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path: root/src/ral/backends/opengl/backend_opengl.h
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#pragma once
#include "defines.h"

#if defined(CEL_REND_BACKEND_OPENGL)

#include "maths_types.h"
#include "ral_impl.h"
#include "ral_types.h"

#define MAX_PIPELINE_UNIFORM_BUFFERS 32

#define OPENGL_DEFAULT_FRAMEBUFFER 0

typedef struct GPU_Swapchain {
  u32x2 dimensions;
} GPU_Swapchain;

typedef struct GPU_Device {
  u32 pad;
} GPU_Device;

typedef struct GPU_PipelineLayout {
  void *pad;
} GPU_PipelineLayout;

typedef struct GPU_Pipeline {
  u32 shader_id;
  GPU_Renderpass *renderpass;
  VertexDescription vertex_desc;
  BufferHandle uniform_bindings[MAX_PIPELINE_UNIFORM_BUFFERS];
  u32 uniform_count;
  bool wireframe;
} GPU_Pipeline;

typedef struct GPU_Renderpass {
  u32 fbo;
  GPU_RenderpassDesc description;
} GPU_Renderpass;

typedef struct GPU_CmdEncoder {
  GPU_Pipeline *pipeline;
} GPU_CmdEncoder;  // Recording

typedef struct GPU_CmdBuffer {
  void *pad;
} GPU_CmdBuffer;  // Ready for submission

typedef struct GPU_Buffer {
  union {
    u32 vbo;
    u32 ibo;
    u32 ubo;
  } id;
  union {
    u32 vao;
    u32 ubo_binding_point;
  };  // Optional
  char *name;
  u64 size;
} GPU_Buffer;

typedef struct GPU_Texture {
  u32 id;
  GPU_TextureType type;
} GPU_Texture;

typedef struct opengl_support {
  u32 pad;
} opengl_support;


void uniform_vec3f(u32 program_id, const char *uniform_name, Vec3 *value);
void uniform_f32(u32 program_id, const char *uniform_name, f32 value);
void uniform_i32(u32 program_id, const char *uniform_name, i32 value);
void uniform_mat4f(u32 program_id, const char *uniform_name, Mat4 *value);

typedef enum GlCommandType {
    GLCMD_DRAW,
    GLCMD_DRAW_INDEXED,
    GLCMD_BIND_VBUF,
    GLCMD_BIND_IBUF,
    GLCMD_SET_PROGRAM,
} GlCommandType;

typedef struct GlCommand {
    GlCommandType cmd_type;
    union {
        struct {
            PrimitiveTopology topology;
            u32 start_vertex;
            u32 vertex_count;
            // TODO: instance
        } draw;
        struct {
            PrimitiveTopology topology;
            u32 index_count;
        } draw_indexed;
        struct {
            u32 buffer_id;
        } bind_vbuf;
        struct {
            u32 buffer_id;
        } bind_ibuf;
        struct {
            u32 program_id;
        } set_program;
    } data;
} GlCommand;

#endif