pathfinder/gl/src/lib.rs

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// pathfinder/gl/src/lib.rs
//
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! An OpenGL implementation of the device abstraction.
#[macro_use]
extern crate log;
use gl::types::{GLboolean, GLchar, GLenum, GLfloat, GLint, GLsizei, GLsizeiptr, GLsync};
use gl::types::{GLuint, GLvoid};
use half::f16;
use pathfinder_geometry::rect::RectI;
use pathfinder_geometry::vector::Vector2I;
use pathfinder_gpu::{BlendFactor, BlendOp, BufferData, BufferTarget, BufferUploadMode, ClearOps};
use pathfinder_gpu::{DepthFunc, Device, Primitive, RenderOptions, RenderState, RenderTarget};
use pathfinder_gpu::{ShaderKind, StencilFunc, TextureData, TextureDataRef, TextureFormat};
use pathfinder_gpu::{TextureSamplingFlags, UniformData, VertexAttrClass};
use pathfinder_gpu::{VertexAttrDescriptor, VertexAttrType};
use pathfinder_resources::ResourceLoader;
use pathfinder_simd::default::F32x4;
use std::ffi::CString;
use std::mem;
use std::ptr;
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use std::str;
use std::time::Duration;
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pub struct GLDevice {
version: GLVersion,
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default_framebuffer: GLuint,
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}
impl GLDevice {
#[inline]
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pub fn new(version: GLVersion, default_framebuffer: GLuint) -> GLDevice {
GLDevice {
version,
default_framebuffer,
}
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}
pub fn set_default_framebuffer(&mut self, framebuffer: GLuint) {
self.default_framebuffer = framebuffer;
}
fn set_render_state(&self, render_state: &RenderState<GLDevice>) {
self.bind_render_target(render_state.target);
unsafe {
let (origin, size) = (render_state.viewport.origin(), render_state.viewport.size());
gl::Viewport(origin.x(), origin.y(), size.x(), size.y());
}
if render_state.options.clear_ops.has_ops() {
self.clear(&render_state.options.clear_ops);
}
self.use_program(render_state.program);
self.bind_vertex_array(render_state.vertex_array);
for (texture_unit, texture) in render_state.textures.iter().enumerate() {
self.bind_texture(texture, texture_unit as u32);
}
render_state.uniforms.iter().for_each(|(uniform, data)| self.set_uniform(uniform, data));
self.set_render_options(&render_state.options);
}
fn set_render_options(&self, render_options: &RenderOptions) {
unsafe {
// Set blend.
match render_options.blend {
None => {
gl::Disable(gl::BLEND); ck();
}
Some(ref blend) => {
gl::BlendFuncSeparate(blend.src_rgb_factor.to_gl_blend_factor(),
blend.dest_rgb_factor.to_gl_blend_factor(),
blend.src_alpha_factor.to_gl_blend_factor(),
blend.dest_alpha_factor.to_gl_blend_factor()); ck();
gl::BlendEquation(blend.op.to_gl_blend_op()); ck();
gl::Enable(gl::BLEND); ck();
}
}
// Set depth.
match render_options.depth {
None => {
gl::Disable(gl::DEPTH_TEST); ck();
}
Some(ref state) => {
gl::DepthFunc(state.func.to_gl_depth_func()); ck();
gl::DepthMask(state.write as GLboolean); ck();
gl::Enable(gl::DEPTH_TEST); ck();
}
}
// Set stencil.
match render_options.stencil {
None => {
gl::Disable(gl::STENCIL_TEST); ck();
}
Some(ref state) => {
gl::StencilFunc(state.func.to_gl_stencil_func(),
state.reference as GLint,
state.mask); ck();
let (pass_action, write_mask) = if state.write {
(gl::REPLACE, state.mask)
} else {
(gl::KEEP, 0)
};
gl::StencilOp(gl::KEEP, gl::KEEP, pass_action); ck();
gl::StencilMask(write_mask);
gl::Enable(gl::STENCIL_TEST); ck();
}
}
// Set color mask.
let color_mask = render_options.color_mask as GLboolean;
gl::ColorMask(color_mask, color_mask, color_mask, color_mask); ck();
}
}
fn set_uniform(&self, uniform: &GLUniform, data: &UniformData) {
unsafe {
match *data {
UniformData::Float(value) => {
gl::Uniform1f(uniform.location, value); ck();
}
UniformData::IVec3(value) => {
gl::Uniform3i(uniform.location, value[0], value[1], value[2]); ck();
}
UniformData::Int(value) => {
gl::Uniform1i(uniform.location, value); ck();
}
UniformData::Mat2(data) => {
assert_eq!(mem::size_of::<F32x4>(), 4 * 4);
gl::UniformMatrix2fv(uniform.location,
1,
gl::FALSE,
&data as *const F32x4 as *const GLfloat);
}
UniformData::Mat4(data) => {
assert_eq!(mem::size_of::<[F32x4; 4]>(), 4 * 4 * 4);
let data_ptr: *const F32x4 = data.as_ptr();
gl::UniformMatrix4fv(uniform.location,
1,
gl::FALSE,
data_ptr as *const GLfloat);
}
UniformData::Vec2(data) => {
gl::Uniform2f(uniform.location, data.x(), data.y()); ck();
}
UniformData::Vec3(data) => {
gl::Uniform3f(uniform.location, data[0], data[1], data[2]); ck();
}
UniformData::Vec4(data) => {
gl::Uniform4f(uniform.location, data.x(), data.y(), data.z(), data.w()); ck();
}
UniformData::TextureUnit(unit) => {
gl::Uniform1i(uniform.location, unit as GLint); ck();
}
}
}
}
// Workaround for a macOS driver bug, it seems.
fn unset_uniform(&self, uniform: &GLUniform, data: &UniformData) {
unsafe {
match *data {
UniformData::TextureUnit(_) => {
gl::Uniform1i(uniform.location, 0); ck();
}
_ => {}
}
}
}
fn reset_render_state(&self, render_state: &RenderState<GLDevice>) {
self.reset_render_options(&render_state.options);
for texture_unit in 0..(render_state.textures.len() as u32) {
self.unbind_texture(texture_unit);
}
render_state.uniforms.iter().for_each(|(uniform, data)| self.unset_uniform(uniform, data));
self.unuse_program();
self.unbind_vertex_array();
}
fn reset_render_options(&self, render_options: &RenderOptions) {
unsafe {
if render_options.blend.is_some() {
gl::Disable(gl::BLEND); ck();
}
if render_options.depth.is_some() {
gl::Disable(gl::DEPTH_TEST); ck();
}
if render_options.stencil.is_some() {
gl::StencilMask(!0); ck();
gl::Disable(gl::STENCIL_TEST); ck();
}
gl::ColorMask(gl::TRUE, gl::TRUE, gl::TRUE, gl::TRUE); ck();
}
}
}
impl Device for GLDevice {
type Buffer = GLBuffer;
type Framebuffer = GLFramebuffer;
type Program = GLProgram;
type Shader = GLShader;
type Texture = GLTexture;
type TextureDataReceiver = GLTextureDataReceiver;
type TimerQuery = GLTimerQuery;
type Uniform = GLUniform;
type VertexArray = GLVertexArray;
type VertexAttr = GLVertexAttr;
fn create_texture(&self, format: TextureFormat, size: Vector2I) -> GLTexture {
let mut texture = GLTexture { gl_texture: 0, size, format };
unsafe {
gl::GenTextures(1, &mut texture.gl_texture); ck();
self.bind_texture(&texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
format.gl_internal_format(),
size.x() as GLsizei,
size.y() as GLsizei,
0,
format.gl_format(),
format.gl_type(),
ptr::null()); ck();
}
self.set_texture_sampling_mode(&texture, TextureSamplingFlags::empty());
texture
}
fn create_texture_from_data(&self, format: TextureFormat, size: Vector2I, data: TextureDataRef)
-> GLTexture {
let data_ptr = data.check_and_extract_data_ptr(size, format);
let mut texture = GLTexture { gl_texture: 0, size, format: TextureFormat::R8 };
unsafe {
gl::GenTextures(1, &mut texture.gl_texture); ck();
self.bind_texture(&texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
format.gl_internal_format(),
size.x() as GLsizei,
size.y() as GLsizei,
0,
format.gl_format(),
format.gl_type(),
data_ptr)
}
self.set_texture_sampling_mode(&texture, TextureSamplingFlags::empty());
texture
}
fn create_shader_from_source(&self, name: &str, source: &[u8], kind: ShaderKind) -> GLShader {
// FIXME(pcwalton): Do this once and cache it.
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let glsl_version_spec = self.version.to_glsl_version_spec();
let mut output = vec![];
self.preprocess(&mut output, source, glsl_version_spec);
let source = output;
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let gl_shader_kind = match kind {
ShaderKind::Vertex => gl::VERTEX_SHADER,
ShaderKind::Fragment => gl::FRAGMENT_SHADER,
};
unsafe {
let gl_shader = gl::CreateShader(gl_shader_kind); ck();
gl::ShaderSource(gl_shader,
1,
[source.as_ptr() as *const GLchar].as_ptr(),
[source.len() as GLint].as_ptr()); ck();
gl::CompileShader(gl_shader); ck();
let mut compile_status = 0;
gl::GetShaderiv(gl_shader, gl::COMPILE_STATUS, &mut compile_status); ck();
if compile_status != gl::TRUE as GLint {
let mut info_log_length = 0;
gl::GetShaderiv(gl_shader, gl::INFO_LOG_LENGTH, &mut info_log_length); ck();
let mut info_log = vec![0; info_log_length as usize];
gl::GetShaderInfoLog(gl_shader,
info_log.len() as GLint,
ptr::null_mut(),
info_log.as_mut_ptr() as *mut GLchar); ck();
error!("Shader info log:\n{}", String::from_utf8_lossy(&info_log));
panic!("{:?} shader '{}' compilation failed", kind, name);
}
GLShader { gl_shader }
}
}
fn create_program_from_shaders(&self,
_resources: &dyn ResourceLoader,
name: &str,
vertex_shader: GLShader,
fragment_shader: GLShader)
-> GLProgram {
let gl_program;
unsafe {
gl_program = gl::CreateProgram(); ck();
gl::AttachShader(gl_program, vertex_shader.gl_shader); ck();
gl::AttachShader(gl_program, fragment_shader.gl_shader); ck();
gl::LinkProgram(gl_program); ck();
let mut link_status = 0;
gl::GetProgramiv(gl_program, gl::LINK_STATUS, &mut link_status); ck();
if link_status != gl::TRUE as GLint {
let mut info_log_length = 0;
gl::GetProgramiv(gl_program, gl::INFO_LOG_LENGTH, &mut info_log_length); ck();
let mut info_log = vec![0; info_log_length as usize];
gl::GetProgramInfoLog(gl_program,
info_log.len() as GLint,
ptr::null_mut(),
info_log.as_mut_ptr() as *mut GLchar); ck();
eprintln!("Program info log:\n{}", String::from_utf8_lossy(&info_log));
panic!("Program '{}' linking failed", name);
}
}
GLProgram { gl_program, vertex_shader, fragment_shader }
}
#[inline]
fn create_vertex_array(&self) -> GLVertexArray {
unsafe {
let mut array = GLVertexArray { gl_vertex_array: 0 };
gl::GenVertexArrays(1, &mut array.gl_vertex_array); ck();
array
}
}
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fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> Option<GLVertexAttr> {
let name = CString::new(format!("a{}", name)).unwrap();
let attr = unsafe {
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gl::GetAttribLocation(program.gl_program, name.as_ptr() as *const GLchar)
}; ck();
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if attr < 0 {
None
} else {
Some(GLVertexAttr { attr: attr as GLuint })
}
}
fn get_uniform(&self, program: &GLProgram, name: &str) -> GLUniform {
let name = CString::new(format!("u{}", name)).unwrap();
let location = unsafe {
gl::GetUniformLocation(program.gl_program, name.as_ptr() as *const GLchar)
}; ck();
GLUniform { location }
}
fn configure_vertex_attr(&self,
vertex_array: &GLVertexArray,
attr: &GLVertexAttr,
descriptor: &VertexAttrDescriptor) {
debug_assert_ne!(descriptor.stride, 0);
self.bind_vertex_array(vertex_array);
unsafe {
let attr_type = descriptor.attr_type.to_gl_type();
match descriptor.class {
VertexAttrClass::Float | VertexAttrClass::FloatNorm => {
let normalized = if descriptor.class == VertexAttrClass::FloatNorm {
gl::TRUE
} else {
gl::FALSE
};
gl::VertexAttribPointer(attr.attr,
descriptor.size as GLint,
attr_type,
normalized,
descriptor.stride as GLint,
descriptor.offset as *const GLvoid); ck();
}
VertexAttrClass::Int => {
gl::VertexAttribIPointer(attr.attr,
descriptor.size as GLint,
attr_type,
descriptor.stride as GLint,
descriptor.offset as *const GLvoid); ck();
}
}
gl::VertexAttribDivisor(attr.attr, descriptor.divisor); ck();
gl::EnableVertexAttribArray(attr.attr); ck();
}
self.unbind_vertex_array();
}
fn create_framebuffer(&self, texture: GLTexture) -> GLFramebuffer {
let mut gl_framebuffer = 0;
unsafe {
gl::GenFramebuffers(1, &mut gl_framebuffer); ck();
gl::BindFramebuffer(gl::FRAMEBUFFER, gl_framebuffer); ck();
self.bind_texture(&texture, 0);
gl::FramebufferTexture2D(gl::FRAMEBUFFER,
gl::COLOR_ATTACHMENT0,
gl::TEXTURE_2D,
texture.gl_texture,
0); ck();
assert_eq!(gl::CheckFramebufferStatus(gl::FRAMEBUFFER), gl::FRAMEBUFFER_COMPLETE);
}
GLFramebuffer { gl_framebuffer, texture }
}
fn create_buffer(&self) -> GLBuffer {
unsafe {
let mut gl_buffer = 0;
gl::GenBuffers(1, &mut gl_buffer); ck();
GLBuffer { gl_buffer }
}
}
fn allocate_buffer<T>(&self,
buffer: &GLBuffer,
data: BufferData<T>,
target: BufferTarget,
mode: BufferUploadMode) {
let target = match target {
BufferTarget::Vertex => gl::ARRAY_BUFFER,
BufferTarget::Index => gl::ELEMENT_ARRAY_BUFFER,
};
let (ptr, len) = match data {
BufferData::Uninitialized(len) => (ptr::null(), len),
BufferData::Memory(buffer) => (buffer.as_ptr() as *const GLvoid, buffer.len()),
};
let len = (len * mem::size_of::<T>()) as GLsizeiptr;
let usage = mode.to_gl_usage();
unsafe {
gl::BindBuffer(target, buffer.gl_buffer); ck();
gl::BufferData(target, len, ptr, usage); ck();
}
}
#[inline]
fn framebuffer_texture<'f>(&self, framebuffer: &'f Self::Framebuffer) -> &'f Self::Texture {
&framebuffer.texture
}
#[inline]
fn destroy_framebuffer(&self, framebuffer: Self::Framebuffer) -> Self::Texture {
let texture = GLTexture {
gl_texture: framebuffer.texture.gl_texture,
size: framebuffer.texture.size,
format: framebuffer.texture.format,
};
mem::forget(framebuffer);
texture
}
#[inline]
fn texture_format(&self, texture: &Self::Texture) -> TextureFormat {
texture.format
}
#[inline]
fn texture_size(&self, texture: &Self::Texture) -> Vector2I {
texture.size
}
fn set_texture_sampling_mode(&self, texture: &Self::Texture, flags: TextureSamplingFlags) {
self.bind_texture(texture, 0);
unsafe {
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_MIN_FILTER,
if flags.contains(TextureSamplingFlags::NEAREST_MIN) {
gl::NEAREST as GLint
} else {
gl::LINEAR as GLint
}); ck();
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_MAG_FILTER,
if flags.contains(TextureSamplingFlags::NEAREST_MAG) {
gl::NEAREST as GLint
} else {
gl::LINEAR as GLint
}); ck();
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_WRAP_S,
if flags.contains(TextureSamplingFlags::REPEAT_U) {
gl::REPEAT as GLint
} else {
gl::CLAMP_TO_EDGE as GLint
}); ck();
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_WRAP_T,
if flags.contains(TextureSamplingFlags::REPEAT_V) {
gl::REPEAT as GLint
} else {
gl::CLAMP_TO_EDGE as GLint
}); ck();
}
}
fn upload_to_texture(&self, texture: &Self::Texture, rect: RectI, data: TextureDataRef) {
let data_ptr = data.check_and_extract_data_ptr(rect.size(), texture.format);
assert!(rect.size().x() >= 0);
assert!(rect.size().y() >= 0);
assert!(rect.max_x() <= texture.size.x());
assert!(rect.max_y() <= texture.size.y());
unsafe {
self.bind_texture(texture, 0);
if rect.origin() == Vector2I::default() && rect.size() == texture.size {
gl::TexImage2D(gl::TEXTURE_2D,
0,
texture.format.gl_internal_format(),
texture.size.x() as GLsizei,
texture.size.y() as GLsizei,
0,
texture.format.gl_format(),
texture.format.gl_type(),
data_ptr); ck();
} else {
gl::TexSubImage2D(gl::TEXTURE_2D,
0,
rect.origin().x(),
rect.origin().y(),
rect.size().x() as GLsizei,
rect.size().y() as GLsizei,
texture.format.gl_format(),
texture.format.gl_type(),
data_ptr); ck();
}
}
self.set_texture_sampling_mode(texture, TextureSamplingFlags::empty());
}
fn read_pixels(&self, render_target: &RenderTarget<GLDevice>, viewport: RectI)
-> GLTextureDataReceiver {
let (origin, size) = (viewport.origin(), viewport.size());
let format = self.render_target_format(render_target);
self.bind_render_target(render_target);
let byte_size = size.x() as usize * size.y() as usize * format.bytes_per_pixel() as usize;
unsafe {
let mut gl_pixel_buffer = 0;
gl::GenBuffers(1, &mut gl_pixel_buffer); ck();
gl::BindBuffer(gl::PIXEL_PACK_BUFFER, gl_pixel_buffer); ck();
gl::BufferData(gl::PIXEL_PACK_BUFFER,
byte_size as GLsizeiptr,
ptr::null(),
gl::STATIC_READ); ck();
gl::ReadPixels(origin.x(),
origin.y(),
size.x() as GLsizei,
size.y() as GLsizei,
format.gl_format(),
format.gl_type(),
0 as *mut GLvoid); ck();
let gl_sync = gl::FenceSync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0);
GLTextureDataReceiver { gl_pixel_buffer, gl_sync, size, format }
}
}
fn begin_commands(&self) {
// TODO(pcwalton): Add some checks in debug mode to make sure render commands are bracketed
// by these?
}
fn end_commands(&self) {
unsafe { gl::Flush(); }
}
fn draw_arrays(&self, index_count: u32, render_state: &RenderState<Self>) {
self.set_render_state(render_state);
unsafe {
gl::DrawArrays(render_state.primitive.to_gl_primitive(),
0,
index_count as GLsizei); ck();
}
self.reset_render_state(render_state);
}
fn draw_elements(&self, index_count: u32, render_state: &RenderState<Self>) {
self.set_render_state(render_state);
unsafe {
gl::DrawElements(render_state.primitive.to_gl_primitive(),
index_count as GLsizei,
gl::UNSIGNED_INT,
ptr::null()); ck();
}
self.reset_render_state(render_state);
}
fn draw_elements_instanced(&self,
index_count: u32,
instance_count: u32,
render_state: &RenderState<Self>) {
self.set_render_state(render_state);
unsafe {
gl::DrawElementsInstanced(render_state.primitive.to_gl_primitive(),
index_count as GLsizei,
gl::UNSIGNED_INT,
ptr::null(),
instance_count as GLsizei); ck();
}
self.reset_render_state(render_state);
}
#[inline]
fn create_timer_query(&self) -> GLTimerQuery {
let mut query = GLTimerQuery { gl_query: 0 };
unsafe {
gl::GenQueries(1, &mut query.gl_query); ck();
}
query
}
#[inline]
fn begin_timer_query(&self, query: &Self::TimerQuery) {
unsafe {
gl::BeginQuery(gl::TIME_ELAPSED, query.gl_query); ck();
}
}
#[inline]
fn end_timer_query(&self, _: &Self::TimerQuery) {
unsafe {
gl::EndQuery(gl::TIME_ELAPSED); ck();
}
}
fn try_recv_timer_query(&self, query: &Self::TimerQuery) -> Option<Duration> {
unsafe {
let mut result = 0;
gl::GetQueryObjectiv(query.gl_query, gl::QUERY_RESULT_AVAILABLE, &mut result); ck();
if result == gl::FALSE as GLint {
None
} else {
Some(self.recv_timer_query(query))
}
}
}
fn recv_timer_query(&self, query: &Self::TimerQuery) -> Duration {
unsafe {
let mut result = 0;
gl::GetQueryObjectui64v(query.gl_query, gl::QUERY_RESULT, &mut result); ck();
Duration::from_nanos(result)
}
}
fn try_recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> Option<TextureData> {
unsafe {
let result = gl::ClientWaitSync(receiver.gl_sync,
gl::SYNC_FLUSH_COMMANDS_BIT,
0); ck();
if result == gl::TIMEOUT_EXPIRED || result == gl::WAIT_FAILED {
None
} else {
Some(self.get_texture_data(receiver))
}
}
}
fn recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> TextureData {
unsafe {
let result = gl::ClientWaitSync(receiver.gl_sync,
gl::SYNC_FLUSH_COMMANDS_BIT,
!0); ck();
debug_assert!(result != gl::TIMEOUT_EXPIRED && result != gl::WAIT_FAILED);
self.get_texture_data(receiver)
}
}
#[inline]
fn bind_buffer(&self, vertex_array: &GLVertexArray, buffer: &GLBuffer, target: BufferTarget) {
self.bind_vertex_array(vertex_array);
unsafe {
gl::BindBuffer(target.to_gl_target(), buffer.gl_buffer); ck();
}
self.unbind_vertex_array();
}
#[inline]
fn create_shader(
&self,
resources: &dyn ResourceLoader,
name: &str,
kind: ShaderKind,
) -> Self::Shader {
let suffix = match kind {
ShaderKind::Vertex => 'v',
ShaderKind::Fragment => 'f',
};
let path = format!("shaders/gl3/{}.{}s.glsl", name, suffix);
self.create_shader_from_source(name, &resources.slurp(&path).unwrap(), kind)
}
}
impl GLDevice {
fn bind_render_target(&self, attachment: &RenderTarget<GLDevice>) {
match *attachment {
RenderTarget::Default => self.bind_default_framebuffer(),
RenderTarget::Framebuffer(framebuffer) => self.bind_framebuffer(framebuffer),
}
}
fn bind_vertex_array(&self, vertex_array: &GLVertexArray) {
unsafe {
gl::BindVertexArray(vertex_array.gl_vertex_array); ck();
}
}
fn unbind_vertex_array(&self) {
unsafe {
gl::BindVertexArray(0); ck();
}
}
fn bind_texture(&self, texture: &GLTexture, unit: u32) {
unsafe {
gl::ActiveTexture(gl::TEXTURE0 + unit); ck();
gl::BindTexture(gl::TEXTURE_2D, texture.gl_texture); ck();
}
}
fn unbind_texture(&self, unit: u32) {
unsafe {
gl::ActiveTexture(gl::TEXTURE0 + unit); ck();
gl::BindTexture(gl::TEXTURE_2D, 0); ck();
}
}
fn use_program(&self, program: &GLProgram) {
unsafe {
gl::UseProgram(program.gl_program); ck();
}
}
fn unuse_program(&self) {
unsafe {
gl::UseProgram(0); ck();
}
}
fn bind_default_framebuffer(&self) {
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, self.default_framebuffer); ck();
}
}
fn bind_framebuffer(&self, framebuffer: &GLFramebuffer) {
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, framebuffer.gl_framebuffer); ck();
}
}
fn preprocess(&self, output: &mut Vec<u8>, source: &[u8], version: &str) {
let mut index = 0;
while index < source.len() {
if source[index..].starts_with(b"{{") {
let end_index = source[index..].iter()
.position(|character| *character == b'}')
.expect("Expected `}`!") + index;
assert_eq!(source[end_index + 1], b'}');
let ident = String::from_utf8_lossy(&source[(index + 2)..end_index]);
if ident == "version" {
output.extend_from_slice(version.as_bytes());
} else {
panic!("unknown template variable: `{}`", ident);
}
index = end_index + 2;
} else {
output.push(source[index]);
index += 1;
}
}
}
fn clear(&self, ops: &ClearOps) {
unsafe {
let mut flags = 0;
if let Some(color) = ops.color {
gl::ColorMask(gl::TRUE, gl::TRUE, gl::TRUE, gl::TRUE); ck();
gl::ClearColor(color.r(), color.g(), color.b(), color.a()); ck();
flags |= gl::COLOR_BUFFER_BIT;
}
if let Some(depth) = ops.depth {
gl::DepthMask(gl::TRUE); ck();
gl::ClearDepthf(depth as _); ck(); // FIXME(pcwalton): GLES
flags |= gl::DEPTH_BUFFER_BIT;
}
if let Some(stencil) = ops.stencil {
gl::StencilMask(!0); ck();
gl::ClearStencil(stencil as GLint); ck();
flags |= gl::STENCIL_BUFFER_BIT;
}
if flags != 0 {
gl::Clear(flags); ck();
}
}
}
fn render_target_format(&self, render_target: &RenderTarget<GLDevice>) -> TextureFormat {
match *render_target {
RenderTarget::Default => TextureFormat::RGBA8,
RenderTarget::Framebuffer(ref framebuffer) => {
self.framebuffer_texture(framebuffer).format
}
}
}
fn get_texture_data(&self, receiver: &GLTextureDataReceiver) -> TextureData {
unsafe {
let (format, size) = (receiver.format, receiver.size);
let channels = format.channels();
let (mut texture_data, texture_data_ptr, texture_data_len);
match format {
TextureFormat::R8 | TextureFormat::RGBA8 => {
let mut pixels: Vec<u8> =
vec![0; size.x() as usize * size.y() as usize * channels];
texture_data_ptr = pixels.as_mut_ptr();
texture_data_len = pixels.len() * mem::size_of::<u8>();
texture_data = TextureData::U8(pixels);
}
TextureFormat::R16F | TextureFormat::RGBA16F => {
let mut pixels: Vec<f16> =
vec![f16::default(); size.x() as usize * size.y() as usize * channels];
texture_data_ptr = pixels.as_mut_ptr() as *mut u8;
texture_data_len = pixels.len() * mem::size_of::<f16>();
texture_data = TextureData::F16(pixels);
}
TextureFormat::RGBA32F => {
let mut pixels = vec![0.0; size.x() as usize * size.y() as usize * channels];
texture_data_ptr = pixels.as_mut_ptr() as *mut u8;
texture_data_len = pixels.len() * mem::size_of::<f32>();
texture_data = TextureData::F32(pixels);
}
}
gl::BindBuffer(gl::PIXEL_PACK_BUFFER, receiver.gl_pixel_buffer); ck();
gl::GetBufferSubData(gl::PIXEL_PACK_BUFFER,
0,
texture_data_len as GLsizeiptr,
texture_data_ptr as *mut GLvoid); ck();
gl::BindBuffer(gl::PIXEL_PACK_BUFFER, 0); ck();
match texture_data {
TextureData::U8(ref mut pixels) => flip_y(pixels, size, channels),
TextureData::U16(ref mut pixels) => flip_y(pixels, size, channels),
TextureData::F16(ref mut pixels) => flip_y(pixels, size, channels),
TextureData::F32(ref mut pixels) => flip_y(pixels, size, channels),
}
texture_data
}
}
}
pub struct GLVertexArray {
pub gl_vertex_array: GLuint,
}
impl Drop for GLVertexArray {
#[inline]
fn drop(&mut self) {
unsafe {
gl::DeleteVertexArrays(1, &mut self.gl_vertex_array); ck();
}
}
}
pub struct GLVertexAttr {
attr: GLuint,
}
impl GLVertexAttr {
pub fn configure_float(&self,
size: GLint,
gl_type: GLuint,
normalized: bool,
stride: GLsizei,
offset: usize,
divisor: GLuint) {
unsafe {
gl::VertexAttribPointer(self.attr,
size,
gl_type,
if normalized { gl::TRUE } else { gl::FALSE },
stride,
offset as *const GLvoid); ck();
gl::VertexAttribDivisor(self.attr, divisor); ck();
gl::EnableVertexAttribArray(self.attr); ck();
}
}
pub fn configure_int(&self,
size: GLint,
gl_type: GLuint,
stride: GLsizei,
offset: usize,
divisor: GLuint) {
unsafe {
gl::VertexAttribIPointer(self.attr,
size,
gl_type,
stride,
offset as *const GLvoid); ck();
gl::VertexAttribDivisor(self.attr, divisor); ck();
gl::EnableVertexAttribArray(self.attr); ck();
}
}
}
pub struct GLFramebuffer {
pub gl_framebuffer: GLuint,
pub texture: GLTexture,
}
impl Drop for GLFramebuffer {
fn drop(&mut self) {
unsafe {
gl::DeleteFramebuffers(1, &mut self.gl_framebuffer); ck();
}
}
}
pub struct GLBuffer {
pub gl_buffer: GLuint,
}
impl Drop for GLBuffer {
fn drop(&mut self) {
unsafe {
gl::DeleteBuffers(1, &mut self.gl_buffer); ck();
}
}
}
#[derive(Debug)]
pub struct GLUniform {
location: GLint,
}
pub struct GLProgram {
pub gl_program: GLuint,
#[allow(dead_code)]
vertex_shader: GLShader,
#[allow(dead_code)]
fragment_shader: GLShader,
}
impl Drop for GLProgram {
fn drop(&mut self) {
unsafe {
gl::DeleteProgram(self.gl_program); ck();
}
}
}
pub struct GLShader {
gl_shader: GLuint,
}
impl Drop for GLShader {
fn drop(&mut self) {
unsafe {
gl::DeleteShader(self.gl_shader); ck();
}
}
}
pub struct GLTexture {
gl_texture: GLuint,
pub size: Vector2I,
pub format: TextureFormat,
}
pub struct GLTimerQuery {
gl_query: GLuint,
}
impl Drop for GLTimerQuery {
#[inline]
fn drop(&mut self) {
unsafe {
gl::DeleteQueries(1, &mut self.gl_query); ck();
}
}
}
trait BlendFactorExt {
fn to_gl_blend_factor(self) -> GLenum;
}
impl BlendFactorExt for BlendFactor {
#[inline]
fn to_gl_blend_factor(self) -> GLenum {
match self {
BlendFactor::Zero => gl::ZERO,
BlendFactor::One => gl::ONE,
BlendFactor::SrcAlpha => gl::SRC_ALPHA,
BlendFactor::OneMinusSrcAlpha => gl::ONE_MINUS_SRC_ALPHA,
BlendFactor::DestAlpha => gl::DST_ALPHA,
BlendFactor::OneMinusDestAlpha => gl::ONE_MINUS_DST_ALPHA,
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BlendFactor::DestColor => gl::DST_COLOR,
}
}
}
trait BlendOpExt {
fn to_gl_blend_op(self) -> GLenum;
}
impl BlendOpExt for BlendOp {
#[inline]
fn to_gl_blend_op(self) -> GLenum {
match self {
BlendOp::Add => gl::FUNC_ADD,
BlendOp::Subtract => gl::FUNC_SUBTRACT,
BlendOp::ReverseSubtract => gl::FUNC_REVERSE_SUBTRACT,
BlendOp::Min => gl::MIN,
BlendOp::Max => gl::MAX,
}
}
}
trait BufferTargetExt {
fn to_gl_target(self) -> GLuint;
}
impl BufferTargetExt for BufferTarget {
fn to_gl_target(self) -> GLuint {
match self {
BufferTarget::Vertex => gl::ARRAY_BUFFER,
BufferTarget::Index => gl::ELEMENT_ARRAY_BUFFER,
}
}
}
trait BufferUploadModeExt {
fn to_gl_usage(self) -> GLuint;
}
impl BufferUploadModeExt for BufferUploadMode {
fn to_gl_usage(self) -> GLuint {
match self {
BufferUploadMode::Static => gl::STATIC_DRAW,
BufferUploadMode::Dynamic => gl::DYNAMIC_DRAW,
}
}
}
trait DepthFuncExt {
fn to_gl_depth_func(self) -> GLenum;
}
impl DepthFuncExt for DepthFunc {
fn to_gl_depth_func(self) -> GLenum {
match self {
DepthFunc::Less => gl::LESS,
DepthFunc::Always => gl::ALWAYS,
}
}
}
trait PrimitiveExt {
fn to_gl_primitive(self) -> GLuint;
}
impl PrimitiveExt for Primitive {
fn to_gl_primitive(self) -> GLuint {
match self {
Primitive::Triangles => gl::TRIANGLES,
Primitive::Lines => gl::LINES,
}
}
}
trait StencilFuncExt {
fn to_gl_stencil_func(self) -> GLenum;
}
impl StencilFuncExt for StencilFunc {
fn to_gl_stencil_func(self) -> GLenum {
match self {
StencilFunc::Always => gl::ALWAYS,
StencilFunc::Equal => gl::EQUAL,
}
}
}
trait TextureFormatExt {
fn gl_internal_format(self) -> GLint;
fn gl_format(self) -> GLuint;
fn gl_type(self) -> GLuint;
}
impl TextureFormatExt for TextureFormat {
fn gl_internal_format(self) -> GLint {
match self {
TextureFormat::R8 => gl::R8 as GLint,
TextureFormat::R16F => gl::R16F as GLint,
TextureFormat::RGBA8 => gl::RGBA as GLint,
TextureFormat::RGBA16F => gl::RGBA16F as GLint,
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TextureFormat::RGBA32F => gl::RGBA32F as GLint,
}
}
fn gl_format(self) -> GLuint {
match self {
TextureFormat::R8 | TextureFormat::R16F => gl::RED,
TextureFormat::RGBA8 | TextureFormat::RGBA16F | TextureFormat::RGBA32F => gl::RGBA,
}
}
fn gl_type(self) -> GLuint {
match self {
TextureFormat::R8 | TextureFormat::RGBA8 => gl::UNSIGNED_BYTE,
TextureFormat::R16F | TextureFormat::RGBA16F => gl::HALF_FLOAT,
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TextureFormat::RGBA32F => gl::FLOAT,
}
}
}
trait VertexAttrTypeExt {
fn to_gl_type(self) -> GLuint;
}
impl VertexAttrTypeExt for VertexAttrType {
fn to_gl_type(self) -> GLuint {
match self {
VertexAttrType::F32 => gl::FLOAT,
VertexAttrType::I16 => gl::SHORT,
VertexAttrType::I8 => gl::BYTE,
VertexAttrType::U16 => gl::UNSIGNED_SHORT,
VertexAttrType::U8 => gl::UNSIGNED_BYTE,
}
}
}
pub struct GLTextureDataReceiver {
gl_pixel_buffer: GLuint,
gl_sync: GLsync,
size: Vector2I,
format: TextureFormat,
}
impl Drop for GLTextureDataReceiver {
fn drop(&mut self) {
unsafe {
gl::DeleteBuffers(1, &mut self.gl_pixel_buffer); ck();
gl::DeleteSync(self.gl_sync); ck();
}
}
}
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/// The version/dialect of OpenGL we should render with.
#[derive(Clone, Copy)]
#[repr(u32)]
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pub enum GLVersion {
/// OpenGL 3.0+, core profile.
GL3 = 0,
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/// OpenGL ES 3.0+.
GLES3 = 1,
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}
impl GLVersion {
fn to_glsl_version_spec(&self) -> &'static str {
match *self {
GLVersion::GL3 => "330",
GLVersion::GLES3 => "300 es",
}
}
}
// Error checking
#[cfg(debug_assertions)]
fn ck() {
unsafe {
// Note that ideally we should be calling gl::GetError() in a loop until it
// returns gl::NO_ERROR, but for now we'll just report the first one we find.
let err = gl::GetError();
if err != gl::NO_ERROR {
panic!("GL error: 0x{:x} ({})", err, match err {
gl::INVALID_ENUM => "INVALID_ENUM",
gl::INVALID_VALUE => "INVALID_VALUE",
gl::INVALID_OPERATION => "INVALID_OPERATION",
gl::INVALID_FRAMEBUFFER_OPERATION => "INVALID_FRAMEBUFFER_OPERATION",
gl::OUT_OF_MEMORY => "OUT_OF_MEMORY",
gl::STACK_UNDERFLOW => "STACK_UNDERFLOW",
gl::STACK_OVERFLOW => "STACK_OVERFLOW",
_ => "Unknown"
});
}
}
}
#[cfg(not(debug_assertions))]
fn ck() {}
// Utilities
// Flips a buffer of image data upside-down.
fn flip_y<T>(pixels: &mut [T], size: Vector2I, channels: usize) {
let stride = size.x() as usize * channels;
for y in 0..(size.y() as usize / 2) {
let (index_a, index_b) = (y * stride, (size.y() as usize - y - 1) * stride);
for offset in 0..stride {
pixels.swap(index_a + offset, index_b + offset);
}
}
}