Move the contents of `gl::device` into `gl`

This commit is contained in:
Patrick Walton 2019-03-05 14:51:29 -08:00
parent f7a8b573ce
commit e09b447d0d
3 changed files with 803 additions and 821 deletions

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@ -19,7 +19,7 @@ use pathfinder_geometry::basic::point::{Point2DF32, Point2DI32, Point3DF32};
use pathfinder_geometry::basic::rect::RectF32;
use pathfinder_geometry::basic::transform2d::Transform2DF32;
use pathfinder_geometry::basic::transform3d::{Perspective, Transform3DF32};
use pathfinder_gl::device::GLDevice;
use pathfinder_gl::GLDevice;
use pathfinder_gpu::{DepthFunc, DepthState, Device, Primitive, RenderState, Resources};
use pathfinder_gpu::{StencilFunc, StencilState, UniformData};
use pathfinder_renderer::builder::{RenderOptions, RenderTransform, SceneBuilder};

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@ -1,813 +0,0 @@
// pathfinder/gl/src/device.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.
use gl::types::{GLboolean, GLchar, GLdouble, GLenum, GLfloat, GLint, GLsizei, GLsizeiptr};
use gl::types::{GLuint, GLvoid};
use pathfinder_geometry::basic::point::Point2DI32;
use pathfinder_gpu::{BlendState, BufferTarget, BufferUploadMode, DepthFunc, Device, Primitive};
use pathfinder_gpu::{RenderState, ShaderKind, StencilFunc, TextureFormat};
use pathfinder_gpu::{UniformData, VertexAttrType};
use pathfinder_simd::default::F32x4;
use std::ffi::CString;
use std::mem;
use std::ptr;
use std::time::Duration;
pub struct GLDevice;
impl GLDevice {
#[inline]
pub fn new() -> GLDevice { GLDevice }
fn set_texture_parameters(&self, texture: &GLTexture) {
self.bind_texture(texture, 0);
unsafe {
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as GLint); ck();
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as GLint); ck();
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_WRAP_S,
gl::CLAMP_TO_EDGE as GLint); ck();
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_WRAP_T,
gl::CLAMP_TO_EDGE as GLint); ck();
}
}
fn set_render_state(&self, render_state: &RenderState) {
unsafe {
// Set blend.
match render_state.blend {
BlendState::Off => {
gl::Disable(gl::BLEND); ck();
}
BlendState::RGBOneAlphaOne => {
gl::BlendEquation(gl::FUNC_ADD); ck();
gl::BlendFunc(gl::ONE, gl::ONE); ck();
gl::Enable(gl::BLEND); ck();
}
BlendState::RGBOneAlphaOneMinusSrcAlpha => {
gl::BlendEquation(gl::FUNC_ADD); ck();
gl::BlendFuncSeparate(gl::ONE,
gl::ONE_MINUS_SRC_ALPHA,
gl::ONE,
gl::ONE); ck();
gl::Enable(gl::BLEND); ck();
}
BlendState::RGBSrcAlphaAlphaOneMinusSrcAlpha => {
gl::BlendEquation(gl::FUNC_ADD); ck();
gl::BlendFuncSeparate(gl::SRC_ALPHA,
gl::ONE_MINUS_SRC_ALPHA,
gl::ONE,
gl::ONE); ck();
gl::Enable(gl::BLEND); ck();
}
}
// Set depth.
match render_state.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_state.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_state.color_mask as GLboolean;
gl::ColorMask(color_mask, color_mask, color_mask, color_mask); ck();
}
}
fn reset_render_state(&self, render_state: &RenderState) {
unsafe {
match render_state.blend {
BlendState::Off => {}
BlendState::RGBOneAlphaOneMinusSrcAlpha |
BlendState::RGBOneAlphaOne |
BlendState::RGBSrcAlphaAlphaOneMinusSrcAlpha => {
gl::Disable(gl::BLEND); ck();
}
}
if render_state.depth.is_some() {
gl::Disable(gl::DEPTH_TEST); ck();
}
if render_state.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 TimerQuery = GLTimerQuery;
type Uniform = GLUniform;
type VertexArray = GLVertexArray;
type VertexAttr = GLVertexAttr;
fn create_texture(&self, format: TextureFormat, size: Point2DI32) -> GLTexture {
let (gl_internal_format, gl_format, gl_type);
match format {
TextureFormat::R16F => {
gl_internal_format = gl::R16F as GLint;
gl_format = gl::RED;
gl_type = gl::HALF_FLOAT;
}
TextureFormat::RGBA8 => {
gl_internal_format = gl::RGBA as GLint;
gl_format = gl::RGBA;
gl_type = gl::UNSIGNED_BYTE;
}
}
let mut texture = GLTexture { gl_texture: 0, size };
unsafe {
gl::GenTextures(1, &mut texture.gl_texture); ck();
self.bind_texture(&texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl_internal_format,
size.x() as GLsizei,
size.y() as GLsizei,
0,
gl_format,
gl_type,
ptr::null()); ck();
}
self.set_texture_parameters(&texture);
texture
}
fn create_texture_from_data(&self, size: Point2DI32, data: &[u8]) -> GLTexture {
assert!(data.len() >= size.x() as usize * size.y() as usize);
let mut texture = GLTexture { gl_texture: 0, size };
unsafe {
gl::GenTextures(1, &mut texture.gl_texture); ck();
self.bind_texture(&texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RED as GLint,
size.x() as GLsizei,
size.y() as GLsizei,
0,
gl::RED,
gl::UNSIGNED_BYTE,
data.as_ptr() as *const GLvoid); ck();
}
self.set_texture_parameters(&texture);
texture
}
fn create_shader_from_source(&self, name: &str, source: &[u8], kind: ShaderKind) -> GLShader {
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();
eprintln!("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,
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
}
}
fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> GLVertexAttr {
let name = CString::new(format!("a{}", name)).unwrap();
let attr = unsafe {
gl::GetAttribLocation(program.gl_program, name.as_ptr() as *const GLchar) as GLuint
}; ck();
GLVertexAttr { attr }
}
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 use_program(&self, program: &Self::Program) {
unsafe {
gl::UseProgram(program.gl_program); ck();
}
}
fn configure_float_vertex_attr(&self,
attr: &GLVertexAttr,
size: usize,
attr_type: VertexAttrType,
normalized: bool,
stride: usize,
offset: usize,
divisor: u32) {
unsafe {
gl::VertexAttribPointer(attr.attr,
size as GLint,
attr_type.to_gl_type(),
if normalized { gl::TRUE } else { gl::FALSE },
stride as GLint,
offset as *const GLvoid); ck();
gl::VertexAttribDivisor(attr.attr, divisor); ck();
gl::EnableVertexAttribArray(attr.attr); ck();
}
}
fn configure_int_vertex_attr(&self,
attr: &GLVertexAttr,
size: usize,
attr_type: VertexAttrType,
stride: usize,
offset: usize,
divisor: u32) {
unsafe {
gl::VertexAttribIPointer(attr.attr,
size as GLint,
attr_type.to_gl_type(),
stride as GLint,
offset as *const GLvoid); ck();
gl::VertexAttribDivisor(attr.attr, divisor); ck();
gl::EnableVertexAttribArray(attr.attr); ck();
}
}
fn set_uniform(&self, uniform: &Self::Uniform, data: UniformData) {
unsafe {
match data {
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::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();
}
}
}
}
fn create_framebuffer(&self, texture: GLTexture) -> GLFramebuffer {
let mut gl_framebuffer = 0;
unsafe {
gl::GenFramebuffers(1, &mut gl_framebuffer); ck();
assert_eq!(gl::GetError(), gl::NO_ERROR);
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 upload_to_buffer<T>(&self,
buffer: &GLBuffer,
data: &[T],
target: BufferTarget,
mode: BufferUploadMode) {
let target = match target {
BufferTarget::Vertex => gl::ARRAY_BUFFER,
BufferTarget::Index => gl::ELEMENT_ARRAY_BUFFER,
};
let mode = match mode {
BufferUploadMode::Static => gl::STATIC_DRAW,
BufferUploadMode::Dynamic => gl::DYNAMIC_DRAW,
};
unsafe {
gl::BindBuffer(target, buffer.gl_buffer); ck();
gl::BufferData(target,
(data.len() * mem::size_of::<T>()) as GLsizeiptr,
data.as_ptr() as *const GLvoid,
mode); ck();
}
}
#[inline]
fn framebuffer_texture<'f>(&self, framebuffer: &'f Self::Framebuffer) -> &'f Self::Texture {
&framebuffer.texture
}
#[inline]
fn texture_size(&self, texture: &Self::Texture) -> Point2DI32 {
texture.size
}
fn upload_to_texture(&self, texture: &Self::Texture, size: Point2DI32, data: &[u8]) {
assert!(data.len() >= size.x() as usize * size.y() as usize * 4);
unsafe {
self.bind_texture(texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RGBA as GLint,
size.x() as GLsizei,
size.y() as GLsizei,
0,
gl::RGBA,
gl::UNSIGNED_BYTE,
data.as_ptr() as *const GLvoid); ck();
}
self.set_texture_parameters(texture);
}
fn read_pixels_from_default_framebuffer(&self, size: Point2DI32) -> Vec<u8> {
let mut pixels = vec![0; size.x() as usize * size.y() as usize * 4];
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, 0); ck();
gl::ReadPixels(0,
0,
size.x() as GLsizei,
size.y() as GLsizei,
gl::RGBA,
gl::UNSIGNED_BYTE,
pixels.as_mut_ptr() as *mut GLvoid); ck();
}
// Flip right-side-up.
let stride = size.x() as usize * 4;
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);
}
}
pixels
}
// TODO(pcwalton): Switch to `ColorF`!
fn clear(&self, color: Option<F32x4>, depth: Option<f32>, stencil: Option<u8>) {
unsafe {
let mut flags = 0;
if let Some(color) = color {
gl::ColorMask(gl::TRUE, gl::TRUE, gl::TRUE, gl::TRUE); ck();
gl::ClearColor(color.x(), color.y(), color.z(), color.w()); ck();
flags |= gl::COLOR_BUFFER_BIT;
}
if let Some(depth) = depth {
gl::DepthMask(gl::TRUE); ck();
gl::ClearDepth(depth as GLdouble); ck();
flags |= gl::DEPTH_BUFFER_BIT;
}
if let Some(stencil) = stencil {
gl::StencilMask(!0); ck();
gl::ClearStencil(stencil as GLint); ck();
flags |= gl::STENCIL_BUFFER_BIT;
}
if flags != 0 {
gl::Clear(flags); ck();
}
}
}
fn draw_arrays(&self, primitive: Primitive, index_count: u32, render_state: &RenderState) {
self.set_render_state(render_state);
unsafe {
gl::DrawArrays(primitive.to_gl_primitive(), 0, index_count as GLsizei); ck();
}
self.reset_render_state(render_state);
}
fn draw_elements(&self, primitive: Primitive, index_count: u32, render_state: &RenderState) {
self.set_render_state(render_state);
unsafe {
gl::DrawElements(primitive.to_gl_primitive(),
index_count as GLsizei,
gl::UNSIGNED_INT,
ptr::null()); ck();
}
self.reset_render_state(render_state);
}
fn draw_arrays_instanced(&self,
primitive: Primitive,
index_count: u32,
instance_count: u32,
render_state: &RenderState) {
self.set_render_state(render_state);
unsafe {
gl::DrawArraysInstanced(primitive.to_gl_primitive(),
0,
index_count as GLsizei,
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();
}
}
#[inline]
fn timer_query_is_available(&self, query: &Self::TimerQuery) -> bool {
unsafe {
let mut result = 0;
gl::GetQueryObjectiv(query.gl_query, gl::QUERY_RESULT_AVAILABLE, &mut result); ck();
result != gl::FALSE as GLint
}
}
#[inline]
fn get_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)
}
}
#[inline]
fn bind_vertex_array(&self, vertex_array: &GLVertexArray) {
unsafe {
gl::BindVertexArray(vertex_array.gl_vertex_array); ck();
}
}
#[inline]
fn bind_buffer(&self, buffer: &GLBuffer, target: BufferTarget) {
unsafe {
gl::BindBuffer(target.to_gl_target(), buffer.gl_buffer); ck();
}
}
#[inline]
fn bind_default_framebuffer(&self, size: Point2DI32) {
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, 0); ck();
gl::Viewport(0, 0, size.x(), size.y()); ck();
}
}
#[inline]
fn bind_framebuffer(&self, framebuffer: &GLFramebuffer) {
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, framebuffer.gl_framebuffer); ck();
gl::Viewport(0, 0, framebuffer.texture.size.x(), framebuffer.texture.size.y()); ck();
}
}
#[inline]
fn bind_texture(&self, texture: &GLTexture, unit: u32) {
unsafe {
gl::ActiveTexture(gl::TEXTURE0 + unit); ck();
gl::BindTexture(gl::TEXTURE_2D, texture.gl_texture); ck();
}
}
}
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 {
pub 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: Point2DI32,
}
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 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 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::TriangleFan => gl::TRIANGLE_FAN,
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,
StencilFunc::NotEqual => gl::NOTEQUAL,
}
}
}
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::U16 => gl::UNSIGNED_SHORT,
VertexAttrType::U8 => gl::UNSIGNED_BYTE,
}
}
}
// Error checking
#[cfg(debug)]
fn ck() {
unsafe {
let err = gl::GetError();
if err != 0 {
panic!("GL error: 0x{:x}", err);
}
}
}
#[cfg(not(debug))]
fn ck() {}

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@ -8,11 +8,806 @@
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! An OpenGL backend for Pathfinder.
//!
//! It's not necessary to use this crate to render vector graphics with
//! Pathfinder; you can use the `pathfinder_renderer` crate and do the GPU
//! rendering yourself using the API or engine of your choice. This crate can
//! be useful for simple use cases, however.
//! An OpenGL implementation of the device abstraction.
pub mod device;
use gl::types::{GLboolean, GLchar, GLdouble, GLenum, GLfloat, GLint, GLsizei, GLsizeiptr};
use gl::types::{GLuint, GLvoid};
use pathfinder_geometry::basic::point::Point2DI32;
use pathfinder_gpu::{BlendState, BufferTarget, BufferUploadMode, DepthFunc, Device, Primitive};
use pathfinder_gpu::{RenderState, ShaderKind, StencilFunc, TextureFormat};
use pathfinder_gpu::{UniformData, VertexAttrType};
use pathfinder_simd::default::F32x4;
use std::ffi::CString;
use std::mem;
use std::ptr;
use std::time::Duration;
pub struct GLDevice;
impl GLDevice {
#[inline]
pub fn new() -> GLDevice { GLDevice }
fn set_texture_parameters(&self, texture: &GLTexture) {
self.bind_texture(texture, 0);
unsafe {
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as GLint); ck();
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as GLint); ck();
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_WRAP_S,
gl::CLAMP_TO_EDGE as GLint); ck();
gl::TexParameteri(gl::TEXTURE_2D,
gl::TEXTURE_WRAP_T,
gl::CLAMP_TO_EDGE as GLint); ck();
}
}
fn set_render_state(&self, render_state: &RenderState) {
unsafe {
// Set blend.
match render_state.blend {
BlendState::Off => {
gl::Disable(gl::BLEND); ck();
}
BlendState::RGBOneAlphaOne => {
gl::BlendEquation(gl::FUNC_ADD); ck();
gl::BlendFunc(gl::ONE, gl::ONE); ck();
gl::Enable(gl::BLEND); ck();
}
BlendState::RGBOneAlphaOneMinusSrcAlpha => {
gl::BlendEquation(gl::FUNC_ADD); ck();
gl::BlendFuncSeparate(gl::ONE,
gl::ONE_MINUS_SRC_ALPHA,
gl::ONE,
gl::ONE); ck();
gl::Enable(gl::BLEND); ck();
}
BlendState::RGBSrcAlphaAlphaOneMinusSrcAlpha => {
gl::BlendEquation(gl::FUNC_ADD); ck();
gl::BlendFuncSeparate(gl::SRC_ALPHA,
gl::ONE_MINUS_SRC_ALPHA,
gl::ONE,
gl::ONE); ck();
gl::Enable(gl::BLEND); ck();
}
}
// Set depth.
match render_state.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_state.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_state.color_mask as GLboolean;
gl::ColorMask(color_mask, color_mask, color_mask, color_mask); ck();
}
}
fn reset_render_state(&self, render_state: &RenderState) {
unsafe {
match render_state.blend {
BlendState::Off => {}
BlendState::RGBOneAlphaOneMinusSrcAlpha |
BlendState::RGBOneAlphaOne |
BlendState::RGBSrcAlphaAlphaOneMinusSrcAlpha => {
gl::Disable(gl::BLEND); ck();
}
}
if render_state.depth.is_some() {
gl::Disable(gl::DEPTH_TEST); ck();
}
if render_state.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 TimerQuery = GLTimerQuery;
type Uniform = GLUniform;
type VertexArray = GLVertexArray;
type VertexAttr = GLVertexAttr;
fn create_texture(&self, format: TextureFormat, size: Point2DI32) -> GLTexture {
let (gl_internal_format, gl_format, gl_type);
match format {
TextureFormat::R16F => {
gl_internal_format = gl::R16F as GLint;
gl_format = gl::RED;
gl_type = gl::HALF_FLOAT;
}
TextureFormat::RGBA8 => {
gl_internal_format = gl::RGBA as GLint;
gl_format = gl::RGBA;
gl_type = gl::UNSIGNED_BYTE;
}
}
let mut texture = GLTexture { gl_texture: 0, size };
unsafe {
gl::GenTextures(1, &mut texture.gl_texture); ck();
self.bind_texture(&texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl_internal_format,
size.x() as GLsizei,
size.y() as GLsizei,
0,
gl_format,
gl_type,
ptr::null()); ck();
}
self.set_texture_parameters(&texture);
texture
}
fn create_texture_from_data(&self, size: Point2DI32, data: &[u8]) -> GLTexture {
assert!(data.len() >= size.x() as usize * size.y() as usize);
let mut texture = GLTexture { gl_texture: 0, size };
unsafe {
gl::GenTextures(1, &mut texture.gl_texture); ck();
self.bind_texture(&texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RED as GLint,
size.x() as GLsizei,
size.y() as GLsizei,
0,
gl::RED,
gl::UNSIGNED_BYTE,
data.as_ptr() as *const GLvoid); ck();
}
self.set_texture_parameters(&texture);
texture
}
fn create_shader_from_source(&self, name: &str, source: &[u8], kind: ShaderKind) -> GLShader {
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();
eprintln!("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,
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
}
}
fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> GLVertexAttr {
let name = CString::new(format!("a{}", name)).unwrap();
let attr = unsafe {
gl::GetAttribLocation(program.gl_program, name.as_ptr() as *const GLchar) as GLuint
}; ck();
GLVertexAttr { attr }
}
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 use_program(&self, program: &Self::Program) {
unsafe {
gl::UseProgram(program.gl_program); ck();
}
}
fn configure_float_vertex_attr(&self,
attr: &GLVertexAttr,
size: usize,
attr_type: VertexAttrType,
normalized: bool,
stride: usize,
offset: usize,
divisor: u32) {
unsafe {
gl::VertexAttribPointer(attr.attr,
size as GLint,
attr_type.to_gl_type(),
if normalized { gl::TRUE } else { gl::FALSE },
stride as GLint,
offset as *const GLvoid); ck();
gl::VertexAttribDivisor(attr.attr, divisor); ck();
gl::EnableVertexAttribArray(attr.attr); ck();
}
}
fn configure_int_vertex_attr(&self,
attr: &GLVertexAttr,
size: usize,
attr_type: VertexAttrType,
stride: usize,
offset: usize,
divisor: u32) {
unsafe {
gl::VertexAttribIPointer(attr.attr,
size as GLint,
attr_type.to_gl_type(),
stride as GLint,
offset as *const GLvoid); ck();
gl::VertexAttribDivisor(attr.attr, divisor); ck();
gl::EnableVertexAttribArray(attr.attr); ck();
}
}
fn set_uniform(&self, uniform: &Self::Uniform, data: UniformData) {
unsafe {
match data {
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::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();
}
}
}
}
fn create_framebuffer(&self, texture: GLTexture) -> GLFramebuffer {
let mut gl_framebuffer = 0;
unsafe {
gl::GenFramebuffers(1, &mut gl_framebuffer); ck();
assert_eq!(gl::GetError(), gl::NO_ERROR);
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 upload_to_buffer<T>(&self,
buffer: &GLBuffer,
data: &[T],
target: BufferTarget,
mode: BufferUploadMode) {
let target = match target {
BufferTarget::Vertex => gl::ARRAY_BUFFER,
BufferTarget::Index => gl::ELEMENT_ARRAY_BUFFER,
};
let mode = match mode {
BufferUploadMode::Static => gl::STATIC_DRAW,
BufferUploadMode::Dynamic => gl::DYNAMIC_DRAW,
};
unsafe {
gl::BindBuffer(target, buffer.gl_buffer); ck();
gl::BufferData(target,
(data.len() * mem::size_of::<T>()) as GLsizeiptr,
data.as_ptr() as *const GLvoid,
mode); ck();
}
}
#[inline]
fn framebuffer_texture<'f>(&self, framebuffer: &'f Self::Framebuffer) -> &'f Self::Texture {
&framebuffer.texture
}
#[inline]
fn texture_size(&self, texture: &Self::Texture) -> Point2DI32 {
texture.size
}
fn upload_to_texture(&self, texture: &Self::Texture, size: Point2DI32, data: &[u8]) {
assert!(data.len() >= size.x() as usize * size.y() as usize * 4);
unsafe {
self.bind_texture(texture, 0);
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RGBA as GLint,
size.x() as GLsizei,
size.y() as GLsizei,
0,
gl::RGBA,
gl::UNSIGNED_BYTE,
data.as_ptr() as *const GLvoid); ck();
}
self.set_texture_parameters(texture);
}
fn read_pixels_from_default_framebuffer(&self, size: Point2DI32) -> Vec<u8> {
let mut pixels = vec![0; size.x() as usize * size.y() as usize * 4];
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, 0); ck();
gl::ReadPixels(0,
0,
size.x() as GLsizei,
size.y() as GLsizei,
gl::RGBA,
gl::UNSIGNED_BYTE,
pixels.as_mut_ptr() as *mut GLvoid); ck();
}
// Flip right-side-up.
let stride = size.x() as usize * 4;
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);
}
}
pixels
}
// TODO(pcwalton): Switch to `ColorF`!
fn clear(&self, color: Option<F32x4>, depth: Option<f32>, stencil: Option<u8>) {
unsafe {
let mut flags = 0;
if let Some(color) = color {
gl::ColorMask(gl::TRUE, gl::TRUE, gl::TRUE, gl::TRUE); ck();
gl::ClearColor(color.x(), color.y(), color.z(), color.w()); ck();
flags |= gl::COLOR_BUFFER_BIT;
}
if let Some(depth) = depth {
gl::DepthMask(gl::TRUE); ck();
gl::ClearDepth(depth as GLdouble); ck();
flags |= gl::DEPTH_BUFFER_BIT;
}
if let Some(stencil) = stencil {
gl::StencilMask(!0); ck();
gl::ClearStencil(stencil as GLint); ck();
flags |= gl::STENCIL_BUFFER_BIT;
}
if flags != 0 {
gl::Clear(flags); ck();
}
}
}
fn draw_arrays(&self, primitive: Primitive, index_count: u32, render_state: &RenderState) {
self.set_render_state(render_state);
unsafe {
gl::DrawArrays(primitive.to_gl_primitive(), 0, index_count as GLsizei); ck();
}
self.reset_render_state(render_state);
}
fn draw_elements(&self, primitive: Primitive, index_count: u32, render_state: &RenderState) {
self.set_render_state(render_state);
unsafe {
gl::DrawElements(primitive.to_gl_primitive(),
index_count as GLsizei,
gl::UNSIGNED_INT,
ptr::null()); ck();
}
self.reset_render_state(render_state);
}
fn draw_arrays_instanced(&self,
primitive: Primitive,
index_count: u32,
instance_count: u32,
render_state: &RenderState) {
self.set_render_state(render_state);
unsafe {
gl::DrawArraysInstanced(primitive.to_gl_primitive(),
0,
index_count as GLsizei,
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();
}
}
#[inline]
fn timer_query_is_available(&self, query: &Self::TimerQuery) -> bool {
unsafe {
let mut result = 0;
gl::GetQueryObjectiv(query.gl_query, gl::QUERY_RESULT_AVAILABLE, &mut result); ck();
result != gl::FALSE as GLint
}
}
#[inline]
fn get_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)
}
}
#[inline]
fn bind_vertex_array(&self, vertex_array: &GLVertexArray) {
unsafe {
gl::BindVertexArray(vertex_array.gl_vertex_array); ck();
}
}
#[inline]
fn bind_buffer(&self, buffer: &GLBuffer, target: BufferTarget) {
unsafe {
gl::BindBuffer(target.to_gl_target(), buffer.gl_buffer); ck();
}
}
#[inline]
fn bind_default_framebuffer(&self, size: Point2DI32) {
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, 0); ck();
gl::Viewport(0, 0, size.x(), size.y()); ck();
}
}
#[inline]
fn bind_framebuffer(&self, framebuffer: &GLFramebuffer) {
unsafe {
gl::BindFramebuffer(gl::FRAMEBUFFER, framebuffer.gl_framebuffer); ck();
gl::Viewport(0, 0, framebuffer.texture.size.x(), framebuffer.texture.size.y()); ck();
}
}
#[inline]
fn bind_texture(&self, texture: &GLTexture, unit: u32) {
unsafe {
gl::ActiveTexture(gl::TEXTURE0 + unit); ck();
gl::BindTexture(gl::TEXTURE_2D, texture.gl_texture); ck();
}
}
}
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 {
pub 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: Point2DI32,
}
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 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 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::TriangleFan => gl::TRIANGLE_FAN,
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,
StencilFunc::NotEqual => gl::NOTEQUAL,
}
}
}
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::U16 => gl::UNSIGNED_SHORT,
VertexAttrType::U8 => gl::UNSIGNED_BYTE,
}
}
}
// Error checking
#[cfg(debug)]
fn ck() {
unsafe {
let err = gl::GetError();
if err != 0 {
panic!("GL error: 0x{:x}", err);
}
}
}
#[cfg(not(debug))]
fn ck() {}