orca/src/gl_canvas.c

811 lines
25 KiB
C

/************************************************************//**
*
* @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; i<count; i++)
{
mg_update_path_extents(&context->pathUserExtents, 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);
}