Common: Move GL classes to subdirectory

This commit is contained in:
Connor McLaughlin
2019-11-03 15:22:37 +10:00
parent 47849465d8
commit d68f7085d6
13 changed files with 49 additions and 32 deletions

507
src/common/gl/program.cpp Normal file
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#include "program.h"
#include "YBaseLib/Log.h"
#include "YBaseLib/String.h"
#include <array>
#include <fstream>
Log_SetChannel(GL);
static u32 s_next_bad_shader_id = 1;
static GLuint s_last_program_id = 0;
namespace GL {
Program::Program() = default;
Program::~Program()
{
Destroy();
}
GLuint Program::CompileShader(GLenum type, const std::string_view source)
{
GLuint id = glCreateShader(type);
std::array<const GLchar*, 1> sources = {{source.data()}};
std::array<GLint, 1> source_lengths = {{static_cast<GLint>(source.size())}};
glShaderSource(id, static_cast<GLsizei>(sources.size()), sources.data(), source_lengths.data());
glCompileShader(id);
GLint status = GL_FALSE;
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
GLint info_log_length = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
if (status == GL_FALSE || info_log_length > 0)
{
std::string info_log;
info_log.resize(info_log_length + 1);
glGetShaderInfoLog(id, info_log_length, &info_log_length, &info_log[0]);
if (status == GL_TRUE)
{
Log_ErrorPrintf("Shader compiled with warnings:\n%s", info_log.c_str());
}
else
{
Log_ErrorPrintf("Shader failed to compile:\n%s", info_log.c_str());
std::ofstream ofs(SmallString::FromFormat("bad_shader_%u.txt", s_next_bad_shader_id++),
std::ofstream::out | std::ofstream::binary);
if (ofs.is_open())
{
ofs.write(sources[0], source_lengths[0]);
ofs << "\n\nCompile failed, info log:\n";
ofs << info_log;
ofs.close();
}
glDeleteShader(id);
return 0;
}
}
return id;
}
void Program::ResetLastProgram()
{
s_last_program_id = 0;
}
bool Program::Compile(const std::string_view vertex_shader, const std::string_view fragment_shader)
{
GLuint vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
if (vertex_shader_id == 0)
return false;
GLuint fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
if (fragment_shader_id == 0)
{
glDeleteShader(vertex_shader_id);
return false;
}
m_program_id = glCreateProgram();
glAttachShader(m_program_id, vertex_shader_id);
glAttachShader(m_program_id, fragment_shader_id);
return true;
}
void Program::BindAttribute(GLuint index, const char* name)
{
glBindAttribLocation(m_program_id, index, name);
}
void Program::BindDefaultAttributes()
{
BindAttribute(0, "a_position");
BindAttribute(1, "a_texcoord");
BindAttribute(2, "a_color");
}
void Program::BindFragData(GLuint index /*= 0*/, const char* name /*= "o_col0"*/)
{
glBindFragDataLocation(m_program_id, index, name);
}
void Program::BindFragDataIndexed(GLuint color_number /*= 0*/, const char* name /*= "o_col0"*/)
{
glBindFragDataLocationIndexed(m_program_id, color_number, 0, name);
}
bool Program::Link()
{
glLinkProgram(m_program_id);
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
GLint status = GL_FALSE;
glGetProgramiv(m_program_id, GL_LINK_STATUS, &status);
GLint info_log_length = 0;
glGetProgramiv(m_program_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (status == GL_FALSE || info_log_length > 0)
{
std::string info_log;
info_log.resize(info_log_length + 1);
glGetProgramInfoLog(m_program_id, info_log_length, &info_log_length, &info_log[0]);
if (status == GL_TRUE)
{
Log_ErrorPrintf("Program linked with warnings:\n%s", info_log.c_str());
}
else
{
Log_ErrorPrintf("Program failed to link:\n%s", info_log.c_str());
glDeleteProgram(m_program_id);
m_program_id = 0;
return false;
}
}
return true;
}
void Program::Bind() const
{
if (s_last_program_id == m_program_id)
return;
glUseProgram(m_program_id);
s_last_program_id = m_program_id;
}
void Program::Destroy()
{
if (m_vertex_shader_id != 0)
{
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
}
if (m_fragment_shader_id != 0)
{
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
}
if (m_program_id != 0)
{
glDeleteProgram(m_program_id);
m_program_id = 0;
}
}
int Program::RegisterUniform(const char* name)
{
int id = static_cast<int>(m_uniform_locations.size());
m_uniform_locations.push_back(glGetUniformLocation(m_program_id, name));
return id;
}
void Program::Uniform1ui(int index, u32 x) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform1ui(location, x);
}
void Program::Uniform2ui(int index, u32 x, u32 y) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2ui(location, x, y);
}
void Program::Uniform3ui(int index, u32 x, u32 y, u32 z) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3ui(location, x, y, z);
}
void Program::Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4ui(location, x, y, z, w);
}
void Program::Uniform1i(int index, s32 x) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform1i(location, x);
}
void Program::Uniform2i(int index, s32 x, s32 y) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2i(location, x, y);
}
void Program::Uniform3i(int index, s32 x, s32 y, s32 z) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3i(location, x, y, z);
}
void Program::Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4i(location, x, y, z, w);
}
void Program::Uniform1f(int index, float x) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform1f(location, x);
}
void Program::Uniform2f(int index, float x, float y) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2f(location, x, y);
}
void Program::Uniform3f(int index, float x, float y, float z) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3f(location, x, y, z);
}
void Program::Uniform4f(int index, float x, float y, float z, float w) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4f(location, x, y, z, w);
}
void Program::Uniform2uiv(int index, const u32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2uiv(location, 1, v);
}
void Program::Uniform3uiv(int index, const u32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3uiv(location, 1, v);
}
void Program::Uniform4uiv(int index, const u32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4uiv(location, 1, v);
}
void Program::Uniform2iv(int index, const s32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2iv(location, 1, v);
}
void Program::Uniform3iv(int index, const s32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3iv(location, 1, v);
}
void Program::Uniform4iv(int index, const s32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4iv(location, 1, v);
}
void Program::Uniform2fv(int index, const float* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2fv(location, 1, v);
}
void Program::Uniform3fv(int index, const float* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3fv(location, 1, v);
}
void Program::Uniform4fv(int index, const float* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4fv(location, 1, v);
}
void Program::Uniform1ui(const char* name, u32 x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1ui(location, x);
}
void Program::Uniform2ui(const char* name, u32 x, u32 y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2ui(location, x, y);
}
void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3ui(location, x, y, z);
}
void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4ui(location, x, y, z, w);
}
void Program::Uniform1i(const char* name, s32 x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1i(location, x);
}
void Program::Uniform2i(const char* name, s32 x, s32 y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2i(location, x, y);
}
void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3i(location, x, y, z);
}
void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4i(location, x, y, z, w);
}
void Program::Uniform1f(const char* name, float x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1f(location, x);
}
void Program::Uniform2f(const char* name, float x, float y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2f(location, x, y);
}
void Program::Uniform3f(const char* name, float x, float y, float z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3f(location, x, y, z);
}
void Program::Uniform4f(const char* name, float x, float y, float z, float w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4f(location, x, y, z, w);
}
void Program::Uniform2uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2uiv(location, 1, v);
}
void Program::Uniform3uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3uiv(location, 1, v);
}
void Program::Uniform4uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4uiv(location, 1, v);
}
void Program::Uniform2iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2iv(location, 1, v);
}
void Program::Uniform3iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3iv(location, 1, v);
}
void Program::Uniform4iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4iv(location, 1, v);
}
void Program::Uniform2fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2fv(location, 1, v);
}
void Program::Uniform3fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3fv(location, 1, v);
}
void Program::Uniform4fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4fv(location, 1, v);
}
void Program::BindUniformBlock(const char* name, u32 index)
{
const GLint location = glGetUniformBlockIndex(m_program_id, name);
if (location >= 0)
glUniformBlockBinding(m_program_id, location, index);
}
} // namespace GL

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src/common/gl/program.h Normal file
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#pragma once
#include "glad.h"
#include "../types.h"
#include <string_view>
#include <vector>
namespace GL {
class Program
{
public:
Program();
~Program();
static GLuint CompileShader(GLenum type, const std::string_view source);
static void ResetLastProgram();
bool IsVaild() const { return m_program_id != 0; }
bool Compile(const std::string_view vertex_shader, const std::string_view fragment_shader);
void BindAttribute(GLuint index, const char* name);
void BindDefaultAttributes();
void BindFragData(GLuint index = 0, const char* name = "o_col0");
void BindFragDataIndexed(GLuint color_number = 0, const char* name = "o_col0");
bool Link();
void Bind() const;
void Destroy();
int RegisterUniform(const char* name);
void Uniform1ui(int index, u32 x) const;
void Uniform2ui(int index, u32 x, u32 y) const;
void Uniform3ui(int index, u32 x, u32 y, u32 z) const;
void Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const;
void Uniform1i(int index, s32 x) const;
void Uniform2i(int index, s32 x, s32 y) const;
void Uniform3i(int index, s32 x, s32 y, s32 z) const;
void Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const;
void Uniform1f(int index, float x) const;
void Uniform2f(int index, float x, float y) const;
void Uniform3f(int index, float x, float y, float z) const;
void Uniform4f(int index, float x, float y, float z, float w) const;
void Uniform2uiv(int index, const u32* v) const;
void Uniform3uiv(int index, const u32* v) const;
void Uniform4uiv(int index, const u32* v) const;
void Uniform2iv(int index, const s32* v) const;
void Uniform3iv(int index, const s32* v) const;
void Uniform4iv(int index, const s32* v) const;
void Uniform2fv(int index, const float* v) const;
void Uniform3fv(int index, const float* v) const;
void Uniform4fv(int index, const float* v) const;
void Uniform1ui(const char* name, u32 x) const;
void Uniform2ui(const char* name, u32 x, u32 y) const;
void Uniform3ui(const char* name, u32 x, u32 y, u32 z) const;
void Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const;
void Uniform1i(const char* name, s32 x) const;
void Uniform2i(const char* name, s32 x, s32 y) const;
void Uniform3i(const char* name, s32 x, s32 y, s32 z) const;
void Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const;
void Uniform1f(const char* name, float x) const;
void Uniform2f(const char* name, float x, float y) const;
void Uniform3f(const char* name, float x, float y, float z) const;
void Uniform4f(const char* name, float x, float y, float z, float w) const;
void Uniform2uiv(const char* name, const u32* v) const;
void Uniform3uiv(const char* name, const u32* v) const;
void Uniform4uiv(const char* name, const u32* v) const;
void Uniform2iv(const char* name, const s32* v) const;
void Uniform3iv(const char* name, const s32* v) const;
void Uniform4iv(const char* name, const s32* v) const;
void Uniform2fv(const char* name, const float* v) const;
void Uniform3fv(const char* name, const float* v) const;
void Uniform4fv(const char* name, const float* v) const;
void BindUniformBlock(const char* name, u32 index);
private:
GLuint m_program_id = 0;
GLuint m_vertex_shader_id = 0;
GLuint m_fragment_shader_id = 0;
std::vector<GLint> m_uniform_locations;
};
} // namespace GL

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#include "stream_buffer.h"
namespace GL {
StreamBuffer::StreamBuffer(GLenum target, GLuint buffer_id, u32 size)
: m_target(target), m_buffer_id(buffer_id), m_size(size), m_cpu_buffer(size)
{
}
StreamBuffer::~StreamBuffer()
{
glDeleteBuffers(1, &m_buffer_id);
}
void StreamBuffer::Bind()
{
glBindBuffer(m_target, m_buffer_id);
}
void StreamBuffer::Unbind()
{
glBindBuffer(m_target, 0);
}
StreamBuffer::MappingResult StreamBuffer::Map(u32 alignment, u32 min_size)
{
return MappingResult{static_cast<void*>(m_cpu_buffer.data()), 0, 0, m_size / alignment};
}
void StreamBuffer::Unmap(u32 used_size)
{
if (used_size == 0)
return;
glBindBuffer(m_target, m_buffer_id);
glBufferSubData(m_target, 0, used_size, m_cpu_buffer.data());
}
std::unique_ptr<StreamBuffer> StreamBuffer::Create(GLenum target, u32 size)
{
glGetError();
GLuint buffer_id;
glGenBuffers(1, &buffer_id);
glBindBuffer(target, buffer_id);
glBufferData(target, size, nullptr, GL_STREAM_DRAW);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
{
glDeleteBuffers(1, &buffer_id);
return {};
}
return std::unique_ptr<StreamBuffer>(new StreamBuffer(target, buffer_id, size));
}
} // namespace GL

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#pragma once
#include "../types.h"
#include <glad.h>
#include <memory>
#include <tuple>
#include <vector>
namespace GL {
// TODO: Persistent mapping-based implementation
class StreamBuffer
{
public:
~StreamBuffer();
ALWAYS_INLINE GLuint GetGLBufferId() const { return m_buffer_id; }
ALWAYS_INLINE GLenum GetGLTarget() const { return m_target; }
ALWAYS_INLINE u32 GetSize() const { return m_size; }
void Bind();
void Unbind();
struct MappingResult
{
void* pointer;
u32 buffer_offset;
u32 index_aligned; // offset / alignment, suitable for base vertex
u32 space_aligned; // remaining space / alignment
};
MappingResult Map(u32 alignment, u32 min_size);
void Unmap(u32 used_size);
static std::unique_ptr<StreamBuffer> Create(GLenum target, u32 size);
private:
StreamBuffer(GLenum target, GLuint buffer_id, u32 size);
GLenum m_target;
GLuint m_buffer_id;
u32 m_size;
std::vector<u8> m_cpu_buffer;
};
} // namespace GL

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src/common/gl/texture.cpp Normal file
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#include "texture.h"
#include "YBaseLib/Assert.h"
#include "YBaseLib/Log.h"
Log_SetChannel(GL);
namespace GL {
Texture::Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data /* = nullptr */,
bool linear_filter /* = false */, bool create_framebuffer /* = false */)
: m_width(width), m_height(height)
{
glGenTextures(1, &m_id);
glBindTexture(GL_TEXTURE_2D, m_id);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
if (create_framebuffer)
{
glGenFramebuffers(1, &m_fbo_id);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_id, 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
}
Texture::~Texture()
{
if (m_fbo_id != 0)
glDeleteFramebuffers(1, &m_fbo_id);
glDeleteTextures(1, &m_id);
}
void Texture::Bind()
{
glBindTexture(GL_TEXTURE_2D, m_id);
}
void Texture::BindFramebuffer(GLenum target /*= GL_DRAW_FRAMEBUFFER*/)
{
DebugAssert(m_fbo_id != 0);
glBindFramebuffer(target, m_fbo_id);
}
void Texture::Unbind()
{
glBindTexture(GL_TEXTURE_2D, 0);
}
} // namespace GL

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src/common/gl/texture.h Normal file
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#pragma once
#include <glad.h>
#include "../types.h"
namespace GL {
class Texture
{
public:
Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data = nullptr, bool linear_filter = false,
bool create_framebuffer = false);
~Texture();
GLuint GetGLId() const { return m_id; }
u32 GetWidth() const { return m_width; }
u32 GetHeight() const { return m_height; }
GLuint GetGLFramebufferID() const { return m_fbo_id; }
void Bind();
void BindFramebuffer(GLenum target = GL_DRAW_FRAMEBUFFER);
static void Unbind();
private:
GLuint m_id;
u32 m_width;
u32 m_height;
GLuint m_fbo_id = 0;
};
} // namespace GL