summaryrefslogtreecommitdiff
path: root/src/ral/backends/opengl/backend_opengl.c
diff options
context:
space:
mode:
authoromnisci3nce <omniscient.oce@gmail.com>2024-07-14 21:47:25 +1000
committeromnisci3nce <omniscient.oce@gmail.com>2024-07-14 21:47:25 +1000
commit529a603128d5e9dc4701322f44961f165e2183e1 (patch)
tree3e5d65ac503b971412ae35bfc5fb67a438a3c364 /src/ral/backends/opengl/backend_opengl.c
parent5b001d39d42314085164724d3a417fb8ebd54f98 (diff)
generate api docs python
Diffstat (limited to 'src/ral/backends/opengl/backend_opengl.c')
-rw-r--r--src/ral/backends/opengl/backend_opengl.c284
1 files changed, 284 insertions, 0 deletions
diff --git a/src/ral/backends/opengl/backend_opengl.c b/src/ral/backends/opengl/backend_opengl.c
new file mode 100644
index 0000000..2c7c411
--- /dev/null
+++ b/src/ral/backends/opengl/backend_opengl.c
@@ -0,0 +1,284 @@
+#include <assert.h>
+#include "backend_opengl.h"
+#include "log.h"
+#include "mem.h"
+#include "ral_common.h"
+#include "ral_impl.h"
+#include "ral_types.h"
+
+#include <glad/glad.h>
+#include <glfw3.h>
+
+typedef struct OpenglCtx {
+ GLFWwindow* window;
+ arena pool_arena;
+ GPU_CmdBuffer main_cmd_buffer;
+ GPU_BackendPools gpu_pools;
+ ResourcePools* resource_pools;
+} OpenglCtx;
+
+static OpenglCtx context;
+
+bool GPU_Backend_Init(const char* window_name, struct GLFWwindow *window, struct ResourcePools* res_pools) {
+ INFO("loading OpenGL backend");
+
+ memset(&context, 0, sizeof(context));
+ context.window = window;
+
+ size_t pool_buffer_size = 1024 * 1024;
+ context.pool_arena = arena_create(malloc(pool_buffer_size), pool_buffer_size);
+
+ BackendPools_Init(&context.pool_arena, &context.gpu_pools);
+ context.resource_pools = res_pools;
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+
+ // glad: load all opengl function pointers
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
+ ERROR("Failed to initialise GLAD \n");
+ return false;
+ }
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+
+ return true;
+}
+
+// All of these are no-ops in OpenGL
+void GPU_Backend_Shutdown() {}
+bool GPU_Device_Create(GPU_Device* out_device) { return true; }
+void GPU_Device_Destroy(GPU_Device* device) {}
+bool GPU_Swapchain_Create(GPU_Swapchain* out_swapchain) { return true; }
+void GPU_Swapchain_Destroy(GPU_Swapchain* swapchain) {}
+void GPU_CmdEncoder_Destroy(GPU_CmdEncoder* encoder) {}
+void GPU_CmdEncoder_BeginRender(GPU_CmdEncoder* encoder, GPU_Renderpass* renderpass) {}
+void GPU_CmdEncoder_EndRender(GPU_CmdEncoder* encoder) {}
+GPU_CmdEncoder* GPU_GetDefaultEncoder() {
+ return context.
+}
+void GPU_QueueSubmit(GPU_CmdBuffer* cmd_buffer) {}
+
+GPU_Renderpass* GPU_Renderpass_Create(GPU_RenderpassDesc description) {
+ // allocate new pass
+ GPU_Renderpass* renderpass = Renderpass_pool_alloc(&context.gpu_pools.renderpasses, NULL);
+ renderpass->description = description;
+
+ if (!description.default_framebuffer) {
+ // If we're not using the default framebuffer we need to generate a new one
+ GLuint gl_fbo_id;
+ glGenFramebuffers(1, &gl_fbo_id);
+ renderpass->fbo = gl_fbo_id;
+ } else {
+ renderpass->fbo = OPENGL_DEFAULT_FRAMEBUFFER;
+ assert(!description.has_color_target);
+ assert(!description.has_depth_stencil);
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, renderpass->fbo);
+
+ if (description.has_color_target && !description.default_framebuffer) {
+ GPU_Texture* colour_attachment = TEXTURE_GET(description.color_target);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ colour_attachment->id, 0);
+ }
+ if (description.has_depth_stencil && !description.default_framebuffer) {
+ GPU_Texture* depth_attachment = TEXTURE_GET(description.depth_stencil);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_attachment->id,
+ 0);
+ }
+
+ if (description.has_depth_stencil && !description.has_color_target) {
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0); // reset to default framebuffer
+
+ return renderpass;
+}
+
+void GPU_Renderpass_Destroy(GPU_Renderpass* pass) { glDeleteFramebuffers(1, &pass->fbo); }
+
+GPU_Pipeline* GPU_GraphicsPipeline_Create(GraphicsPipelineDesc description, GPU_Renderpass* renderpass) {
+ GPU_Pipeline* pipeline = Pipeline_pool_alloc(&context.gpu_pools.pipelines, NULL);
+
+ // Create shader program
+ u32 shader_id = shader_create_separate(description.vs.filepath.buf, description.fs.filepath.buf);
+ pipeline->shader_id = shader_id;
+
+ // Vertex format
+ pipeline->vertex_desc = description.vertex_desc;
+
+ // Allocate uniform buffers if needed
+ u32 ubo_count = 0;
+ // printf("data layouts %d\n", description.data_layouts_count);
+ for (u32 layout_i = 0; layout_i < description.data_layouts_count; layout_i++) {
+ ShaderDataLayout sdl = description.data_layouts[layout_i].get_layout(NULL);
+ TRACE("Got shader data layout %d's bindings! . found %d", layout_i, sdl.binding_count);
+
+ for (u32 binding_j = 0; binding_j < sdl.binding_count; binding_j++) {
+ u32 binding_id = binding_j;
+ assert(binding_id < MAX_PIPELINE_UNIFORM_BUFFERS);
+ ShaderBinding binding = sdl.bindings[binding_j];
+ // Do I want Buffer vs Bytes?
+ if (binding.kind == BINDING_BUFFER) {
+ static u32 s_binding_point = 0;
+ BufferHandle ubo_handle =
+ GPU_BufferCreate(binding.data.bytes.size, BUFFER_UNIFORM, BUFFER_FLAG_GPU, NULL); // no data right now
+ pipeline->uniform_bindings[ubo_count++] = ubo_handle;
+ GPU_Buffer* ubo_buf = BUFFER_GET(ubo_handle);
+
+ i32 blockIndex = glGetUniformBlockIndex(pipeline->shader_id, binding.label);
+ printf("Block index for %s: %d", binding.label, blockIndex);
+ if (blockIndex < 0) {
+ WARN("Couldn't retrieve block index for uniform block '%s'", binding.label);
+ } else {
+ // DEBUG("Retrived block index %d for %s", blockIndex, binding.label);
+ }
+ u32 blocksize;
+ glGetActiveUniformBlockiv(pipeline->shader_id, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE,
+ &blocksize);
+ printf("\t with size %d bytes\n", blocksize);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, s_binding_point, ubo_buf->id.ubo);
+ if (blockIndex != GL_INVALID_INDEX) {
+ glUniformBlockBinding(pipeline->shader_id, blockIndex, s_binding_point);
+ }
+ ubo_buf->ubo_binding_point = s_binding_point++;
+ ubo_buf->name = binding.label;
+ assert(s_binding_point < GL_MAX_UNIFORM_BUFFER_BINDINGS);
+ }
+ }
+ }
+ pipeline->uniform_count = ubo_count;
+
+ pipeline->renderpass = description.renderpass;
+ pipeline->wireframe = description.wireframe;
+
+ return pipeline;
+}
+
+void GraphicsPipeline_Destroy(GPU_Pipeline* pipeline) {}
+
+GPU_CmdEncoder GPU_CmdEncoder_Create() {
+ GPU_CmdEncoder encoder = { 0 };
+ return encoder;
+}
+
+
+BufferHandle GPU_BufferCreate(u64 size, GPU_BufferType buf_type, GPU_BufferFlags flags, const void *data) {
+ // "allocating" the cpu-side buffer struct
+ BufferHandle handle;
+ GPU_Buffer* buffer = Buffer_pool_alloc(&context.resource_pools, &handle);
+ buffer->size = size;
+ buffer->vao = 0;
+
+ // Opengl buffer
+ GLuint gl_buffer_id;
+ glGenBuffers(1, &gl_buffer_id);
+
+ GLenum gl_buf_type;
+ GLenum gl_buf_usage = GL_STATIC_DRAW;
+
+ switch (buf_type) {
+ case BUFFER_UNIFORM:
+ DEBUG("Creating Uniform buffer");
+ gl_buf_type = GL_UNIFORM_BUFFER;
+ /* gl_buf_usage = GL_DYNAMIC_DRAW; */
+ buffer->id.ubo = gl_buffer_id;
+ break;
+ case BUFFER_DEFAULT:
+ case BUFFER_VERTEX:
+ DEBUG("Creating Vertex buffer");
+ gl_buf_type = GL_ARRAY_BUFFER;
+ buffer->id.vbo = gl_buffer_id;
+ break;
+ case BUFFER_INDEX:
+ DEBUG("Creating Index buffer");
+ gl_buf_type = GL_ELEMENT_ARRAY_BUFFER;
+ buffer->id.ibo = gl_buffer_id;
+ break;
+ default:
+ WARN("Unimplemented gpu_buffer_type provided %s", buffer_type_names[buf_type]);
+ break;
+ }
+ // bind buffer
+ glBindBuffer(gl_buf_type, gl_buffer_id);
+
+ if (data) {
+ TRACE("Upload data (%d bytes) as part of buffer creation", size);
+ glBufferData(gl_buf_type, buffer->size, data, gl_buf_usage);
+ } else {
+ TRACE("Allocating but not uploading (%d bytes)", size);
+ glBufferData(gl_buf_type, buffer->size, NULL, gl_buf_usage);
+ }
+
+ glBindBuffer(gl_buf_type, 0);
+
+ return handle;
+}
+
+TextureHandle GPU_TextureCreate(TextureDesc desc, bool create_view, const void *data) {
+ // "allocating" the cpu-side struct
+ TextureHandle handle;
+ GPU_Texture* texture = Texture_pool_alloc(&context.resource_pools->textures, &handle);
+ DEBUG("Allocated texture with handle %d", handle.raw);
+
+ GLuint gl_texture_id;
+ glGenTextures(1, &gl_texture_id);
+ texture->id = gl_texture_id;
+
+ glBindTexture(GL_TEXTURE_2D, gl_texture_id);
+
+ GLint internal_format =
+ desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_DEPTH_COMPONENT : GL_RGB;
+ GLenum format = desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_DEPTH_COMPONENT : GL_RGBA;
+ GLenum data_type = desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT ? GL_FLOAT : GL_UNSIGNED_BYTE;
+
+ if (desc.format == TEXTURE_FORMAT_DEPTH_DEFAULT) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ } else {
+ // set the texture wrapping parameters
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
+ GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ // set texture filtering parameters
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+
+ if (data) {
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.extents.x, desc.extents.y, 0, format,
+ data_type, data);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ } else {
+ WARN("No image data provided");
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, desc.extents.x, desc.extents.y, 0, format,
+ data_type, NULL);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ return handle;
+}
+
+void GPU_TextureDestroy(TextureHandle handle) {
+ glDeleteTextures(1, &handle.raw);
+}
+
+// TODO: void GPU_TextureUpload(TextureHandle handle, size_t n_bytes, const void* data)
+
+bool GPU_Backend_BeginFrame() {
+ glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+void GPU_Backend_EndFrame() {
+ glfwSwapBuffers(context.window);
+}