811 lines
25 KiB
C
811 lines
25 KiB
C
/************************************************************//**
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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_surface.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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typedef struct mg_gl_image
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{
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mg_image_data interface;
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GLuint texture;
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} mg_gl_image;
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typedef enum {
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MG_GL_FILL,
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MG_GL_STROKE,
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} mg_gl_cmd;
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typedef struct mg_gl_path
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{
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mg_gl_cmd cmd;
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float uvTransform[9];
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vec4 color;
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vec4 box;
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vec4 clip;
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} mg_gl_path;
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typedef enum {
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MG_GL_LINE = 1,
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MG_GL_QUADRATIC,
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MG_GL_CUBIC,
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} mg_gl_seg_kind;
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typedef struct mg_gl_path_elt
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{
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int pathIndex;
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int localEltIndex;
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mg_gl_seg_kind kind;
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vec2 p[4];
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} mg_gl_path_elt;
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////////////////////////////////////////////////////////////
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//NOTE: these are just here for the sizes...
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typedef struct mg_gl_segment
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{
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int kind;
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int pathIndex;
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int config;
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int windingIncrement;
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vec4 box;
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float hullMatrix[9];
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float implicitMatrix[9];
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float sign;
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vec2 hullVertex;
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int debugID;
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} mg_gl_segment;
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typedef struct mg_gl_path_queue
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{
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vec4 area;
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int tileQueues;
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} mg_gl_path_queue;
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typedef struct mg_gl_tile_op
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{
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int kind;
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int index;
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int next;
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bool crossRight;
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int windingOffset;
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} mg_gl_tile_op;
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typedef struct mg_gl_tile_queue
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{
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int windingOffset;
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int first;
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int last;
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} mg_gl_tile_queue;
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typedef struct mg_gl_encoding_context
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{
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int glEltCount;
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mg_gl_path* pathBufferData;
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mg_gl_path_elt* elementBufferData;
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int pathIndex;
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int localEltIndex;
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mg_primitive* primitive;
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vec4 pathScreenExtents;
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vec4 pathUserExtents;
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} mg_gl_encoding_context;
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////////////////////////////////////////////////////////////
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enum {
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// MG_GL_INPUT_BUFFERS_COUNT = 3,
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MG_GL_TILE_SIZE = 16,
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MG_GL_MSAA_COUNT = 8,
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};
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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_wgl_surface* surface;
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GLuint vao;
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GLuint pathSetup;
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GLuint segmentSetup;
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GLuint backprop;
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GLuint merge;
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GLuint raster;
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GLuint blit;
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GLuint outTexture;
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int pathBufferOffset;
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int elementBufferOffset;
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int bufferIndex;
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//TODO buffer semaphore...
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GLuint pathBuffer;
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GLuint elementBuffer;
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GLuint segmentBuffer;
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GLuint segmentCountBuffer;
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GLuint pathQueueBuffer;
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GLuint tileQueueBuffer;
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GLuint tileQueueCountBuffer;
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GLuint tileOpBuffer;
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GLuint tileOpCountBuffer;
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GLuint screenTilesBuffer;
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GLuint dummyVertexBuffer;
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mg_gl_path* pathBufferData;
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mg_gl_path_elt* elementBufferData;
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int msaaCount;
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vec2 frameSize;
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} mg_gl_canvas_backend;
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static void mg_update_path_extents(vec4* extents, vec2 p)
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{
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extents->x = minimum(extents->x, p.x);
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extents->y = minimum(extents->y, p.y);
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extents->z = maximum(extents->z, p.x);
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extents->w = maximum(extents->w, p.y);
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}
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void mg_gl_canvas_encode_element(mg_gl_encoding_context* context, mg_path_elt_type kind, vec2* p)
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{
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mg_gl_path_elt* glElt = &context->elementBufferData[context->glEltCount];
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context->glEltCount++;
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glElt->pathIndex = context->pathIndex;
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int count = 0;
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switch(kind)
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{
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case MG_PATH_LINE:
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glElt->kind = MG_GL_LINE;
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count = 2;
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break;
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case MG_PATH_QUADRATIC:
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glElt->kind = MG_GL_QUADRATIC;
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count = 3;
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break;
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case MG_PATH_CUBIC:
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glElt->kind = MG_GL_CUBIC;
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count = 4;
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break;
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default:
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break;
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}
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glElt->localEltIndex = context->localEltIndex;
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for(int i=0; i<count; i++)
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{
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mg_update_path_extents(&context->pathUserExtents, p[i]);
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vec2 screenP = mg_mat2x3_mul(context->primitive->attributes.transform, p[i]);
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glElt->p[i] = (vec2){screenP.x, screenP.y};
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mg_update_path_extents(&context->pathScreenExtents, screenP);
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}
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}
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void mg_gl_render_batch(mg_gl_canvas_backend* backend,
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mg_wgl_surface* surface,
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int pathCount,
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int eltCount,
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mg_image_data* image,
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int tileSize,
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int nTilesX,
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int nTilesY,
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vec2 viewportSize,
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f32 scale)
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{
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//NOTE: clear counters
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int zero = 0;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->segmentCountBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileQueueCountBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->tileOpCountBuffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int), &zero, GL_DYNAMIC_COPY);
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//NOTE: path setup pass
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glUseProgram(backend->pathSetup);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileQueueCountBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glDispatchCompute(pathCount, 1, 1);
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//NOTE: segment setup pass
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glUseProgram(backend->segmentSetup);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->elementBuffer, backend->elementBufferOffset, eltCount*sizeof(mg_gl_path_elt));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->segmentBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->tileOpBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, backend->tileOpCountBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glDispatchCompute(eltCount, 1, 1);
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//NOTE: backprop pass
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glUseProgram(backend->backprop);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileQueueBuffer);
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glDispatchCompute(pathCount*16, 1, 1);
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//NOTE: merge pass
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glUseProgram(backend->merge);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, backend->tileOpCountBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, backend->screenTilesBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glDispatchCompute(nTilesX, nTilesY, 1);
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//NOTE: raster pass
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glUseProgram(backend->raster);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, backend->screenTilesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->tileOpBuffer);
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glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, backend->pathBuffer, backend->pathBufferOffset, pathCount*sizeof(mg_gl_path));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->segmentBuffer);
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glUniform1i(0, tileSize);
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glUniform1f(1, scale);
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glUniform1i(2, backend->msaaCount);
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glBindImageTexture(0, backend->outTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
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if(image)
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{
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//TODO: make sure this image belongs to that context
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mg_gl_image* glImage = (mg_gl_image*)image;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, glImage->texture);
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glUniform1ui(3, 1);
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}
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else
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{
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glUniform1ui(3, 0);
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}
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glDispatchCompute(viewportSize.x, viewportSize.y, 1);
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//NOTE: blit pass
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glUseProgram(backend->blit);
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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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}
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/////////////////////////////////////////////////////////////////////////
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//TODO
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void mg_gl_canvas_resize(mg_gl_canvas_backend* backend, vec2 size);
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/////////////////////////////////////////////////////////////////////////
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void mg_gl_canvas_render(mg_canvas_backend* interface,
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mg_color clearColor,
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u32 primitiveCount,
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mg_primitive* primitives,
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u32 eltCount,
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mg_path_elt* pathElements)
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{
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mg_gl_canvas_backend* backend = (mg_gl_canvas_backend*)interface;
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//TODO rolling buffer
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//TODO update screen tiles buffer size
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mg_wgl_surface* surface = backend->surface;
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mp_rect frame = surface->interface.getFrame((mg_surface_data*)surface);
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vec2 contentsScaling = surface->interface.contentsScaling((mg_surface_data*)surface);
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//TODO support scaling in both axes
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f32 scale = contentsScaling.x;
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vec2 viewportSize = {frame.w * scale, frame.h * scale};
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int tileSize = MG_GL_TILE_SIZE;
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int nTilesX = (int)(frame.w * scale + tileSize - 1)/tileSize;
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int nTilesY = (int)(frame.h * scale + tileSize - 1)/tileSize;
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if(viewportSize.x != backend->frameSize.x || viewportSize.y != backend->frameSize.y)
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{
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//TODO: mg_gl_canvas_resize(backend, viewportSize);
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}
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//NOTE: clear screen and reset input buffer offsets
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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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backend->pathBufferOffset = 0;
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backend->elementBufferOffset = 0;
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//NOTE: encode and render batches
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int pathCount = 0;
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vec2 currentPos = {0};
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mg_image currentImage = mg_image_nil();
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/////////////////////////////////////////////////////////////////////////////////
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//TODO: we must map or allocate elementBufferData and pathBufferData...
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/////////////////////////////////////////////////////////////////////////////////
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mg_gl_encoding_context context = {.glEltCount = 0,
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.elementBufferData = backend->elementBufferData,
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.pathBufferData = backend->pathBufferData };
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for(int primitiveIndex = 0; primitiveIndex < primitiveCount; primitiveIndex++)
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{
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mg_primitive* primitive = &primitives[primitiveIndex];
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if(primitiveIndex && (primitive->attributes.image.h != currentImage.h))
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{
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mg_image_data* imageData = mg_image_data_from_handle(currentImage);
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mg_gl_render_batch(backend,
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surface,
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pathCount,
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context.glEltCount,
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imageData,
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tileSize,
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nTilesX,
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nTilesY,
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viewportSize,
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scale);
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backend->pathBufferOffset += pathCount * sizeof(mg_gl_path);
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backend->elementBufferOffset += context.glEltCount * sizeof(mg_gl_path_elt);
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pathCount = 0;
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context.glEltCount = 0;
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context.elementBufferData = (mg_gl_path_elt*)((char*)backend->elementBufferData + backend->elementBufferOffset);
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context.pathBufferData = (mg_gl_path*)((char*)backend->pathBufferData + backend->pathBufferOffset);
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}
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currentImage = primitive->attributes.image;
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if(primitive->path.count)
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{
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context.primitive = primitive;
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context.pathIndex = pathCount;
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context.pathScreenExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX};
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context.pathUserExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX};
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if(primitive->cmd == MG_CMD_STROKE)
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{
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//TODO mg_gl_render_stroke(&context, pathElements + primitive->path.startIndex, &primitive->path);
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}
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else
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{
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int segCount = 0;
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for(int eltIndex = 0;
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(eltIndex < primitive->path.count) && (primitive->path.startIndex + eltIndex < eltCount);
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eltIndex++)
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{
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context.localEltIndex = segCount;
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mg_path_elt* elt = &pathElements[primitive->path.startIndex + eltIndex];
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if(elt->type != MG_PATH_MOVE)
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{
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vec2 p[4] = {currentPos, elt->p[0], elt->p[1], elt->p[2]};
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mg_gl_canvas_encode_element(&context, elt->type, p);
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segCount++;
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}
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switch(elt->type)
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{
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case MG_PATH_MOVE:
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currentPos = elt->p[0];
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break;
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case MG_PATH_LINE:
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currentPos = elt->p[0];
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break;
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case MG_PATH_QUADRATIC:
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currentPos = elt->p[1];
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break;
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case MG_PATH_CUBIC:
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currentPos = elt->p[2];
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break;
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}
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}
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}
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//NOTE: push path
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mg_gl_path* path = &context.pathBufferData[pathCount];
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pathCount++;
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path->cmd = (mg_gl_cmd)primitive->cmd;
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path->box = (vec4){context.pathScreenExtents.x,
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context.pathScreenExtents.y,
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context.pathScreenExtents.z,
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context.pathScreenExtents.w};
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path->clip = (vec4){primitive->attributes.clip.x,
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primitive->attributes.clip.y,
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primitive->attributes.clip.x + primitive->attributes.clip.w,
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primitive->attributes.clip.y + primitive->attributes.clip.h};
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path->color = (vec4){primitive->attributes.color.r,
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primitive->attributes.color.g,
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primitive->attributes.color.b,
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primitive->attributes.color.a};
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mp_rect srcRegion = primitive->attributes.srcRegion;
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mp_rect destRegion = {context.pathUserExtents.x,
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context.pathUserExtents.y,
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context.pathUserExtents.z - context.pathUserExtents.x,
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context.pathUserExtents.w - context.pathUserExtents.y};
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if(!mg_image_is_nil(primitive->attributes.image))
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{
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vec2 texSize = mg_image_size(primitive->attributes.image);
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mg_mat2x3 srcRegionToImage = {1/texSize.x, 0, srcRegion.x/texSize.x,
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0, 1/texSize.y, srcRegion.y/texSize.y};
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mg_mat2x3 destRegionToSrcRegion = {srcRegion.w/destRegion.w, 0, 0,
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0, srcRegion.h/destRegion.h, 0};
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mg_mat2x3 userToDestRegion = {1, 0, -destRegion.x,
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0, 1, -destRegion.y};
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mg_mat2x3 screenToUser = mg_mat2x3_inv(primitive->attributes.transform);
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mg_mat2x3 uvTransform = srcRegionToImage;
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uvTransform = mg_mat2x3_mul_m(uvTransform, destRegionToSrcRegion);
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uvTransform = mg_mat2x3_mul_m(uvTransform, userToDestRegion);
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uvTransform = mg_mat2x3_mul_m(uvTransform, screenToUser);
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path->uvTransform[0] = uvTransform.m[0]/scale;
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path->uvTransform[1] = uvTransform.m[3]/scale;
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path->uvTransform[2] = 0;
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path->uvTransform[3] = uvTransform.m[1]/scale;
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path->uvTransform[4] = uvTransform.m[4]/scale;
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path->uvTransform[5] = 0;
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path->uvTransform[6] = uvTransform.m[2];
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path->uvTransform[7] = uvTransform.m[5];
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path->uvTransform[8] = 1;
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}
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}
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}
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mg_image_data* imageData = mg_image_data_from_handle(currentImage);
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mg_gl_render_batch(backend,
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surface,
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pathCount,
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context.glEltCount,
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imageData,
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tileSize,
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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);
|
|
}
|