2023-03-05 15:05:43 +00:00
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/************************************************************//**
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*
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* @file: gl_canvas.c
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* @author: Martin Fouilleul
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* @date: 29/01/2023
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* @revision:
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*
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*****************************************************************/
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#include"graphics_internal.h"
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#include"macro_helpers.h"
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#include"glsl_shaders.h"
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#include"gl_api.h"
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#define LOG_SUBSYSTEM "Graphics"
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typedef struct mg_gl_canvas_backend
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{
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mg_canvas_backend interface;
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mg_surface surface;
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GLuint vao;
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GLuint dummyVertexBuffer;
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GLuint vertexBuffer;
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GLuint shapeBuffer;
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GLuint indexBuffer;
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GLuint tileCounterBuffer;
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GLuint tileArrayBuffer;
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GLuint clearCounterProgram;
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GLuint tileProgram;
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GLuint sortProgram;
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GLuint drawProgram;
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GLuint blitProgram;
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GLuint outTexture;
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char* indexMapping;
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char* vertexMapping;
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char* shapeMapping;
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} mg_gl_canvas_backend;
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typedef struct mg_gl_image
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{
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mg_image_data interface;
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GLuint textureID;
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} mg_gl_image;
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//NOTE: debugger
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typedef struct debug_vertex
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{
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vec4 cubic;
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vec2 pos;
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int shapeIndex;
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u8 pad[4];
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} debug_vertex;
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typedef struct debug_shape
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{
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vec4 color;
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vec4 clip;
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vec2 uv;
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u8 pad[8];
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} debug_shape;
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#define LayoutNext(prevName, prevType, nextType) \
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AlignUpOnPow2(_cat3_(LAYOUT_, prevName, _OFFSET)+_cat3_(LAYOUT_, prevType, _SIZE), _cat3_(LAYOUT_, nextType, _ALIGN))
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enum {
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LAYOUT_VEC2_SIZE = 8,
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LAYOUT_VEC2_ALIGN = 8,
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LAYOUT_VEC4_SIZE = 16,
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LAYOUT_VEC4_ALIGN = 16,
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LAYOUT_INT_SIZE = 4,
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LAYOUT_INT_ALIGN = 4,
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LAYOUT_MAT2x3_SIZE = sizeof(float)*6,
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LAYOUT_MAT2x3_ALIGN = 4,
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LAYOUT_CUBIC_OFFSET = 0,
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LAYOUT_POS_OFFSET = LayoutNext(CUBIC, VEC4, VEC2),
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LAYOUT_ZINDEX_OFFSET = LayoutNext(POS, VEC2, INT),
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LAYOUT_VERTEX_ALIGN = 16,
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LAYOUT_VERTEX_SIZE = LayoutNext(ZINDEX, INT, VERTEX),
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LAYOUT_COLOR_OFFSET = 0,
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LAYOUT_CLIP_OFFSET = LayoutNext(COLOR, VEC4, VEC4),
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LAYOUT_UV_TRANSFORM_OFFSET = LayoutNext(CLIP, VEC4, MAT2x3),
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LAYOUT_SHAPE_ALIGN = 16,
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LAYOUT_SHAPE_SIZE = LayoutNext(UV_TRANSFORM, MAT2x3, SHAPE),
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MG_GL_CANVAS_MAX_BUFFER_LENGTH = 1<<20,
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MG_GL_CANVAS_MAX_SHAPE_BUFFER_SIZE = LAYOUT_SHAPE_SIZE * MG_GL_CANVAS_MAX_BUFFER_LENGTH,
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MG_GL_CANVAS_MAX_VERTEX_BUFFER_SIZE = LAYOUT_VERTEX_SIZE * MG_GL_CANVAS_MAX_BUFFER_LENGTH,
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MG_GL_CANVAS_MAX_INDEX_BUFFER_SIZE = LAYOUT_INT_SIZE * MG_GL_CANVAS_MAX_BUFFER_LENGTH,
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//TODO: actually size this dynamically
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MG_GL_CANVAS_MAX_TILE_COUNT = 65536, //NOTE: this allows for 256*256 tiles (e.g. 4096*4096 pixels)
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MG_GL_CANVAS_TILE_COUNTER_BUFFER_SIZE = LAYOUT_INT_SIZE * MG_GL_CANVAS_MAX_TILE_COUNT,
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MG_GL_CANVAS_TILE_ARRAY_LENGTH = 1<<10, // max overlapping triangles per tiles
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MG_GL_CANVAS_TILE_ARRAY_BUFFER_SIZE = LAYOUT_INT_SIZE * MG_GL_CANVAS_MAX_TILE_COUNT * MG_GL_CANVAS_TILE_ARRAY_LENGTH,
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};
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void mg_gl_canvas_update_vertex_layout(mg_gl_canvas_backend* backend)
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{
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backend->interface.vertexLayout = (mg_vertex_layout){
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.maxVertexCount = MG_GL_CANVAS_MAX_BUFFER_LENGTH,
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.maxIndexCount = MG_GL_CANVAS_MAX_BUFFER_LENGTH,
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.posBuffer = backend->vertexMapping + LAYOUT_POS_OFFSET,
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.posStride = LAYOUT_VERTEX_SIZE,
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.cubicBuffer = backend->vertexMapping + LAYOUT_CUBIC_OFFSET,
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.cubicStride = LAYOUT_VERTEX_SIZE,
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.shapeIndexBuffer = backend->vertexMapping + LAYOUT_ZINDEX_OFFSET,
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.shapeIndexStride = LAYOUT_VERTEX_SIZE,
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.colorBuffer = backend->shapeMapping + LAYOUT_COLOR_OFFSET,
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.colorStride = LAYOUT_SHAPE_SIZE,
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.clipBuffer = backend->shapeMapping + LAYOUT_CLIP_OFFSET,
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.clipStride = LAYOUT_SHAPE_SIZE,
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.uvTransformBuffer = backend->shapeMapping + LAYOUT_UV_TRANSFORM_OFFSET,
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.uvTransformStride = LAYOUT_SHAPE_SIZE,
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.indexBuffer = backend->indexMapping,
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.indexStride = LAYOUT_INT_SIZE};
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}
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void mg_gl_send_buffers(mg_gl_canvas_backend* backend, int shapeCount, int vertexCount, int indexCount)
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{
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->vertexBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, LAYOUT_VERTEX_SIZE*vertexCount, backend->vertexMapping, GL_STREAM_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->shapeBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, LAYOUT_SHAPE_SIZE*shapeCount, backend->shapeMapping, GL_STREAM_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->indexBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, LAYOUT_INT_SIZE*indexCount, backend->indexMapping, GL_STREAM_DRAW);
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}
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void mg_gl_canvas_begin(mg_canvas_backend* interface)
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{
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mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface;
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void mg_gl_canvas_end(mg_canvas_backend* interface)
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{
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//NOTE: nothing to do here...
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}
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void mg_gl_canvas_clear(mg_canvas_backend* interface, mg_color clearColor)
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{
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mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface;
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glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void mg_gl_canvas_draw_batch(mg_canvas_backend* interface, mg_image_data* imageInterface, u32 shapeCount, u32 vertexCount, u32 indexCount)
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{
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mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface;
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/*NOTE: if we want debug_vertex while debugging, the following ensures the struct def doesn't get stripped away
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debug_vertex vertex;
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debug_shape shape;
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printf("foo %p, bar %p\n", &vertex, &shape);
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//*/
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mg_gl_send_buffers(backend, shapeCount, vertexCount, indexCount);
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mp_rect frame = mg_surface_get_frame(backend->surface);
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vec2 contentsScaling = mg_surface_contents_scaling(backend->surface);
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const int tileSize = 16;
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const int tileCountX = (frame.w*contentsScaling.x + tileSize - 1)/tileSize;
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const int tileCountY = (frame.h*contentsScaling.y + tileSize - 1)/tileSize;
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const int tileArrayLength = MG_GL_CANVAS_TILE_ARRAY_LENGTH;
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//TODO: ensure there's enough space in tile buffer
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//NOTE: first clear counters
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glUseProgram(backend->clearCounterProgram);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->tileCounterBuffer);
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glDispatchCompute(tileCountX*tileCountY, 1, 1);
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//NOTE: we first distribute triangles into tiles:
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glUseProgram(backend->tileProgram);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->vertexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->shapeBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->indexBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileCounterBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileArrayBuffer);
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glUniform1ui(0, indexCount);
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glUniform2ui(1, tileCountX, tileCountY);
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glUniform1ui(2, tileSize);
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glUniform1ui(3, tileArrayLength);
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glUniform2f(4, contentsScaling.x, contentsScaling.y);
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u32 threadCount = indexCount/3;
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glDispatchCompute((threadCount + 255)/256, 1, 1);
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//NOTE: next we sort triangles in each tile
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glUseProgram(backend->sortProgram);
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glUniform1ui(0, indexCount);
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glUniform2ui(1, tileCountX, tileCountY);
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glUniform1ui(2, tileSize);
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glUniform1ui(3, tileArrayLength);
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glDispatchCompute(tileCountX * tileCountY, 1, 1);
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//NOTE: then we fire the drawing shader that will select only triangles in its tile
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glUseProgram(backend->drawProgram);
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glBindImageTexture(0, backend->outTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
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glUniform1ui(0, indexCount);
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glUniform2ui(1, tileCountX, tileCountY);
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glUniform1ui(2, tileSize);
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glUniform1ui(3, tileArrayLength);
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glUniform2f(4, contentsScaling.x, contentsScaling.y);
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if(imageInterface)
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{
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//TODO: make sure this image belongs to that context
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mg_gl_image* image = (mg_gl_image*)imageInterface;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, image->textureID);
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glUniform1ui(5, 1);
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}
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else
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{
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glUniform1ui(5, 0);
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}
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glDispatchCompute(tileCountX, tileCountY, 1);
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//NOTE: now blit out texture to surface
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glUseProgram(backend->blitProgram);
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glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, backend->outTexture);
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glUniform1i(0, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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mg_gl_canvas_update_vertex_layout(backend);
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}
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void mg_gl_canvas_destroy(mg_canvas_backend* interface)
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{
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mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface;
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glDeleteTextures(1, &backend->outTexture);
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glDeleteBuffers(1, &backend->dummyVertexBuffer);
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glDeleteBuffers(1, &backend->vertexBuffer);
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glDeleteBuffers(1, &backend->shapeBuffer);
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glDeleteBuffers(1, &backend->indexBuffer);
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glDeleteBuffers(1, &backend->tileCounterBuffer);
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glDeleteBuffers(1, &backend->tileArrayBuffer);
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glDeleteVertexArrays(1, &backend->vao);
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free(backend->shapeMapping);
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free(backend->vertexMapping);
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free(backend->indexMapping);
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free(backend);
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}
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mg_image_data* mg_gl_canvas_image_create(mg_canvas_backend* interface, vec2 size)
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{
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mg_gl_image* image = 0;
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image = malloc_type(mg_gl_image);
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if(image)
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{
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glGenTextures(1, &image->textureID);
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glBindTexture(GL_TEXTURE_2D, image->textureID);
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// glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, size.x, size.y);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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image->interface.size = size;
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}
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return((mg_image_data*)image);
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}
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void mg_gl_canvas_image_destroy(mg_canvas_backend* interface, mg_image_data* imageInterface)
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{
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//TODO: check that this image belongs to this context
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mg_gl_image* image = (mg_gl_image*)imageInterface;
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glDeleteTextures(1, &image->textureID);
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free(image);
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}
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void mg_gl_canvas_image_upload_region(mg_canvas_backend* interface,
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mg_image_data* imageInterface,
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mp_rect region,
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u8* pixels)
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{
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//TODO: check that this image belongs to this context
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mg_gl_image* image = (mg_gl_image*)imageInterface;
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glBindTexture(GL_TEXTURE_2D, image->textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, region.w, region.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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static int mg_gl_compile_shader(const char* name, GLuint shader, const char* source)
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{
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int res = 0;
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const char* sources[3] = {"#version 430", glsl_common, source};
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glShaderSource(shader, 3, sources, 0);
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glCompileShader(shader);
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int status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if(!status)
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{
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char buffer[256];
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int size = 0;
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glGetShaderInfoLog(shader, 256, &size, buffer);
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printf("Shader compile error (%s): %.*s\n", name, size, buffer);
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res = -1;
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}
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return(res);
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}
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static int mg_gl_canvas_compile_compute_program_named(const char* name, const char* source, GLuint* outProgram)
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{
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int res = 0;
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*outProgram = 0;
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GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
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GLuint program = glCreateProgram();
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res |= mg_gl_compile_shader(name, shader, source);
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if(!res)
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{
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glAttachShader(program, shader);
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glLinkProgram(program);
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int status = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
|
|
|
|
if(!status)
|
|
|
|
{
|
|
|
|
char buffer[256];
|
|
|
|
int size = 0;
|
|
|
|
glGetProgramInfoLog(program, 256, &size, buffer);
|
|
|
|
LOG_ERROR("Shader link error (%s): %.*s\n", name, size, buffer);
|
|
|
|
|
|
|
|
res = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*outProgram = program;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return(res);
|
|
|
|
}
|
|
|
|
|
|
|
|
int mg_gl_canvas_compile_render_program_named(const char* progName,
|
|
|
|
const char* vertexName,
|
|
|
|
const char* fragmentName,
|
|
|
|
const char* vertexSrc,
|
|
|
|
const char* fragmentSrc,
|
|
|
|
GLuint* outProgram)
|
|
|
|
{
|
|
|
|
int res = 0;
|
|
|
|
*outProgram = 0;
|
|
|
|
|
|
|
|
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
GLuint program = glCreateProgram();
|
|
|
|
|
|
|
|
res |= mg_gl_compile_shader(vertexName, vertexShader, vertexSrc);
|
|
|
|
res |= mg_gl_compile_shader(fragmentName, fragmentShader, fragmentSrc);
|
|
|
|
|
|
|
|
if(!res)
|
|
|
|
{
|
|
|
|
glAttachShader(program, vertexShader);
|
|
|
|
glAttachShader(program, fragmentShader);
|
|
|
|
glLinkProgram(program);
|
|
|
|
|
|
|
|
int status = 0;
|
|
|
|
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
|
|
|
if(!status)
|
|
|
|
{
|
|
|
|
char buffer[256];
|
|
|
|
int size = 0;
|
|
|
|
glGetProgramInfoLog(program, 256, &size, buffer);
|
|
|
|
LOG_ERROR("Shader link error (%s): %.*s\n", progName, size, buffer);
|
|
|
|
res = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*outProgram = program;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return(res);
|
|
|
|
}
|
|
|
|
|
|
|
|
#define mg_gl_canvas_compile_compute_program(src, out) \
|
|
|
|
mg_gl_canvas_compile_compute_program_named(#src, src, out)
|
|
|
|
|
|
|
|
#define mg_gl_canvas_compile_render_program(progName, shaderSrc, vertexSrc, out) \
|
|
|
|
mg_gl_canvas_compile_render_program_named(progName, #shaderSrc, #vertexSrc, shaderSrc, vertexSrc, out)
|
|
|
|
|
|
|
|
mg_canvas_backend* mg_gl_canvas_create(mg_surface surface)
|
|
|
|
{
|
|
|
|
mg_gl_canvas_backend* backend = 0;
|
|
|
|
mg_surface_data* surfaceData = mg_surface_data_from_handle(surface);
|
|
|
|
|
|
|
|
int err = 0;
|
|
|
|
|
|
|
|
if(surfaceData && surfaceData->backend == MG_BACKEND_GL)
|
|
|
|
{
|
|
|
|
backend = malloc_type(mg_gl_canvas_backend);
|
|
|
|
memset(backend, 0, sizeof(mg_gl_canvas_backend));
|
|
|
|
backend->surface = surface;
|
|
|
|
|
|
|
|
//NOTE(martin): setup interface functions
|
|
|
|
backend->interface.destroy = mg_gl_canvas_destroy;
|
|
|
|
backend->interface.begin = mg_gl_canvas_begin;
|
|
|
|
backend->interface.end = mg_gl_canvas_end;
|
|
|
|
backend->interface.clear = mg_gl_canvas_clear;
|
|
|
|
backend->interface.drawBatch = mg_gl_canvas_draw_batch;
|
|
|
|
backend->interface.imageCreate = mg_gl_canvas_image_create;
|
|
|
|
backend->interface.imageDestroy = mg_gl_canvas_image_destroy;
|
|
|
|
backend->interface.imageUploadRegion = mg_gl_canvas_image_upload_region;
|
|
|
|
|
|
|
|
mg_surface_prepare(surface);
|
|
|
|
|
|
|
|
glGenVertexArrays(1, &backend->vao);
|
|
|
|
glBindVertexArray(backend->vao);
|
|
|
|
|
|
|
|
glGenBuffers(1, &backend->dummyVertexBuffer);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer);
|
|
|
|
|
|
|
|
glGenBuffers(1, &backend->vertexBuffer);
|
|
|
|
glGenBuffers(1, &backend->shapeBuffer);
|
|
|
|
glGenBuffers(1, &backend->indexBuffer);
|
|
|
|
|
|
|
|
glGenBuffers(1, &backend->tileCounterBuffer);
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileCounterBuffer);
|
|
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_CANVAS_TILE_COUNTER_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
|
|
|
|
glGenBuffers(1, &backend->tileArrayBuffer);
|
|
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileArrayBuffer);
|
|
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_CANVAS_TILE_ARRAY_BUFFER_SIZE, 0, GL_DYNAMIC_COPY);
|
|
|
|
|
|
|
|
mp_rect frame = mg_surface_get_frame(backend->surface);
|
|
|
|
vec2 contentsScaling = mg_surface_contents_scaling(backend->surface);
|
|
|
|
|
|
|
|
glGenTextures(1, &backend->outTexture);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, backend->outTexture);
|
|
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, frame.w*contentsScaling.x, frame.h*contentsScaling.y);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
|
|
//NOTE: create programs
|
|
|
|
err |= mg_gl_canvas_compile_compute_program(glsl_clear_counters, &backend->clearCounterProgram);
|
|
|
|
err |= mg_gl_canvas_compile_compute_program(glsl_tile, &backend->tileProgram);
|
|
|
|
err |= mg_gl_canvas_compile_compute_program(glsl_sort, &backend->sortProgram);
|
|
|
|
err |= mg_gl_canvas_compile_compute_program(glsl_draw, &backend->drawProgram);
|
|
|
|
err |= mg_gl_canvas_compile_render_program("blit", glsl_blit_vertex, glsl_blit_fragment, &backend->blitProgram);
|
|
|
|
|
|
|
|
if(glGetError() != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
err |= -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
backend->shapeMapping = malloc_array(char, MG_GL_CANVAS_MAX_SHAPE_BUFFER_SIZE);
|
|
|
|
backend->vertexMapping = malloc_array(char, MG_GL_CANVAS_MAX_VERTEX_BUFFER_SIZE);
|
|
|
|
backend->indexMapping = malloc_array(char, MG_GL_CANVAS_MAX_INDEX_BUFFER_SIZE);
|
|
|
|
|
|
|
|
if( !backend->shapeMapping
|
|
|
|
|| !backend->shapeMapping
|
|
|
|
|| !backend->shapeMapping)
|
|
|
|
{
|
|
|
|
err |= -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(err)
|
|
|
|
{
|
|
|
|
mg_gl_canvas_destroy((mg_canvas_backend*)backend);
|
|
|
|
backend = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mg_gl_canvas_update_vertex_layout(backend);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return((mg_canvas_backend*)backend);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#undef LOG_SUBSYSTEM
|