mirror of https://github.com/bjornbytes/lovr.git
3136 lines
107 KiB
C
3136 lines
107 KiB
C
#include "graphics/graphics.h"
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#include "graphics/buffer.h"
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#include "graphics/canvas.h"
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#include "graphics/material.h"
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#include "graphics/mesh.h"
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#include "graphics/shader.h"
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#include "graphics/texture.h"
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#include "resources/shaders.h"
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#include "data/blob.h"
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#include "data/modelData.h"
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#include "math/math.h"
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#include <math.h>
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#include <limits.h>
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#include <string.h>
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#include <stdlib.h>
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#include <stdio.h>
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#ifdef LOVR_WEBGL
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#include <GLES3/gl3.h>
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#include <GLES2/gl2ext.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#else
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#include "lib/glad/glad.h"
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#endif
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// Types
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#define MAX_TEXTURES 16
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#define MAX_IMAGES 8
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#define MAX_BLOCK_BUFFERS 8
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#define LOVR_SHADER_POSITION 0
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#define LOVR_SHADER_NORMAL 1
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#define LOVR_SHADER_TEX_COORD 2
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#define LOVR_SHADER_VERTEX_COLOR 3
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#define LOVR_SHADER_TANGENT 4
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#define LOVR_SHADER_BONES 5
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#define LOVR_SHADER_BONE_WEIGHTS 6
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#define LOVR_SHADER_DRAW_ID 7
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struct Buffer {
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uint32_t ref;
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uint32_t id;
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void* data;
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size_t size;
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size_t flushFrom;
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size_t flushTo;
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BufferType type;
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BufferUsage usage;
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bool mapped;
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bool readable;
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uint8_t incoherent;
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};
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struct Texture {
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uint32_t ref;
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GLuint id;
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GLuint msaaId;
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GLenum target;
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TextureType type;
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TextureFormat format;
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uint32_t width;
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uint32_t height;
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uint32_t depth;
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uint32_t mipmapCount;
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CompareMode compareMode;
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TextureFilter filter;
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TextureWrap wrap;
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uint32_t msaa;
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bool srgb;
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bool mipmaps;
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bool allocated;
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bool native;
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uint8_t incoherent;
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};
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struct Canvas {
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uint32_t ref;
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uint32_t framebuffer;
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uint32_t resolveBuffer;
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uint32_t depthBuffer;
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uint32_t width;
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uint32_t height;
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CanvasFlags flags;
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Attachment attachments[MAX_CANVAS_ATTACHMENTS];
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Attachment depth;
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uint32_t attachmentCount;
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bool needsAttach;
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bool needsResolve;
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bool immortal;
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};
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struct ShaderBlock {
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uint32_t ref;
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BlockType type;
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arr_uniform_t uniforms;
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map_t uniformMap;
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struct Buffer* buffer;
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};
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struct Shader {
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uint32_t ref;
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uint32_t program;
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ShaderType type;
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arr_uniform_t uniforms;
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arr_block_t blocks[2];
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map_t attributes;
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map_t uniformMap;
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map_t blockMap;
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bool multiview;
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};
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struct Mesh {
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uint32_t ref;
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uint32_t vao;
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uint32_t ibo;
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DrawMode mode;
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char attributeNames[MAX_ATTRIBUTES][MAX_ATTRIBUTE_NAME_LENGTH];
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MeshAttribute attributes[MAX_ATTRIBUTES];
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uint8_t locations[MAX_ATTRIBUTES];
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uint16_t enabledLocations;
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uint16_t divisors[MAX_ATTRIBUTES];
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map_t attributeMap;
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uint32_t attributeCount;
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struct Buffer* vertexBuffer;
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struct Buffer* indexBuffer;
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uint32_t vertexCount;
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uint32_t indexCount;
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size_t indexSize;
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size_t indexOffset;
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uint32_t drawStart;
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uint32_t drawCount;
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struct Material* material;
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};
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typedef enum {
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BARRIER_BLOCK,
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BARRIER_UNIFORM_TEXTURE,
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BARRIER_UNIFORM_IMAGE,
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BARRIER_TEXTURE,
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BARRIER_CANVAS,
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MAX_BARRIERS
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} Barrier;
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typedef struct {
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uint32_t buffer;
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size_t offset;
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size_t size;
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} BlockBuffer;
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typedef struct {
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GLuint* queries;
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uint32_t* chain;
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uint32_t next;
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uint32_t count;
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} QueryPool;
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typedef struct {
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uint32_t head;
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uint32_t tail;
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uint64_t nanoseconds;
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} Timer;
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static struct {
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Texture* defaultTexture;
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enum { NONE, INSTANCED_STEREO, MULTIVIEW } singlepass;
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bool alphaToCoverage;
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bool blendEnabled;
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BlendMode blendMode;
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BlendAlphaMode blendAlphaMode;
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uint8_t colorMask;
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bool culling;
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bool depthEnabled;
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CompareMode depthTest;
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bool depthWrite;
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float lineWidth;
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uint32_t primitiveRestart;
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bool stencilEnabled;
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CompareMode stencilMode;
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int stencilValue;
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bool stencilWriting;
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Winding winding;
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bool wireframe;
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uint32_t framebuffer;
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uint32_t program;
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Mesh* vertexArray;
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uint32_t buffers[MAX_BUFFER_TYPES];
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BlockBuffer blockBuffers[2][MAX_BLOCK_BUFFERS];
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int activeTexture;
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Texture* textures[MAX_TEXTURES];
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StorageImage images[MAX_IMAGES];
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float viewports[2][4];
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uint32_t viewportCount;
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arr_t(void*) incoherents[MAX_BARRIERS];
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QueryPool queryPool;
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arr_t(Timer) timers;
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uint32_t activeTimer;
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map_t timerMap;
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GpuFeatures features;
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GpuLimits limits;
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GpuStats stats;
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bool amd;
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} state;
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// Helper functions
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static GLenum convertCompareMode(CompareMode mode) {
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switch (mode) {
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case COMPARE_NONE: return GL_ALWAYS;
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case COMPARE_EQUAL: return GL_EQUAL;
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case COMPARE_NEQUAL: return GL_NOTEQUAL;
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case COMPARE_LESS: return GL_LESS;
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case COMPARE_LEQUAL: return GL_LEQUAL;
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case COMPARE_GREATER: return GL_GREATER;
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case COMPARE_GEQUAL: return GL_GEQUAL;
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default: lovrThrow("Unreachable");
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}
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}
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static GLenum convertWrapMode(WrapMode mode) {
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switch (mode) {
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case WRAP_CLAMP: return GL_CLAMP_TO_EDGE;
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case WRAP_REPEAT: return GL_REPEAT;
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case WRAP_MIRRORED_REPEAT: return GL_MIRRORED_REPEAT;
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default: lovrThrow("Unreachable");
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}
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}
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static GLenum convertTextureTarget(TextureType type) {
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switch (type) {
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case TEXTURE_2D: return GL_TEXTURE_2D; break;
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case TEXTURE_ARRAY: return GL_TEXTURE_2D_ARRAY; break;
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case TEXTURE_CUBE: return GL_TEXTURE_CUBE_MAP; break;
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case TEXTURE_VOLUME: return GL_TEXTURE_3D; break;
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default: lovrThrow("Unreachable");
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}
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}
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static GLenum convertTextureFormat(TextureFormat format) {
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switch (format) {
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case FORMAT_RGB: return GL_RGB;
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case FORMAT_RGBA: return GL_RGBA;
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case FORMAT_RGBA4: return GL_RGBA;
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case FORMAT_R16: return GL_RED;
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case FORMAT_RG16: return GL_RG;
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case FORMAT_RGBA16: return GL_RGBA;
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case FORMAT_RGBA16F: return GL_RGBA;
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case FORMAT_RGBA32F: return GL_RGBA;
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case FORMAT_R16F: return GL_RED;
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case FORMAT_R32F: return GL_RED;
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case FORMAT_RG16F: return GL_RG;
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case FORMAT_RG32F: return GL_RG;
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case FORMAT_RGB5A1: return GL_RGBA;
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case FORMAT_RGB10A2: return GL_RGBA;
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case FORMAT_RG11B10F: return GL_RGB;
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case FORMAT_D16: return GL_DEPTH_COMPONENT;
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case FORMAT_D32F: return GL_DEPTH_COMPONENT;
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case FORMAT_D24S8: return GL_DEPTH_STENCIL;
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case FORMAT_DXT1: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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case FORMAT_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case FORMAT_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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case FORMAT_ASTC_4x4:
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case FORMAT_ASTC_5x4:
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case FORMAT_ASTC_5x5:
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case FORMAT_ASTC_6x5:
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case FORMAT_ASTC_6x6:
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case FORMAT_ASTC_8x5:
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case FORMAT_ASTC_8x6:
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case FORMAT_ASTC_8x8:
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case FORMAT_ASTC_10x5:
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case FORMAT_ASTC_10x6:
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case FORMAT_ASTC_10x8:
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case FORMAT_ASTC_10x10:
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case FORMAT_ASTC_12x10:
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case FORMAT_ASTC_12x12:
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return GL_RGBA;
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default: lovrThrow("Unreachable");
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}
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}
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static GLenum convertTextureFormatInternal(TextureFormat format, bool srgb) {
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switch (format) {
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case FORMAT_RGB: return srgb ? GL_SRGB8 : GL_RGB8;
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case FORMAT_RGBA: return srgb ? GL_SRGB8_ALPHA8 : GL_RGBA8;
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case FORMAT_RGBA4: return GL_RGBA4;
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case FORMAT_R16: return GL_R16;
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case FORMAT_RG16: return GL_RG16;
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case FORMAT_RGBA16: return GL_RGBA16;
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case FORMAT_RGBA16F: return GL_RGBA16F;
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case FORMAT_RGBA32F: return GL_RGBA32F;
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case FORMAT_R16F: return GL_R16F;
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case FORMAT_R32F: return GL_R32F;
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case FORMAT_RG16F: return GL_RG16F;
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case FORMAT_RG32F: return GL_RG32F;
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case FORMAT_RGB5A1: return GL_RGB5_A1;
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case FORMAT_RGB10A2: return GL_RGB10_A2;
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case FORMAT_RG11B10F: return GL_R11F_G11F_B10F;
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case FORMAT_D16: return GL_DEPTH_COMPONENT16;
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case FORMAT_D32F: return GL_DEPTH_COMPONENT32F;
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case FORMAT_D24S8: return GL_DEPTH24_STENCIL8;
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case FORMAT_DXT1: return srgb ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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case FORMAT_DXT3: return srgb ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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case FORMAT_DXT5: return srgb ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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#ifdef LOVR_WEBGL
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case FORMAT_ASTC_4x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
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case FORMAT_ASTC_5x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
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case FORMAT_ASTC_5x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
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case FORMAT_ASTC_6x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
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case FORMAT_ASTC_6x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
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case FORMAT_ASTC_8x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
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case FORMAT_ASTC_8x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
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case FORMAT_ASTC_8x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
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case FORMAT_ASTC_10x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
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case FORMAT_ASTC_10x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
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case FORMAT_ASTC_10x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
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case FORMAT_ASTC_10x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
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case FORMAT_ASTC_12x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
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case FORMAT_ASTC_12x12: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
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#else
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case FORMAT_ASTC_4x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 : GL_COMPRESSED_RGBA_ASTC_4x4;
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case FORMAT_ASTC_5x4: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 : GL_COMPRESSED_RGBA_ASTC_5x4;
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case FORMAT_ASTC_5x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 : GL_COMPRESSED_RGBA_ASTC_5x5;
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case FORMAT_ASTC_6x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 : GL_COMPRESSED_RGBA_ASTC_6x5;
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case FORMAT_ASTC_6x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 : GL_COMPRESSED_RGBA_ASTC_6x6;
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case FORMAT_ASTC_8x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 : GL_COMPRESSED_RGBA_ASTC_8x5;
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case FORMAT_ASTC_8x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 : GL_COMPRESSED_RGBA_ASTC_8x6;
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case FORMAT_ASTC_8x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 : GL_COMPRESSED_RGBA_ASTC_8x8;
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case FORMAT_ASTC_10x5: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 : GL_COMPRESSED_RGBA_ASTC_10x5;
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case FORMAT_ASTC_10x6: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 : GL_COMPRESSED_RGBA_ASTC_10x6;
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case FORMAT_ASTC_10x8: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 : GL_COMPRESSED_RGBA_ASTC_10x8;
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case FORMAT_ASTC_10x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 : GL_COMPRESSED_RGBA_ASTC_10x10;
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case FORMAT_ASTC_12x10: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 : GL_COMPRESSED_RGBA_ASTC_12x10;
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case FORMAT_ASTC_12x12: return srgb ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 : GL_COMPRESSED_RGBA_ASTC_12x12;
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#endif
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default: lovrThrow("Unreachable");
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}
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}
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static GLenum convertTextureFormatType(TextureFormat format) {
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switch (format) {
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case FORMAT_RGB: return GL_UNSIGNED_BYTE;
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case FORMAT_RGBA: return GL_UNSIGNED_BYTE;
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case FORMAT_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4;
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case FORMAT_R16: return GL_UNSIGNED_SHORT;
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case FORMAT_RG16: return GL_UNSIGNED_SHORT;
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case FORMAT_RGBA16: return GL_UNSIGNED_SHORT;
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case FORMAT_RGBA16F: return GL_HALF_FLOAT;
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case FORMAT_RGBA32F: return GL_FLOAT;
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case FORMAT_R16F: return GL_HALF_FLOAT;
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case FORMAT_R32F: return GL_FLOAT;
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case FORMAT_RG16F: return GL_HALF_FLOAT;
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case FORMAT_RG32F: return GL_FLOAT;
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case FORMAT_RGB5A1: return GL_UNSIGNED_SHORT_5_5_5_1;
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case FORMAT_RGB10A2: return GL_UNSIGNED_INT_2_10_10_10_REV;
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case FORMAT_RG11B10F: return GL_UNSIGNED_INT_10F_11F_11F_REV;
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case FORMAT_D16: return GL_UNSIGNED_SHORT;
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case FORMAT_D32F: return GL_UNSIGNED_INT;
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case FORMAT_D24S8: return GL_UNSIGNED_INT_24_8;
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default: lovrThrow("Unreachable");
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}
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}
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static bool isTextureFormatCompressed(TextureFormat format) {
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switch (format) {
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case FORMAT_DXT1:
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case FORMAT_DXT3:
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case FORMAT_DXT5:
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case FORMAT_ASTC_4x4:
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case FORMAT_ASTC_5x4:
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case FORMAT_ASTC_5x5:
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case FORMAT_ASTC_6x5:
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case FORMAT_ASTC_6x6:
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case FORMAT_ASTC_8x5:
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case FORMAT_ASTC_8x6:
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case FORMAT_ASTC_8x8:
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case FORMAT_ASTC_10x5:
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case FORMAT_ASTC_10x6:
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case FORMAT_ASTC_10x8:
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case FORMAT_ASTC_10x10:
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case FORMAT_ASTC_12x10:
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case FORMAT_ASTC_12x12:
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return true;
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default:
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return false;
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}
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}
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static bool isTextureFormatDepth(TextureFormat format) {
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switch (format) {
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case FORMAT_D16: case FORMAT_D32F: case FORMAT_D24S8: return true;
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default: return false;
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}
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}
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static uint64_t getTextureMemorySize(Texture* texture) {
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if (texture->native) return 0;
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float size = 0.f;
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float bitrate;
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switch (texture->format) {
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case FORMAT_RGB: bitrate = 24.f; break;
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case FORMAT_RGBA: bitrate = 32.f; break;
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case FORMAT_RGBA4: bitrate = 16.f; break;
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case FORMAT_R16: bitrate = 16.f; break;
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case FORMAT_RG16: bitrate = 32.f; break;
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case FORMAT_RGBA16: bitrate = 64.f; break;
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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;
|
|
}
|