/************************************************************//** * * @file: gl_canvas.c * @author: Martin Fouilleul * @date: 29/01/2023 * @revision: * *****************************************************************/ #include"graphics_surface.h" #include"macro_helpers.h" #include"glsl_shaders.h" #include"gl_api.h" typedef struct mg_gl_image { mg_image_data interface; GLuint texture; } mg_gl_image; typedef enum { MG_GL_FILL, MG_GL_STROKE, } mg_gl_cmd; typedef struct mg_gl_path { mg_gl_cmd cmd; float uvTransform[9]; vec4 color; vec4 box; vec4 clip; } mg_gl_path; typedef enum { MG_GL_LINE = 1, MG_GL_QUADRATIC, MG_GL_CUBIC, } mg_gl_seg_kind; typedef struct mg_gl_path_elt { int pathIndex; int localEltIndex; mg_gl_seg_kind kind; vec2 p[4]; } mg_gl_path_elt; //////////////////////////////////////////////////////////// //NOTE: these are just here for the sizes... typedef struct mg_gl_segment { int kind; int pathIndex; int config; int windingIncrement; vec4 box; float hullMatrix[9]; float implicitMatrix[9]; float sign; vec2 hullVertex; int debugID; } mg_gl_segment; typedef struct mg_gl_path_queue { vec4 area; int tileQueues; } mg_gl_path_queue; typedef struct mg_gl_tile_op { int kind; int index; int next; bool crossRight; int windingOffset; } mg_gl_tile_op; typedef struct mg_gl_tile_queue { int windingOffset; int first; int last; } mg_gl_tile_queue; typedef struct mg_gl_encoding_context { int glEltCount; mg_gl_path* pathBufferData; mg_gl_path_elt* elementBufferData; int pathIndex; int localEltIndex; mg_primitive* primitive; vec4 pathScreenExtents; vec4 pathUserExtents; } mg_gl_encoding_context; //////////////////////////////////////////////////////////// enum { // MG_GL_INPUT_BUFFERS_COUNT = 3, MG_GL_TILE_SIZE = 16, MG_GL_MSAA_COUNT = 8, }; typedef struct mg_gl_canvas_backend { mg_canvas_backend interface; mg_wgl_surface* surface; GLuint vao; GLuint pathSetup; GLuint segmentSetup; GLuint backprop; GLuint merge; GLuint raster; GLuint blit; GLuint outTexture; int pathBufferOffset; int elementBufferOffset; int bufferIndex; //TODO buffer semaphore... GLuint pathBuffer; GLuint elementBuffer; GLuint segmentBuffer; GLuint segmentCountBuffer; GLuint pathQueueBuffer; GLuint tileQueueBuffer; GLuint tileQueueCountBuffer; GLuint tileOpBuffer; GLuint tileOpCountBuffer; GLuint screenTilesBuffer; GLuint dummyVertexBuffer; mg_gl_path* pathBufferData; mg_gl_path_elt* elementBufferData; int msaaCount; vec2 frameSize; } mg_gl_canvas_backend; static void mg_update_path_extents(vec4* extents, vec2 p) { extents->x = minimum(extents->x, p.x); extents->y = minimum(extents->y, p.y); extents->z = maximum(extents->z, p.x); extents->w = maximum(extents->w, p.y); } void mg_gl_canvas_encode_element(mg_gl_encoding_context* context, mg_path_elt_type kind, vec2* p) { mg_gl_path_elt* glElt = &context->elementBufferData[context->glEltCount]; context->glEltCount++; glElt->pathIndex = context->pathIndex; int count = 0; switch(kind) { case MG_PATH_LINE: glElt->kind = MG_GL_LINE; count = 2; break; case MG_PATH_QUADRATIC: glElt->kind = MG_GL_QUADRATIC; count = 3; break; case MG_PATH_CUBIC: glElt->kind = MG_GL_CUBIC; count = 4; break; default: break; } glElt->localEltIndex = context->localEltIndex; for(int i=0; ipathUserExtents, p[i]); vec2 screenP = mg_mat2x3_mul(context->primitive->attributes.transform, p[i]); glElt->p[i] = (vec2){screenP.x, screenP.y}; mg_update_path_extents(&context->pathScreenExtents, screenP); } } void mg_gl_render_batch(mg_gl_canvas_backend* backend, mg_wgl_surface* surface, int pathCount, int eltCount, mg_image_data* image, int tileSize, int nTilesX, int nTilesY, vec2 viewportSize, f32 scale) { //NOTE: clear counters int zero = 0; glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileQueueCountBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY); //NOTE: path setup pass glUseProgram(backend->pathSetup); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path)); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueCountBuffer); glUniform1i(0, tileSize); glUniform1f(1, scale); glDispatchCompute(pathCount, 1, 1); //NOTE: segment setup pass glUseProgram(backend->segmentSetup); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, backend->elementBufferOffset, eltCount*sizeof(mg_gl_path_elt)); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->pathQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->tileOpBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, backend->tileOpCountBuffer); glUniform1i(0, tileSize); glUniform1f(1, scale); glDispatchCompute(eltCount, 1, 1); //NOTE: backprop pass glUseProgram(backend->backprop); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileQueueBuffer); glDispatchCompute(pathCount*16, 1, 1); //NOTE: merge pass glUseProgram(backend->merge); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path)); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpCountBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->screenTilesBuffer); glUniform1i(0, tileSize); glUniform1f(1, scale); glDispatchCompute(nTilesX, nTilesY, 1); //NOTE: raster pass glUseProgram(backend->raster); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->screenTilesBuffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileOpBuffer); glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path)); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->segmentBuffer); glUniform1i(0, tileSize); glUniform1f(1, scale); glUniform1i(2, backend->msaaCount); glBindImageTexture(0, backend->outTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); if(image) { //TODO: make sure this image belongs to that context mg_gl_image* glImage = (mg_gl_image*)image; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, glImage->texture); glUniform1ui(3, 1); } else { glUniform1ui(3, 0); } glDispatchCompute(viewportSize.x, viewportSize.y, 1); //NOTE: blit pass glUseProgram(backend->blit); glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, backend->outTexture); glUniform1i(0, 0); glDrawArrays(GL_TRIANGLES, 0, 6); } ///////////////////////////////////////////////////////////////////////// //TODO void mg_gl_canvas_resize(mg_gl_canvas_backend* backend, vec2 size); ///////////////////////////////////////////////////////////////////////// void mg_gl_canvas_render(mg_canvas_backend* interface, mg_color clearColor, u32 primitiveCount, mg_primitive* primitives, u32 eltCount, mg_path_elt* pathElements) { mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface; //TODO rolling buffer //TODO update screen tiles buffer size mg_wgl_surface* surface = backend->surface; mp_rect frame = surface->interface.getFrame((mg_surface_data*)surface); vec2 contentsScaling = surface->interface.contentsScaling((mg_surface_data*)surface); //TODO support scaling in both axes f32 scale = contentsScaling.x; vec2 viewportSize = {frame.w * scale, frame.h * scale}; int tileSize = MG_GL_TILE_SIZE; int nTilesX = (int)(frame.w * scale + tileSize - 1)/tileSize; int nTilesY = (int)(frame.h * scale + tileSize - 1)/tileSize; if(viewportSize.x != backend->frameSize.x || viewportSize.y != backend->frameSize.y) { //TODO: mg_gl_canvas_resize(backend, viewportSize); } //NOTE: clear screen and reset input buffer offsets glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a); glClear(GL_COLOR_BUFFER_BIT); backend->pathBufferOffset = 0; backend->elementBufferOffset = 0; //NOTE: encode and render batches int pathCount = 0; vec2 currentPos = {0}; mg_image currentImage = mg_image_nil(); ///////////////////////////////////////////////////////////////////////////////// //TODO: we must map or allocate elementBufferData and pathBufferData... ///////////////////////////////////////////////////////////////////////////////// mg_gl_encoding_context context = {.glEltCount = 0, .elementBufferData = backend->elementBufferData, .pathBufferData = backend->pathBufferData }; for(int primitiveIndex = 0; primitiveIndex < primitiveCount; primitiveIndex++) { mg_primitive* primitive = &primitives[primitiveIndex]; if(primitiveIndex && (primitive->attributes.image.h != currentImage.h)) { mg_image_data* imageData = mg_image_data_from_handle(currentImage); mg_gl_render_batch(backend, surface, pathCount, context.glEltCount, imageData, tileSize, nTilesX, nTilesY, viewportSize, scale); backend->pathBufferOffset += pathCount * sizeof(mg_gl_path); backend->elementBufferOffset += context.glEltCount * sizeof(mg_gl_path_elt); pathCount = 0; context.glEltCount = 0; context.elementBufferData = (mg_gl_path_elt*)((char*)backend->elementBufferData + backend->elementBufferOffset); context.pathBufferData = (mg_gl_path*)((char*)backend->pathBufferData + backend->pathBufferOffset); } currentImage = primitive->attributes.image; if(primitive->path.count) { context.primitive = primitive; context.pathIndex = pathCount; context.pathScreenExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX}; context.pathUserExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX}; if(primitive->cmd == MG_CMD_STROKE) { //TODO mg_gl_render_stroke(&context, pathElements + primitive->path.startIndex, &primitive->path); } else { int segCount = 0; for(int eltIndex = 0; (eltIndex < primitive->path.count) && (primitive->path.startIndex + eltIndex < eltCount); eltIndex++) { context.localEltIndex = segCount; mg_path_elt* elt = &pathElements[primitive->path.startIndex + eltIndex]; if(elt->type != MG_PATH_MOVE) { vec2 p[4] = {currentPos, elt->p[0], elt->p[1], elt->p[2]}; mg_gl_canvas_encode_element(&context, elt->type, p); segCount++; } switch(elt->type) { case MG_PATH_MOVE: currentPos = elt->p[0]; break; case MG_PATH_LINE: currentPos = elt->p[0]; break; case MG_PATH_QUADRATIC: currentPos = elt->p[1]; break; case MG_PATH_CUBIC: currentPos = elt->p[2]; break; } } } //NOTE: push path mg_gl_path* path = &context.pathBufferData[pathCount]; pathCount++; path->cmd = (mg_gl_cmd)primitive->cmd; path->box = (vec4){context.pathScreenExtents.x, context.pathScreenExtents.y, context.pathScreenExtents.z, context.pathScreenExtents.w}; path->clip = (vec4){primitive->attributes.clip.x, primitive->attributes.clip.y, primitive->attributes.clip.x + primitive->attributes.clip.w, primitive->attributes.clip.y + primitive->attributes.clip.h}; path->color = (vec4){primitive->attributes.color.r, primitive->attributes.color.g, primitive->attributes.color.b, primitive->attributes.color.a}; mp_rect srcRegion = primitive->attributes.srcRegion; mp_rect destRegion = {context.pathUserExtents.x, context.pathUserExtents.y, context.pathUserExtents.z - context.pathUserExtents.x, context.pathUserExtents.w - context.pathUserExtents.y}; if(!mg_image_is_nil(primitive->attributes.image)) { vec2 texSize = mg_image_size(primitive->attributes.image); mg_mat2x3 srcRegionToImage = {1/texSize.x, 0, srcRegion.x/texSize.x, 0, 1/texSize.y, srcRegion.y/texSize.y}; mg_mat2x3 destRegionToSrcRegion = {srcRegion.w/destRegion.w, 0, 0, 0, srcRegion.h/destRegion.h, 0}; mg_mat2x3 userToDestRegion = {1, 0, -destRegion.x, 0, 1, -destRegion.y}; mg_mat2x3 screenToUser = mg_mat2x3_inv(primitive->attributes.transform); mg_mat2x3 uvTransform = srcRegionToImage; uvTransform = mg_mat2x3_mul_m(uvTransform, destRegionToSrcRegion); uvTransform = mg_mat2x3_mul_m(uvTransform, userToDestRegion); uvTransform = mg_mat2x3_mul_m(uvTransform, screenToUser); path->uvTransform[0] = uvTransform.m[0]/scale; path->uvTransform[1] = uvTransform.m[3]/scale; path->uvTransform[2] = 0; path->uvTransform[3] = uvTransform.m[1]/scale; path->uvTransform[4] = uvTransform.m[4]/scale; path->uvTransform[5] = 0; path->uvTransform[6] = uvTransform.m[2]; path->uvTransform[7] = uvTransform.m[5]; path->uvTransform[8] = 1; } } } mg_image_data* imageData = mg_image_data_from_handle(currentImage); mg_gl_render_batch(backend, surface, pathCount, context.glEltCount, imageData, tileSize, nTilesX, nTilesY, viewportSize, scale); //TODO add completion handler for rolling input buffers } //-------------------------------------------------------------------- // Image API //-------------------------------------------------------------------- mg_image_data* mg_gl_canvas_image_create(mg_canvas_backend* interface, vec2 size) { mg_gl_image* image = 0; image = malloc_type(mg_gl_image); if(image) { glGenTextures(1, &image->texture); glBindTexture(GL_TEXTURE_2D, image->texture); // glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, size.x, size.y); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); image->interface.size = size; } return((mg_image_data*)image); } void mg_gl_canvas_image_destroy(mg_canvas_backend* interface, mg_image_data* imageInterface) { //TODO: check that this image belongs to this context mg_gl_image* image = (mg_gl_image*)imageInterface; glDeleteTextures(1, &image->texture); free(image); } void mg_gl_canvas_image_upload_region(mg_canvas_backend* interface, mg_image_data* imageInterface, mp_rect region, u8* pixels) { //TODO: check that this image belongs to this context mg_gl_image* image = (mg_gl_image*)imageInterface; glBindTexture(GL_TEXTURE_2D, image->texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, region.w, region.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); } //-------------------------------------------------------------------- // Canvas setup / destroy //-------------------------------------------------------------------- void mg_gl_canvas_destroy(mg_canvas_backend* interface) { mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface; //////////////////////////////////////////////////////////////////// //TODO //////////////////////////////////////////////////////////////////// free(backend); } static int mg_gl_compile_shader(const char* name, GLuint shader, const char* source) { int res = 0; const char* sources[3] = {"#version 430", glsl_common, source}; glShaderSource(shader, 3, sources, 0); glCompileShader(shader); int status = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if(!status) { char buffer[256]; int size = 0; glGetShaderInfoLog(shader, 256, &size, buffer); printf("Shader compile error (%s): %.*s\n", name, size, buffer); res = -1; } return(res); } static int mg_gl_canvas_compile_compute_program_named(const char* name, const char* source, GLuint* outProgram) { int res = 0; *outProgram = 0; GLuint shader = glCreateShader(GL_COMPUTE_SHADER); GLuint program = glCreateProgram(); res |= mg_gl_compile_shader(name, shader, source); if(!res) { glAttachShader(program, shader); 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", 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) const u32 MG_GL_PATH_BUFFER_SIZE = (4<<20)*sizeof(mg_gl_path), MG_GL_ELEMENT_BUFFER_SIZE = (4<<20)*sizeof(mg_gl_path_elt), MG_GL_SEGMENT_BUFFER_SIZE = (4<<20)*sizeof(mg_gl_segment), MG_GL_PATH_QUEUE_BUFFER_SIZE = (4<<20)*sizeof(mg_gl_path_queue), MG_GL_TILE_QUEUE_BUFFER_SIZE = (4<<20)*sizeof(mg_gl_tile_queue), MG_GL_TILE_OP_BUFFER_SIZE = (4<<20)*sizeof(mg_gl_tile_op); mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface) { mg_gl_canvas_backend* backend = malloc_type(mg_gl_canvas_backend); if(backend) { memset(backend, 0, sizeof(mg_gl_canvas_backend)); backend->surface = surface; backend->msaaCount = MG_GL_MSAA_COUNT; //NOTE(martin): setup interface functions backend->interface.destroy = mg_gl_canvas_destroy; backend->interface.render = mg_gl_canvas_render; 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; surface->interface.prepare((mg_surface_data*)surface); glGenVertexArrays(1, &backend->vao); glBindVertexArray(backend->vao); //NOTE: create programs int err = 0; err |= mg_gl_canvas_compile_compute_program(glsl_path_setup, &backend->pathSetup); err |= mg_gl_canvas_compile_compute_program(glsl_segment_setup, &backend->segmentSetup); err |= mg_gl_canvas_compile_compute_program(glsl_backprop, &backend->backprop); err |= mg_gl_canvas_compile_compute_program(glsl_merge, &backend->merge); err |= mg_gl_canvas_compile_compute_program(glsl_raster, &backend->raster); err |= mg_gl_canvas_compile_render_program("blit", glsl_blit_vertex, glsl_blit_fragment, &backend->blit); if(glGetError() != GL_NO_ERROR) { err |= -1; } //NOTE: create out texture mp_rect frame = surface->interface.getFrame((mg_surface_data*)surface); vec2 scale = surface->interface.contentsScaling((mg_surface_data*)surface); glGenTextures(1, &backend->outTexture); glBindTexture(GL_TEXTURE_2D, backend->outTexture); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, frame.w*scale.x, frame.h*scale.y); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //NOTE: generate buffers glGenBuffers(1, &backend->dummyVertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, backend->dummyVertexBuffer); glGenBuffers(1, &backend->pathBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); //TODO change flags glGenBuffers(1, &backend->elementBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_ELEMENT_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); glGenBuffers(1, &backend->segmentBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_SEGMENT_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); glGenBuffers(1, &backend->segmentCountBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY); glGenBuffers(1, &backend->pathQueueBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathQueueBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_QUEUE_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); glGenBuffers(1, &backend->tileQueueBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileQueueBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_TILE_QUEUE_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); glGenBuffers(1, &backend->tileQueueCountBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileQueueCountBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY); glGenBuffers(1, &backend->tileOpBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_TILE_OP_BUFFER_SIZE, 0, GL_DYNAMIC_COPY); glGenBuffers(1, &backend->tileOpCountBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), 0, GL_DYNAMIC_COPY); int tileSize = MG_GL_TILE_SIZE; int nTilesX = (int)(frame.w * scale.x + tileSize - 1)/tileSize; int nTilesY = (int)(frame.h * scale.y + tileSize - 1)/tileSize; glGenBuffers(1, &backend->screenTilesBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesBuffer); glBufferData(GL_SHADER_STORAGE_BUFFER, nTilesX*nTilesY*sizeof(int), 0, GL_DYNAMIC_COPY); backend->pathBufferData = malloc(MG_GL_PATH_BUFFER_SIZE); backend->elementBufferData = malloc(MG_GL_ELEMENT_BUFFER_SIZE); if(err) { mg_gl_canvas_destroy((mg_canvas_backend*)backend); backend = 0; } } return((mg_canvas_backend*)backend); } mg_surface_data* gl_canvas_surface_create_for_window(mp_window window) { mg_wgl_surface* surface = (mg_wgl_surface*)mg_wgl_surface_create_for_window(window); if(surface) { surface->interface.backend = gl_canvas_backend_create(surface); if(surface->interface.backend) { surface->interface.api = MG_CANVAS; } else { surface->interface.destroy((mg_surface_data*)surface); surface = 0; } } return((mg_surface_data*)surface); }