diff --git a/examples/others/resources/shaders/glsl430/gol.glsl b/examples/others/resources/shaders/glsl430/gol.glsl new file mode 100644 index 00000000..c5dfe06b --- /dev/null +++ b/examples/others/resources/shaders/glsl430/gol.glsl @@ -0,0 +1,41 @@ +#version 430 + +// Game of Life logic shader + +#define GOL_WIDTH 768 + +layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; + +layout(std430, binding = 1) readonly restrict buffer golLayout { + uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y] +}; + +layout(std430, binding = 2) writeonly restrict buffer golLayout2 { + uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y] +}; + +#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \ + ? (0) \ + : golBuffer[(x) + GOL_WIDTH * (y)]) + +#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value + +void main() +{ + uint neighbourCount = 0; + uint x = gl_GlobalInvocationID.x; + uint y = gl_GlobalInvocationID.y; + + neighbourCount += fetchGol(x - 1, y - 1); // Top left + neighbourCount += fetchGol(x, y - 1); // Top middle + neighbourCount += fetchGol(x + 1, y - 1); // Top right + neighbourCount += fetchGol(x - 1, y); // Left + neighbourCount += fetchGol(x + 1, y); // Right + neighbourCount += fetchGol(x - 1, y + 1); // Bottom left + neighbourCount += fetchGol(x, y + 1); // Bottom middle + neighbourCount += fetchGol(x + 1, y + 1); // Bottom right + + if (neighbourCount == 3) setGol(x, y, 1); + else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y)); + else setGol(x, y, 0); +} diff --git a/examples/shaders/resources/shaders/glsl430/gol_render.glsl b/examples/others/resources/shaders/glsl430/gol_render.glsl similarity index 50% rename from examples/shaders/resources/shaders/glsl430/gol_render.glsl rename to examples/others/resources/shaders/glsl430/gol_render.glsl index bbc16eed..97a1e99e 100644 --- a/examples/shaders/resources/shaders/glsl430/gol_render.glsl +++ b/examples/others/resources/shaders/glsl430/gol_render.glsl @@ -1,34 +1,29 @@ -// Game of Life rendering shader -// Just renders the content of the ssbo at binding 1 to screen. -#version 430 - -#define GOL_WIDTH 768 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; - -// Output fragment color -out vec4 finalColor; - -// Input game of life grid. -layout(std430, binding = 1) readonly buffer golLayout -{ - uint golBuffer[]; -}; - -// Output resolution -uniform vec2 res; - -void main() -{ - ivec2 coords = ivec2(fragTexCoord * res); - - if (golBuffer[coords.x + coords.y * uvec2(res).x] == 1) - { - finalColor = vec4(1.0); - } - else - { - finalColor = vec4(0.0, 0.0, 0.0, 1.0); - } -} +#version 430 + +// Game of Life rendering shader +// Just renders the content of the ssbo at binding 1 to screen + +#define GOL_WIDTH 768 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; + +// Output fragment color +out vec4 finalColor; + +// Input game of life grid. +layout(std430, binding = 1) readonly buffer golLayout +{ + uint golBuffer[]; +}; + +// Output resolution +uniform vec2 resolution; + +void main() +{ + ivec2 coords = ivec2(fragTexCoord*resolution); + + if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0); + else finalColor = vec4(0.0, 0.0, 0.0, 1.0); +} diff --git a/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl b/examples/others/resources/shaders/glsl430/gol_transfert.glsl similarity index 51% rename from examples/shaders/resources/shaders/glsl430/gol_transfert.glsl rename to examples/others/resources/shaders/glsl430/gol_transfert.glsl index 40d54458..a202338b 100644 --- a/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl +++ b/examples/others/resources/shaders/glsl430/gol_transfert.glsl @@ -1,54 +1,51 @@ -// Game of life transfert shader. -#version 430 -#define GOL_WIDTH 768 - -// Structure definitions -struct GolUpdateCmd { - uint x; // x coordinate of the gol command - uint y; // y coordinate of the gol command - uint w; // width of the filled zone - uint enabled; // whether to enable or disable zone -}; - -// Local compute unit size. -layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in; - -// Output game of life grid buffer. -layout(std430, binding = 1) buffer golBufferLayout -{ - uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y] -}; - -// Command buffer -layout(std430, binding = 3) readonly restrict buffer golUpdateLayout -{ - uint count; - GolUpdateCmd commands[]; -}; - -#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH)) -#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y)) - -void main() -{ - uint cmd_index = gl_GlobalInvocationID.x; - GolUpdateCmd cmd = commands[cmd_index]; - - for (uint x = cmd.x; x < (cmd.x + cmd.w); x++) - { - for (uint y = cmd.y; y < (cmd.y + cmd.w); y++) - { - if (isInside(x, y)) - { - if (cmd.enabled != 0) - { - atomicOr(golBuffer[getBufferIndex(x, y)], 1); - } - else - { - atomicAnd(golBuffer[getBufferIndex(x, y)], 0); - } - } - } - } -} +#version 430 + +// Game of life transfert shader + +#define GOL_WIDTH 768 + +// Game Of Life Update Command +// NOTE: matches the structure defined on main program +struct GolUpdateCmd { + uint x; // x coordinate of the gol command + uint y; // y coordinate of the gol command + uint w; // width of the filled zone + uint enabled; // whether to enable or disable zone +}; + +// Local compute unit size +layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in; + +// Output game of life grid buffer +layout(std430, binding = 1) buffer golBufferLayout +{ + uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y] +}; + +// Command buffer +layout(std430, binding = 3) readonly restrict buffer golUpdateLayout +{ + uint count; + GolUpdateCmd commands[]; +}; + +#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH)) +#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y)) + +void main() +{ + uint cmdIndex = gl_GlobalInvocationID.x; + GolUpdateCmd cmd = commands[cmdIndex]; + + for (uint x = cmd.x; x < (cmd.x + cmd.w); x++) + { + for (uint y = cmd.y; y < (cmd.y + cmd.w); y++) + { + if (isInside(x, y)) + { + if (cmd.enabled != 0) atomicOr(golBuffer[getBufferIndex(x, y)], 1); + else atomicAnd(golBuffer[getBufferIndex(x, y)], 0); + } + } + } +} diff --git a/examples/shaders/shaders_compute_gol.c b/examples/others/rlgl_compute_shader.c similarity index 62% rename from examples/shaders/shaders_compute_gol.c rename to examples/others/rlgl_compute_shader.c index c5645ee2..abc58934 100644 --- a/examples/shaders/shaders_compute_gol.c +++ b/examples/others/rlgl_compute_shader.c @@ -1,164 +1,173 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Compute shaders Conway's Game of Life -* -* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, -* -* NOTE: Shaders used in this example are #version 430 (OpenGL 4.3). -* -* This example has been created using raylib 4.0 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Example contributed by Teddy Astie (@tsnake41) -* -* Copyright (c) 2021 Teddy Astie (@tsnake41) -* -********************************************************************************************/ - -#include - -#include "raylib.h" -#include "rlgl.h" - -// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant. -// This must be a multiple of 16 (check golLogic compute dispatch). -#define GOL_WIDTH 768 - -// Maximum amount of queued draw commands (squares draw from mouse down events). -#define MAX_BUFFERED_TRANSFERTS 48 - -struct GolUpdateCmd -{ - unsigned int x; // x coordinate of the gol command - unsigned int y; // y coordinate of the gol command - unsigned int w; // width of the filled zone - unsigned int enabled; // whether to enable or disable zone -}; - -struct GolUpdateSSBO -{ - unsigned int count; - struct GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; -}; - -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [shaders] example - compute shader gol"); - - const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; - unsigned int brushSize = 1; - - // Game of Life logic compute shader - char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl"); - unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER); - unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader); - MemFree(golLogicCode); - - // Game of Life logic compute shader - Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl"); - int resUniformLoc = GetShaderLocation(golRenderShader, "res"); - - // Game of Life transfert shader - char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl"); - unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); - unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); - MemFree(golTransfertCode); - - // SSBOs - unsigned int ssboA = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY); - unsigned int ssboB = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY); - - struct GolUpdateSSBO transfertBuffer; - transfertBuffer.count = 0; - - int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); - - // Create a white texture of the size of the window to update - // each pixel of the window using the fragment shader. - Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); - Texture whiteTex = LoadTextureFromImage(whiteImage); - UnloadImage(whiteImage); - - while (!WindowShouldClose()) - { - if (IsKeyPressed(KEY_UP)) brushSize *= 2; - else if (IsKeyPressed(KEY_DOWN) && (brushSize != 1)) brushSize /= 2; - - if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) - && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) - { - // Buffer a new command - transfertBuffer.commands[transfertBuffer.count].x = GetMouseX(); - transfertBuffer.commands[transfertBuffer.count].y = GetMouseY(); - transfertBuffer.commands[transfertBuffer.count].w = brushSize; - transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT); - transfertBuffer.count++; - } - else if (transfertBuffer.count > 0) - { - // Process transfert buffer - - // Send SSBO buffer to GPU - rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0); - // Process ssbo command - rlEnableShader(golTransfertProgram); - rlBindShaderBuffer(ssboA, 1); - rlBindShaderBuffer(transfertSSBO, 3); - rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command - rlDisableShader(); - - transfertBuffer.count = 0; - } - else - { - // Process game of life logic - rlEnableShader(golLogicProgram); - rlBindShaderBuffer(ssboA, 1); - rlBindShaderBuffer(ssboB, 2); - rlComputeShaderDispatch(GOL_WIDTH / 16, GOL_WIDTH / 16, 1); - rlDisableShader(); - - // ssboA <-> ssboB - int temp = ssboA; - ssboA = ssboB; - ssboB = temp; - } - - rlBindShaderBuffer(ssboA, 1); - - BeginDrawing(); - - ClearBackground(BLANK); - SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2); - - BeginShaderMode(golRenderShader); - DrawTexture(whiteTex, 0, 0, WHITE); - EndShaderMode(); - - DrawFPS(0, 0); - - EndDrawing(); - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - - // Unload shader buffers objects. - rlUnloadShaderBuffer(ssboA); - rlUnloadShaderBuffer(ssboB); - rlUnloadShaderBuffer(transfertSSBO); - - // Unload compute shader programs - rlUnloadShaderProgram(golTransfertProgram); - rlUnloadShaderProgram(golLogicProgram); - - UnloadTexture(whiteTex); // Unload white texture - UnloadShader(golRenderShader); // Unload rendering fragment shader - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} +/******************************************************************************************* +* +* raylib [rlgl] example - compute shader - Conway's Game of Life +* +* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, +* shaders used in this example are #version 430 (OpenGL 4.3) +* +* This example has been created using raylib 4.0 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5) +* +* Copyright (c) 2021 Teddy Astie (@tsnake41) +* +********************************************************************************************/ + +#include "raylib.h" +#include "rlgl.h" + +#include + +// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant. +// This must be a multiple of 16 (check golLogic compute dispatch). +#define GOL_WIDTH 768 + +// Maximum amount of queued draw commands (squares draw from mouse down events). +#define MAX_BUFFERED_TRANSFERTS 48 + +// Game Of Life Update Command +typedef struct GolUpdateCmd { + unsigned int x; // x coordinate of the gol command + unsigned int y; // y coordinate of the gol command + unsigned int w; // width of the filled zone + unsigned int enabled; // whether to enable or disable zone +} GolUpdateCmd; + +// Game Of Life Update Commands SSBO +typedef struct GolUpdateSSBO { + unsigned int count; + GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; +} GolUpdateSSBO; + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life"); + + const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; + unsigned int brushSize = 8; + + // Game of Life logic compute shader + char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl"); + unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER); + unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader); + UnloadFileText(golLogicCode); + + // Game of Life logic compute shader + Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl"); + int resUniformLoc = GetShaderLocation(golRenderShader, "resolution"); + + // Game of Life transfert shader + char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl"); + unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); + unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); + UnloadFileText(golTransfertCode); + + // SSBOs + unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); + unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY); + + struct GolUpdateSSBO transfertBuffer; + transfertBuffer.count = 0; + + int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); + + // Create a white texture of the size of the window to update + // each pixel of the window using the fragment shader + Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); + Texture whiteTex = LoadTextureFromImage(whiteImage); + UnloadImage(whiteImage); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) + { + // Update + //---------------------------------------------------------------------------------- + brushSize += (int)GetMouseWheelMove(); + + if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) + && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) + { + // Buffer a new command + transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2; + transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2; + transfertBuffer.commands[transfertBuffer.count].w = brushSize; + transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT); + transfertBuffer.count++; + } + else if (transfertBuffer.count > 0) + { + // Process transfert buffer + + // Send SSBO buffer to GPU + rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0); + + // Process ssbo command + rlEnableShader(golTransfertProgram); + rlBindShaderBuffer(ssboA, 1); + rlBindShaderBuffer(transfertSSBO, 3); + rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command + rlDisableShader(); + + transfertBuffer.count = 0; + } + else + { + // Process game of life logic + rlEnableShader(golLogicProgram); + rlBindShaderBuffer(ssboA, 1); + rlBindShaderBuffer(ssboB, 2); + rlComputeShaderDispatch(GOL_WIDTH/16, GOL_WIDTH/16, 1); + rlDisableShader(); + + // ssboA <-> ssboB + int temp = ssboA; + ssboA = ssboB; + ssboB = temp; + } + + rlBindShaderBuffer(ssboA, 1); + SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLANK); + + BeginShaderMode(golRenderShader); + DrawTexture(whiteTex, 0, 0, WHITE); + EndShaderMode(); + + DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED); + + DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE); + DrawFPS(GetScreenWidth() - 100, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + // Unload shader buffers objects. + rlUnloadShaderBuffer(ssboA); + rlUnloadShaderBuffer(ssboB); + rlUnloadShaderBuffer(transfertSSBO); + + // Unload compute shader programs + rlUnloadShaderProgram(golTransfertProgram); + rlUnloadShaderProgram(golLogicProgram); + + UnloadTexture(whiteTex); // Unload white texture + UnloadShader(golRenderShader); // Unload rendering fragment shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/shaders/resources/shaders/glsl430/gol.glsl b/examples/shaders/resources/shaders/glsl430/gol.glsl deleted file mode 100644 index 47b1a55f..00000000 --- a/examples/shaders/resources/shaders/glsl430/gol.glsl +++ /dev/null @@ -1,64 +0,0 @@ -// Game of Life logic shader -#version 430 - -#define GOL_WIDTH 768 - -layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; - -layout(std430, binding = 1) readonly restrict buffer golLayout { - uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y] -}; - -layout(std430, binding = 2) writeonly restrict buffer golLayout2 { - uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y] -}; - -#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \ - ? (0) \ - : golBuffer[(x) + GOL_WIDTH * (y)]) - -#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH * (y)] = value - -void main() -{ - uint neighbour_count = 0; - uint x = gl_GlobalInvocationID.x; - uint y = gl_GlobalInvocationID.y; - - // Top left - neighbour_count += fetchGol(x - 1, y - 1); - - // Top middle - neighbour_count += fetchGol(x, y - 1); - - // Top right - neighbour_count += fetchGol(x + 1, y - 1); - - // Left - neighbour_count += fetchGol(x - 1, y); - - // Right - neighbour_count += fetchGol(x + 1, y); - - // Bottom left - neighbour_count += fetchGol(x - 1, y + 1); - - // Bottom middle - neighbour_count += fetchGol(x, y + 1); - - // Bottom right - neighbour_count += fetchGol(x + 1, y + 1); - - if (neighbour_count == 3) - { - setGol(x, y, 1); - } - else if (neighbour_count == 2) - { - setGol(x, y, fetchGol(x, y)); - } - else - { - setGol(x, y, 0); - } -} diff --git a/src/rlgl.h b/src/rlgl.h index 4edd26d4..4f9d8fa0 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -662,7 +662,6 @@ RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) -#if defined(GRAPHICS_API_OPENGL_43) // Compute shader management RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine) @@ -678,7 +677,6 @@ RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Buffer management RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture -#endif // Matrix state management RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix @@ -3836,12 +3834,12 @@ void rlSetShader(unsigned int id, int *locs) #endif } -#if defined(GRAPHICS_API_OPENGL_43) // Load compute shader program unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) { unsigned int program = 0; +#if defined(GRAPHICS_API_OPENGL_43) GLint success = 0; program = glCreateProgram(); glAttachShader(program, shaderId); @@ -3880,6 +3878,7 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); } +#endif return program; } @@ -3887,17 +3886,21 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) // Dispatch compute shader (equivalent to *draw* for graphics pilepine) void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) { +#if defined(GRAPHICS_API_OPENGL_43) glDispatchCompute(groupX, groupY, groupZ); +#endif } // Load shader storage buffer object (SSBO) unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint) { unsigned int ssbo = 0; - + +#if defined(GRAPHICS_API_OPENGL_43) glGenBuffers(1, &ssbo); glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); +#endif return ssbo; } @@ -3905,23 +3908,29 @@ unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int u // Unload shader storage buffer object (SSBO) void rlUnloadShaderBuffer(unsigned int ssboId) { +#if defined(GRAPHICS_API_OPENGL_43) glDeleteBuffers(1, &ssboId); +#endif } // Update SSBO buffer data void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset) { +#if defined(GRAPHICS_API_OPENGL_43) glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data); +#endif } // Get SSBO buffer size unsigned long long rlGetShaderBufferSize(unsigned int id) { long long size = 0; - + +#if defined(GRAPHICS_API_OPENGL_43) glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size); +#endif return (size > 0)? size : 0; } @@ -3929,33 +3938,40 @@ unsigned long long rlGetShaderBufferSize(unsigned int id) // Read SSBO buffer data void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset) { +#if defined(GRAPHICS_API_OPENGL_43) glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest); +#endif } // Bind SSBO buffer void rlBindShaderBuffer(unsigned int id, unsigned int index) { +#if defined(GRAPHICS_API_OPENGL_43) glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id); +#endif } // Copy SSBO buffer data void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count) { +#if defined(GRAPHICS_API_OPENGL_43) glBindBuffer(GL_COPY_READ_BUFFER, srcId); glBindBuffer(GL_COPY_WRITE_BUFFER, destId); glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count); +#endif } // Bind image texture void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly) { +#if defined(GRAPHICS_API_OPENGL_43) int glInternalFormat = 0, glFormat = 0, glType = 0; rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); -} #endif +} // Matrix state management //-----------------------------------------------------------------------------------------