof(Shader));
lovrAssert(shader, "Out of memory");
shader->ref = 1;
#ifdef LOVR_WEBGL
lovrThrow("Compute shaders are not supported on this system");
#else
lovrAssert(state.features.compute, "Compute shaders are not supported on this system");
char* flagSource = lovrShaderGetFlagCode(flags, flagCount);
const char* sources[] = { lovrShaderComputePrefix, flagSource ? flagSource : "", source, lovrShaderComputeSuffix };
int lengths[] = { -1, -1, length, -1 };
int count = sizeof(sources) / sizeof(sources[0]);
GLuint computeShader = compileShader(GL_COMPUTE_SHADER, sources, lengths, count);
free(flagSource);
GLuint program = glCreateProgram();
glAttachShader(program, computeShader);
linkProgram(program);
glDetachShader(program, computeShader);
glDeleteShader(computeShader);
shader->program = program;
shader->type = SHADER_COMPUTE;
lovrShaderSetupUniforms(shader);
#endif
return shader;
}
void lovrShaderDestroy(void* ref) {
Shader* shader = ref;
lovrGraphicsFlushShader(shader);
glDeleteProgram(shader->program);
for (size_t i = 0; i < shader->uniforms.length; i++) {
free(shader->uniforms.data[i].value.data);
}
for (BlockType type = BLOCK_UNIFORM; type <= BLOCK_COMPUTE; type++) {
for (size_t i = 0; i < shader->blocks[type].length; i++) {
lovrRelease(shader->blocks[type].data[i].source, lovrBufferDestroy);
arr_free(&shader->blocks[type].data[i].uniforms);
}
}
arr_free(&shader->uniforms);
arr_free(&shader->blocks[BLOCK_UNIFORM]);
arr_free(&shader->blocks[BLOCK_COMPUTE]);
map_free(&shader->attributes);
map_free(&shader->uniformMap);
map_free(&shader->blockMap);
free(shader);
}
ShaderType lovrShaderGetType(Shader* shader) {
return shader->type;
}
int lovrShaderGetAttributeLocation(Shader* shader, const char* name, bool* integer) {
uint64_t info = map_get(&shader->attributes, hash64(name, strlen(name)));
*integer = info & 1;
return info == MAP_NIL ? -1 : (int) (info >> 1);
}
bool lovrShaderHasUniform(Shader* shader, const char* name) {
return map_get(&shader->uniformMap, hash64(name, strlen(name))) != MAP_NIL;
}
bool lovrShaderHasBlock(Shader* shader, const char* name) {
return map_get(&shader->blockMap, hash64(name, strlen(name))) != MAP_NIL;
}
const Uniform* lovrShaderGetUniform(Shader* shader, const char* name) {
uint64_t index = map_get(&shader->uniformMap, hash64(name, strlen(name)));
return index == MAP_NIL ? NULL : &shader->uniforms.data[index];
}
static void lovrShaderSetUniform(Shader* shader, const char* name, UniformType type, void* data, int start, int count, int size, const char* debug) {
uint64_t index = map_get(&shader->uniformMap, hash64(name, strlen(name)));
if (index == MAP_NIL) {
return;
}
Uniform* uniform = &shader->uniforms.data[index];
lovrAssert(uniform->type == type, "Unable to send %ss to uniform %s", debug, name);
lovrAssert((start + count) * size <= uniform->size, "Too many %ss for uniform %s, maximum is %d", debug, name, uniform->size / size);
void* dest = uniform->value.bytes + start * size;
if (memcmp(dest, data, count * size)) {
lovrGraphicsFlushShader(shader);
memcpy(dest, data, count * size);
uniform->dirty = true;
}
}
void lovrShaderSetFloats(Shader* shader, const char* name, float* data, int start, int count) {
lovrShaderSetUniform(shader, name, UNIFORM_FLOAT, data, start, count, sizeof(float), "float");
}
void lovrShaderSetInts(Shader* shader, const char* name, int* data, int start, int count) {
lovrShaderSetUniform(shader, name, UNIFORM_INT, data, start, count, sizeof(int), "int");
}
void lovrShaderSetMatrices(Shader* shader, const char* name, float* data, int start, int count) {
lovrShaderSetUniform(shader, name, UNIFORM_MATRIX, data, start, count, sizeof(float), "float");
}
void lovrShaderSetTextures(Shader* shader, const char* name, Texture** data, int start, int count) {
lovrShaderSetUniform(shader, name, UNIFORM_SAMPLER, data, start, count, sizeof(Texture*), "texture");
}
void lovrShaderSetImages(Shader* shader, const char* name, StorageImage* data, int start, int count) {
lovrShaderSetUniform(shader, name, UNIFORM_IMAGE, data, start, count, sizeof(StorageImage), "image");
}
void lovrShaderSetColor(Shader* shader, const char* name, Color color) {
color.r = lovrMathGammaToLinear(color.r);
color.g = lovrMathGammaToLinear(color.g);
color.b = lovrMathGammaToLinear(color.b);
lovrShaderSetUniform(shader, name, UNIFORM_FLOAT, (float*) &color, 0, 4, sizeof(float), "float");
}
void lovrShaderSetBlock(Shader* shader, const char* name, Buffer* buffer, size_t offset, size_t size, UniformAccess access) {
uint64_t id = map_get(&shader->blockMap, hash64(name, strlen(name)));
if (id == MAP_NIL) return;
int type = id & 1;
int index = id >> 1;
UniformBlock* block = &shader->blocks[type].data[index];
if (block->source != buffer || block->offset != offset || block->size != size) {
lovrGraphicsFlushShader(shader);
lovrRetain(buffer);
lovrRelease(block->source, lovrBufferDestroy);
block->access = access;
block->source = buffer;
block->offset = offset;
block->size = size;
}
}
// ShaderBlock
// Calculates uniform size and byte offsets using std140 rules, returning the total buffer size
size_t lovrShaderComputeUniformLayout(arr_uniform_t* uniforms) {
size_t size = 0;
for (size_t i = 0; i < uniforms->length; i++) {
int align;
Uniform* uniform = &uniforms->data[i];
if (uniform->count > 1 || uniform->type == UNIFORM_MATRIX) {
align = 16;
uniform->size = align * uniform->count * (uniform->type == UNIFORM_MATRIX ? uniform->components : 1);
} else {
align = (uniform->components + (uniform->components == 3)) * 4;
uniform->size = uniform->components * 4;
}
uniform->offset = (size + (align - 1)) & -align;
size = uniform->offset + uniform->size;
}
return size;
}
ShaderBlock* lovrShaderBlockCreate(BlockType type, Buffer* buffer, arr_uniform_t* uniforms) {
ShaderBlock* block = calloc(1, sizeof(ShaderBlock));
lovrAssert(block, "Out of memory");
block->ref = 1;
arr_init(&block->uniforms, arr_alloc);
map_init(&block->uniformMap, (uint32_t) uniforms->length);
arr_append(&block->uniforms, uniforms->data, uniforms->length);
for (size_t i = 0; i < block->uniforms.length; i++) {
Uniform* uniform = &block->uniforms.data[i];
map_set(&block->uniformMap, hash64(uniform->name, strlen(uniform->name)), i);
}
block->type = type;
block->buffer = buffer;
lovrRetain(buffer);
return block;
}
void lovrShaderBlockDestroy(void* ref) {
ShaderBlock* block = ref;
lovrRelease(block->buffer, lovrBufferDestroy);
arr_free(&block->uniforms);
map_free(&block->uniformMap);
free(block);
}
BlockType lovrShaderBlockGetType(ShaderBlock* block) {
return block->type;
}
char* lovrShaderBlockGetShaderCode(ShaderBlock* block, const char* blockName, const char* namespace, size_t* length) {
// Calculate
size_t size = 0;
size_t tab = 2;
size += 15; // "layout(std140) "
size += block->type == BLOCK_UNIFORM ? 7 : 6; // "uniform" || "buffer"
size += 1; // " "
size += strlen(blockName);
size += 3; // " {\n"
for (size_t i = 0; i < block->uniforms.length; i++) {
size += tab;
size += getUniformTypeLength(&block->uniforms.data[i]);
size += 1; // " "
size += strlen(block->uniforms.data[i].name);
size += 2; // ";\n"
}
if (namespace) {
size += 2; // "} "
size += strlen(namespace);
size += 2; // ";\n"
} else {
size += 3; // "};\n"
}
// Allocate
char* code = malloc(size + 1);
lovrAssert(code, "Out of memory");
// Concatenate
char* s = code;
s += sprintf(s, "layout(std140) %s %s {\n", block->type == BLOCK_UNIFORM ? "uniform" : "buffer", blockName);
for (size_t i = 0; i < block->uniforms.length; i++) {
const Uniform* uniform = &block->uniforms.data[i];
if (uniform->count > 1) {
s += sprintf(s, " %s %s[%d];\n", getUniformTypeName(uniform), uniform->name, uniform->count);
} else {
s += sprintf(s, " %s %s;\n", getUniformTypeName(uniform), uniform->name);
}
}
if (namespace) {
s += sprintf(s, "} %s;\n", namespace);
} else {
s += sprintf(s, "};\n");
}
*s = '\0';
*length = size;
return code;
}
const Uniform* lovrShaderBlockGetUniform(ShaderBlock* block, const char* name) {
uint64_t index = map_get(&block->uniformMap, hash64(name, strlen(name)));
return index == MAP_NIL ? NULL : &block->uniforms.data[index];
}
Buffer* lovrShaderBlockGetBuffer(ShaderBlock* block) {
return block->buffer;
}
// Mesh
Mesh* lovrMeshCreate(DrawMode mode, Buffer* vertexBuffer, uint32_t vertexCount) {
Mesh* mesh = calloc(1, sizeof(Mesh));
lovrAssert(mesh, "Out of memory");
mesh->ref = 1;
mesh->mode = mode;
mesh->vertexBuffer = vertexBuffer;
mesh->vertexCount = vertexCount;
lovrRetain(mesh->vertexBuffer);
glGenVertexArrays(1, &mesh->vao);
map_init(&mesh->attributeMap, MAX_ATTRIBUTES);
memset(mesh->locations, 0xff, MAX_ATTRIBUTES * sizeof(uint8_t));
return mesh;
}
void lovrMeshDestroy(void* ref) {
Mesh* mesh = ref;
lovrGraphicsFlushMesh(mesh);
glDeleteVertexArrays(1, &mesh->vao);
for (uint32_t i = 0; i < mesh->attributeCount; i++) {
lovrRelease(mesh->attributes[i].buffer, lovrBufferDestroy);
}
map_free(&mesh->attributeMap);
lovrRelease(mesh->vertexBuffer, lovrBufferDestroy);
lovrRelease(mesh->indexBuffer, lovrBufferDestroy);
lovrRelease(mesh->material, lovrMaterialDestroy);
free(mesh);
}
void lovrMeshSetIndexBuffer(Mesh* mesh, Buffer* buffer, uint32_t indexCount, size_t indexSize, size_t offset) {
if (mesh->indexBuffer != buffer || mesh->indexCount != indexCount || mesh->indexSize != indexSize) {
lovrGraphicsFlushMesh(mesh);
lovrRetain(buffer);
lovrRelease(mesh->indexBuffer, lovrBufferDestroy);
mesh->indexBuffer = buffer;
mesh->indexCount = indexCount;
mesh->indexSize = indexSize;
mesh->indexOffset = offset;
}
}
Buffer* lovrMeshGetVertexBuffer(Mesh* mesh) {
return mesh->vertexBuffer;
}
Buffer* lovrMeshGetIndexBuffer(Mesh* mesh) {
return mesh->indexBuffer;
}
uint32_t lovrMeshGetVertexCount(Mesh* mesh) {
return mesh->vertexCount;
}
uint32_t lovrMeshGetIndexCount(Mesh* mesh) {
return mesh->indexCount;
}
size_t lovrMeshGetIndexSize(Mesh* mesh) {
return mesh->indexSize;
}
uint32_t lovrMeshGetAttributeCount(Mesh* mesh) {
return mesh->attributeCount;
}
void lovrMeshAttachAttribute(Mesh* mesh, const char* name, MeshAttribute* attribute) {
uint64_t hash = hash64(name, strlen(name));
lovrAssert(map_get(&mesh->attributeMap, hash) == MAP_NIL, "Mesh already has an attribute named '%s'", name);
lovrAssert(mesh->attributeCount < MAX_ATTRIBUTES, "Mesh already has the max number of attributes (%d)", MAX_ATTRIBUTES);
lovrAssert(strlen(name) < MAX_ATTRIBUTE_NAME_LENGTH, "Mesh attribute name '%s' is too long (max is %d)", name, MAX_ATTRIBUTE_NAME_LENGTH);
lovrGraphicsFlushMesh(mesh);
uint64_t index = mesh->attributeCount++;
mesh->attributes[index] = *attribute;
strcpy(mesh->attributeNames[index], name);
map_set(&mesh->attributeMap, hash, index);
lovrRetain(attribute->buffer);
}
void lovrMeshDetachAttribute(Mesh* mesh, const char* name) {
uint64_t hash = hash64(name, strlen(name));
uint64_t index = map_get(&mesh->attributeMap, hash);
lovrAssert(index != MAP_NIL, "No attached attribute named '%s' was found", name);
MeshAttribute* attribute = &mesh->attributes[index];
lovrGraphicsFlushMesh(mesh);
lovrRelease(attribute->buffer, lovrBufferDestroy);
map_remove(&mesh->attributeMap, hash);
mesh->attributeNames[index][0] = '\0';
memmove(mesh->attributeNames + index, mesh->attributeNames + index + 1, (mesh->attributeCount - index - 1) * MAX_ATTRIBUTE_NAME_LENGTH * sizeof(char));
memmove(mesh->attributes + index, mesh->attributes + index + 1, (mesh->attributeCount - index - 1) * sizeof(MeshAttribute));
mesh->attributeCount--;
for (uint32_t i = 0; i < MAX_ATTRIBUTES; i++) {
if (mesh->locations[i] > index) {
mesh->locations[i]--;
} else if (mesh->locations[i] == index) {
mesh->locations[i] = 0xff;
}
}
}
const MeshAttribute* lovrMeshGetAttribute(Mesh* mesh, uint32_t index) {
return index < mesh->attributeCount ? &mesh->attributes[index] : NULL;
}
uint32_t lovrMeshGetAttributeIndex(Mesh* mesh, const char* name) {
uint64_t hash = hash64(name, strlen(name));
uint64_t index = map_get(&mesh->attributeMap, hash);
return index == MAP_NIL ? ~0u : index;
}
const char* lovrMeshGetAttributeName(Mesh* mesh, uint32_t index) {
return mesh->attributeNames[index];
}
bool lovrMeshIsAttributeEnabled(Mesh* mesh, const char* name) {
uint64_t hash = hash64(name, strlen(name));
uint64_t index = map_get(&mesh->attributeMap, hash);
lovrAssert(index != MAP_NIL, "Mesh does not have an attribute named '%s'", name);
return !mesh->attributes[index].disabled;
}
void lovrMeshSetAttributeEnabled(Mesh* mesh, const char* name, bool enable) {
bool disable = !enable;
uint64_t hash = hash64(name, strlen(name));
uint64_t index = map_get(&mesh->attributeMap, hash);
lovrAssert(index != MAP_NIL, "Mesh does not have an attribute named '%s'", name);
if (mesh->attributes[index].disabled != disable) {
lovrGraphicsFlushMesh(mesh);
mesh->attributes[index].disabled = disable;
}
}
DrawMode lovrMeshGetDrawMode(Mesh* mesh) {
return mesh->mode;
}
void lovrMeshSetDrawMode(Mesh* mesh, DrawMode mode) {
mesh->mode = mode;
}
void lovrMeshGetDrawRange(Mesh* mesh, uint32_t* start, uint32_t* count) {
*start = mesh->drawStart;
*count = mesh->drawCount;
}
void lovrMeshSetDrawRange(Mesh* mesh, uint32_t start, uint32_t count) {
uint32_t limit = mesh->indexSize > 0 ? mesh->indexCount : mesh->vertexCount;
lovrAssert(start + count <= limit, "Invalid mesh draw range [%d, %d]", start + 1, start + count + 1);
mesh->drawStart = start;
mesh->drawCount = count;
}
Material* lovrMeshGetMaterial(Mesh* mesh) {
return mesh->material;
}
void lovrMeshSetMaterial(Mesh* mesh, Material* material) {
lovrRetain(material);
lovrRelease(mesh->material, lovrMaterialDestroy);
mesh->material = material;
}