From 8d79b0739d76abceb1c3e4168ff123f7e6411cc1 Mon Sep 17 00:00:00 2001 From: Andre Weissflog Date: Thu, 19 Sep 2024 18:55:01 +0200 Subject: [PATCH] sokol_gfx.h gl: bindings cleanup wip --- sokol_gfx.h | 181 ++++++++++++++++++++++++---------------------------- 1 file changed, 83 insertions(+), 98 deletions(-) diff --git a/sokol_gfx.h b/sokol_gfx.h index 83c2e628c..80dc3f2a9 100644 --- a/sokol_gfx.h +++ b/sokol_gfx.h @@ -3006,7 +3006,7 @@ typedef struct sg_shader_image_sampler_pair { sg_shader_stage stage; uint8_t image_slot; uint8_t sampler_slot; - uint8_t glsl_binding_n; // GLSL layout(binding=n) + uint8_t glsl_location_n; // GLSL layout(location=n) } sg_shader_image_sampler_pair; typedef struct sg_shader_function { @@ -3529,7 +3529,6 @@ typedef struct sg_frame_stats { _SG_LOGITEM_XMACRO(GL_SHADER_COMPILATION_FAILED, "shader compilation failed (gl)") \ _SG_LOGITEM_XMACRO(GL_SHADER_LINKING_FAILED, "shader linking failed (gl)") \ _SG_LOGITEM_XMACRO(GL_VERTEX_ATTRIBUTE_NOT_FOUND_IN_SHADER, "vertex attribute not found in shader (gl)") \ - _SG_LOGITEM_XMACRO(GL_TEXTURE_NAME_NOT_FOUND_IN_SHADER, "texture name not found in shader (gl)") \ _SG_LOGITEM_XMACRO(GL_FRAMEBUFFER_STATUS_UNDEFINED, "framebuffer completeness check failed with GL_FRAMEBUFFER_UNDEFINED (gl)") \ _SG_LOGITEM_XMACRO(GL_FRAMEBUFFER_STATUS_INCOMPLETE_ATTACHMENT, "framebuffer completeness check failed with GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (gl)") \ _SG_LOGITEM_XMACRO(GL_FRAMEBUFFER_STATUS_INCOMPLETE_MISSING_ATTACHMENT, "framebuffer completeness check failed with GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT (gl)") \ @@ -5303,12 +5302,13 @@ typedef struct { typedef struct { _sg_slot_t slot; _sg_shader_common_t cmn; - GLuint vs_prog; - GLuint fs_prog; - _sg_gl_shader_attr_t attrs[SG_MAX_VERTEX_ATTRIBUTES]; - _sg_gl_uniform_block_t uniform_blocks[SG_MAX_UNIFORMBLOCK_BINDSLOTS]; - uint8_t sbuf_binding[SG_MAX_STORAGEBUFFER_BINDSLOTS]; - uint8_t tex_slot[SG_MAX_IMAGE_SAMPLER_PAIRS]; // GL texture unit index + struct { + GLuint prog; + _sg_gl_shader_attr_t attrs[SG_MAX_VERTEX_ATTRIBUTES]; + _sg_gl_uniform_block_t uniform_blocks[SG_MAX_UNIFORMBLOCK_BINDSLOTS]; + uint8_t sbuf_binding[SG_MAX_STORAGEBUFFER_BINDSLOTS]; + uint8_t tex_slot[SG_MAX_IMAGE_SAMPLER_PAIRS]; // GL texture unit index + } gl; } _sg_gl_shader_t; typedef _sg_gl_shader_t _sg_shader_t; @@ -8447,11 +8447,11 @@ _SOKOL_PRIVATE sg_resource_state _sg_gl_create_shader(_sg_shader_t* shd, const s // copy the optional vertex attribute names over for (int i = 0; i < SG_MAX_VERTEX_ATTRIBUTES; i++) { - _sg_strcpy(&shd->gl.attrs[i].name, desc->attrs[i].name); + _sg_strcpy(&shd->gl.attrs[i].name, desc->attrs[i].glsl_name); } - GLuint gl_vs = _sg_gl_compile_shader(SG_SHADERSTAGE_VS, desc->vs.source); - GLuint gl_fs = _sg_gl_compile_shader(SG_SHADERSTAGE_FS, desc->fs.source); + GLuint gl_vs = _sg_gl_compile_shader(SG_SHADERSTAGE_VERTEX, desc->vertex_func.source); + GLuint gl_fs = _sg_gl_compile_shader(SG_SHADERSTAGE_FRAGMENT, desc->fragment_func.source); if (!(gl_vs && gl_fs)) { return SG_RESOURCESTATE_FAILED; } @@ -8482,69 +8482,64 @@ _SOKOL_PRIVATE sg_resource_state _sg_gl_create_shader(_sg_shader_t* shd, const s // resolve uniforms _SG_GL_CHECK_ERROR(); - for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { - const sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS)? &desc->vs : &desc->fs; - const _sg_shader_stage_t* stage = &shd->cmn.stage[stage_index]; - _sg_gl_shader_stage_t* gl_stage = &shd->gl.stage[stage_index]; - for (int ub_index = 0; ub_index < stage->num_uniform_blocks; ub_index++) { - const sg_shader_uniform_block_desc* ub_desc = &stage_desc->uniform_blocks[ub_index]; - SOKOL_ASSERT(ub_desc->size > 0); - _sg_gl_uniform_block_t* ub = &gl_stage->uniform_blocks[ub_index]; - SOKOL_ASSERT(ub->num_uniforms == 0); - uint32_t cur_uniform_offset = 0; - for (int u_index = 0; u_index < SG_MAX_UB_MEMBERS; u_index++) { - const sg_shader_uniform_desc* u_desc = &ub_desc->uniforms[u_index]; - if (u_desc->type == SG_UNIFORMTYPE_INVALID) { - break; - } - const uint32_t u_align = _sg_uniform_alignment(u_desc->type, u_desc->array_count, ub_desc->layout); - const uint32_t u_size = _sg_uniform_size(u_desc->type, u_desc->array_count, ub_desc->layout); - cur_uniform_offset = _sg_align_u32(cur_uniform_offset, u_align); - _sg_gl_uniform_t* u = &ub->uniforms[u_index]; - u->type = u_desc->type; - u->count = (uint16_t) u_desc->array_count; - u->offset = (uint16_t) cur_uniform_offset; - cur_uniform_offset += u_size; - if (u_desc->name) { - u->gl_loc = glGetUniformLocation(gl_prog, u_desc->name); - } else { - u->gl_loc = u_index; - } - ub->num_uniforms++; - } - if (ub_desc->layout == SG_UNIFORMLAYOUT_STD140) { - cur_uniform_offset = _sg_align_u32(cur_uniform_offset, 16); + for (size_t ub_index = 0; ub_index < SG_MAX_UNIFORMBLOCK_BINDSLOTS; ub_index++) { + const sg_shader_uniform_block* ub_desc = &desc->uniform_blocks[ub_index]; + if (ub_desc->stage == SG_SHADERSTAGE_NONE) { + continue; + } + SOKOL_ASSERT(ub_desc->size > 0); + _sg_gl_uniform_block_t* ub = &shd->gl.uniform_blocks[ub_index]; + SOKOL_ASSERT(ub->num_uniforms == 0); + uint32_t cur_uniform_offset = 0; + for (int u_index = 0; u_index < SG_MAX_UNIFORMBLOCK_MEMBERS; u_index++) { + const sg_glsl_shader_uniform* u_desc = &ub_desc->glsl_uniforms[u_index]; + if (u_desc->type == SG_UNIFORMTYPE_INVALID) { + break; } - SOKOL_ASSERT(ub_desc->size == (size_t)cur_uniform_offset); - _SOKOL_UNUSED(cur_uniform_offset); + const uint32_t u_align = _sg_uniform_alignment(u_desc->type, u_desc->array_count, ub_desc->layout); + const uint32_t u_size = _sg_uniform_size(u_desc->type, u_desc->array_count, ub_desc->layout); + cur_uniform_offset = _sg_align_u32(cur_uniform_offset, u_align); + _sg_gl_uniform_t* u = &ub->uniforms[u_index]; + u->type = u_desc->type; + u->count = (uint16_t) u_desc->array_count; + u->offset = (uint16_t) cur_uniform_offset; + u->gl_loc = (GLint) u_desc->glsl_location_n; + cur_uniform_offset += u_size; + ub->num_uniforms++; + } + if (ub_desc->layout == SG_UNIFORMLAYOUT_STD140) { + cur_uniform_offset = _sg_align_u32(cur_uniform_offset, 16); + } + SOKOL_ASSERT(ub_desc->size == (size_t)cur_uniform_offset); + _SOKOL_UNUSED(cur_uniform_offset); + } + + // copy storage buffer bind slots + for (size_t sbuf_index = 0; sbuf_index < SG_MAX_STORAGEBUFFER_BINDSLOTS; sbuf_index++) { + const sg_shader_storage_buffer* sbuf_desc = &desc->storage_buffers[sbuf_index]; + if (sbuf_desc->stage == SG_SHADERSTAGE_NONE) { + continue; } + SOKOL_ASSERT(sbuf_desc->glsl_binding_n < _SG_GL_MAX_SBUF_BINDINGS); + shd->gl.sbuf_binding[sbuf_index] = sbuf_desc->glsl_binding_n; } - // resolve combined image samplers + // record image sampler location in shader program _SG_GL_CHECK_ERROR(); GLuint cur_prog = 0; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&cur_prog); glUseProgram(gl_prog); - int gl_tex_slot = 0; - for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { - const sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS)? &desc->vs : &desc->fs; - const _sg_shader_stage_t* stage = &shd->cmn.stage[stage_index]; - _sg_gl_shader_stage_t* gl_stage = &shd->gl.stage[stage_index]; - for (int img_smp_index = 0; img_smp_index < stage->num_image_samplers; img_smp_index++) { - const sg_shader_image_sampler_pair_desc* img_smp_desc = &stage_desc->image_sampler_pairs[img_smp_index]; - _sg_gl_shader_image_sampler_t* gl_img_smp = &gl_stage->image_samplers[img_smp_index]; - SOKOL_ASSERT(img_smp_desc->glsl_name); - GLint gl_loc = glGetUniformLocation(gl_prog, img_smp_desc->glsl_name); - if (gl_loc != -1) { - gl_img_smp->gl_tex_slot = gl_tex_slot++; - glUniform1i(gl_loc, gl_img_smp->gl_tex_slot); - } else { - gl_img_smp->gl_tex_slot = -1; - _SG_ERROR(GL_TEXTURE_NAME_NOT_FOUND_IN_SHADER); - _SG_LOGMSG(GL_TEXTURE_NAME_NOT_FOUND_IN_SHADER, img_smp_desc->glsl_name); - } + GLint gl_tex_slot = 0; + for (size_t img_smp_index = 0; img_smp_index < SG_MAX_IMAGE_SAMPLER_PAIRS; img_smp_index++) { + const sg_shader_image_sampler_pair* img_smp_desc = &desc->image_sampler_pairs[img_smp_index]; + if (img_smp_desc->stage == SG_SHADERSTAGE_NONE) { + continue; } + shd->gl.tex_slot[img_smp_index] = gl_tex_slot++; + GLint gl_loc = (GLint)img_smp_desc->glsl_location_n; + glUniform1i(gl_loc, gl_tex_slot); } + // it's legal to call glUseProgram with 0 glUseProgram(cur_prog); _SG_GL_CHECK_ERROR(); @@ -9242,48 +9237,38 @@ _SOKOL_PRIVATE void _sg_gl_apply_pipeline(_sg_pipeline_t* pip) { _SOKOL_PRIVATE bool _sg_gl_apply_bindings(_sg_bindings_t* bnd) { SOKOL_ASSERT(bnd); - SOKOL_ASSERT(bnd->pip); + SOKOL_ASSERT(bnd->pip && bnd->pip->shader); + SOKOL_ASSERT(bnd->pip->shader->slot.id == bnd->pip->cmn.shader_id.id); _SG_GL_CHECK_ERROR(); + const _sg_shader_t* shd = bnd->pip->shader; // bind combined image-samplers _SG_GL_CHECK_ERROR(); - for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) { - const _sg_shader_stage_t* stage = &bnd->pip->shader->cmn.stage[stage_index]; - const _sg_gl_shader_stage_t* gl_stage = &bnd->pip->shader->gl.stage[stage_index]; - _sg_image_t** imgs = (stage_index == SG_SHADERSTAGE_VS) ? bnd->vs_imgs : bnd->fs_imgs; - _sg_sampler_t** smps = (stage_index == SG_SHADERSTAGE_VS) ? bnd->vs_smps : bnd->fs_smps; - const int num_imgs = (stage_index == SG_SHADERSTAGE_VS) ? bnd->num_vs_imgs : bnd->num_fs_imgs; - const int num_smps = (stage_index == SG_SHADERSTAGE_VS) ? bnd->num_vs_smps : bnd->num_fs_smps; - SOKOL_ASSERT(num_imgs == stage->num_images); _SOKOL_UNUSED(num_imgs); - SOKOL_ASSERT(num_smps == stage->num_samplers); _SOKOL_UNUSED(num_smps); - for (int img_smp_index = 0; img_smp_index < stage->num_image_samplers; img_smp_index++) { - const int gl_tex_slot = gl_stage->image_samplers[img_smp_index].gl_tex_slot; - if (gl_tex_slot != -1) { - const int img_index = stage->image_samplers[img_smp_index].image_slot; - const int smp_index = stage->image_samplers[img_smp_index].sampler_slot; - SOKOL_ASSERT(img_index < num_imgs); - SOKOL_ASSERT(smp_index < num_smps); - _sg_image_t* img = imgs[img_index]; - _sg_sampler_t* smp = smps[smp_index]; - const GLenum gl_tgt = img->gl.target; - const GLuint gl_tex = img->gl.tex[img->cmn.active_slot]; - const GLuint gl_smp = smp->gl.smp; - _sg_gl_cache_bind_texture_sampler(gl_tex_slot, gl_tgt, gl_tex, gl_smp); - } + for (size_t img_smp_index = 0; img_smp_index < SG_MAX_IMAGE_SAMPLER_PAIRS; img_smp_index++) { + const _sg_shader_image_sampler_t* img_smp = &shd->cmn.image_samplers[img_smp_index]; + if (img_smp->stage == SG_SHADERSTAGE_NONE) { + continue; } + const GLint gl_tex_slot = (GLint)shd->gl.tex_slot[img_smp_index]; + SOKOL_ASSERT(img_smp->image_slot < SG_MAX_IMAGE_BINDSLOTS); + SOKOL_ASSERT(img_smp->sampler_slot < SG_MAX_SAMPLER_BINDSLOTS); + const _sg_image_t* img = bnd->imgs[img_smp->image_slot]; + const _sg_sampler_t* smp = bnd->smps[img_smp->sampler_slot]; + SOKOL_ASSERT(img); + SOKOL_ASSERT(smp); + const GLenum gl_tgt = img->gl.target; + const GLuint gl_tex = img->gl.tex[img->cmn.active_slot]; + const GLuint gl_smp = smp->gl.smp; + _sg_gl_cache_bind_texture_sampler(gl_tex_slot, gl_tgt, gl_tex, gl_smp); } _SG_GL_CHECK_ERROR(); // bind storage buffers - for (int slot = 0; slot < bnd->num_vs_sbufs; slot++) { - _sg_buffer_t* sb = bnd->vs_sbufs[slot]; - GLuint gl_sb = sb->gl.buf[sb->cmn.active_slot]; - _sg_gl_cache_bind_storage_buffer(SG_SHADERSTAGE_VS, slot, gl_sb); - } - for (int slot = 0; slot < bnd->num_fs_sbufs; slot++) { - _sg_buffer_t* sb = bnd->fs_sbufs[slot]; - GLuint gl_sb = sb->gl.buf[sb->cmn.active_slot]; - _sg_gl_cache_bind_storage_buffer(SG_SHADERSTAGE_FS, slot, gl_sb); + for (size_t sbuf_index = 0; sbuf_index < SG_MAX_STORAGEBUFFER_BINDSLOTS; sbuf_index++) { + const _sg_buffer_t* sbuf = bnd->sbufs[sbuf_index]; + const uint8_t binding = shd->gl.sbuf_binding[sbuf_index]; + GLuint gl_sbuf = sbuf->gl.buf[sbuf->cmn.active_slot]; + _sg_gl_cache_bind_storage_buffer(binding, gl_sbuf); } // index buffer (can be 0) @@ -9300,7 +9285,7 @@ _SOKOL_PRIVATE bool _sg_gl_apply_bindings(_sg_bindings_t* bnd) { GLuint gl_vb = 0; if (attr->vb_index >= 0) { // attribute is enabled - SOKOL_ASSERT(attr->vb_index < bnd->num_vbs); + SOKOL_ASSERT(attr->vb_index < SG_MAX_VERTEXBUFFER_BINDSLOTS); _sg_buffer_t* vb = bnd->vbs[attr->vb_index]; SOKOL_ASSERT(vb); gl_vb = vb->gl.buf[vb->cmn.active_slot];