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Update rlgl.h

pull/2063/head
Ray 3 years ago
parent
commit
8523d13683
1 changed files with 13 additions and 26 deletions
  1. +13
    -26
      src/rlgl.h

+ 13
- 26
src/rlgl.h View File

@ -24,6 +24,7 @@
* #define GRAPHICS_API_OPENGL_11
* #define GRAPHICS_API_OPENGL_21
* #define GRAPHICS_API_OPENGL_33
* #define GRAPHICS_API_OPENGL_43
* #define GRAPHICS_API_OPENGL_ES2
* Use selected OpenGL graphics backend, should be supported by platform
* Those preprocessor defines are only used on rlgl module, if OpenGL version is
@ -41,9 +42,6 @@
* #define RLGL_SHOW_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* #define SUPPORT_COMPUTE_SHADERS
* Enable compute shaders and shader storage buffer object support.
* Currently only work with GRAPHICS_API_OPENGL_33 with appropriate driver support.
*
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
@ -171,6 +169,11 @@
#define GRAPHICS_API_OPENGL_33
#endif
// OpenGL 4.3 uses OpenGL 3.3 Core functionality
#if defined(GRAPHICS_API_OPENGL_43)
#define GRAPHICS_API_OPENGL_33
#endif
// Support framebuffer objects by default
// NOTE: Some driver implementation do not support it, despite they should
#define RLGL_RENDER_TEXTURES_HINT
@ -647,12 +650,12 @@ RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fSha
RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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(SUPPORT_COMPUTE_SHADERS)
#if defined(GRAPHICS_API_OPENGL_43)
// Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);
@ -3784,84 +3787,68 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
return program;
}
#if defined(SUPPORT_COMPUTE_SHADERS)
#if defined(GRAPHICS_API_OPENGL_43)
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
{
#if defined(GRAPHICS_API_OPENGL_33)
glDispatchCompute(groupX, groupY, groupZ);
#endif
}
unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
{
unsigned int ssbo = 0;
#if defined(GRAPHICS_API_OPENGL_33)
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
#endif
return ssbo;
}
void rlUnloadShaderBuffer(unsigned int ssboId)
{
#if defined(GRAPHICS_API_OPENGL_33)
glDeleteBuffers(1, &ssboId);
#endif
}
void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
{
#if defined(GRAPHICS_API_OPENGL_33)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
#endif
}
unsigned long long rlGetShaderBufferSize(unsigned int id)
{
n">khronos_int64_t size = 0;
kt">long long size = 0;
#if defined(GRAPHICS_API_OPENGL_33)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
#endif
return (size > 0) ? size : 0;
}
void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
{
#if defined(GRAPHICS_API_OPENGL_33)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
#endif
}
void rlBindShaderBuffer(unsigned int id, unsigned int index)
{
#if defined(GRAPHICS_API_OPENGL_33)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
#endif
}
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_33)
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
}
void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
{
#if defined(GRAPHICS_API_OPENGL_33)
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
}
#endif

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