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Compute shaders support (#2061)

* Add basic compute shader and ssbo support in rlgl.

* Add rlBindImageTexture (untested), now requires SUPPORT_COMPILE_SHADERS

* Delete glad.c

* Delete glad.h

* Delete khrplatform.h

* Revert to previous glad.h

* Remove "glad.c"

Co-authored-by: Ray <raysan5@gmail.com>
pull/2063/head
Astie Teddy 3 anos atrás
committed by GitHub
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dba29e4405
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2 arquivos alterados com 5649 adições e 5478 exclusões
  1. +5474
    -5474
      src/external/glad.h
  2. +175
    -4
      src/rlgl.h

+ 5474
- 5474
src/external/glad.h
Diferenças do arquivo suprimidas por serem muito extensas
Ver arquivo


+ 175
- 4
src/rlgl.h Ver arquivo

@ -41,6 +41,10 @@
* #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):
*
@ -250,6 +254,22 @@
#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
#define RL_FLOAT 0x1406 // GL_FLOAT
// Buffer usage hint
#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
// GL Shader type
#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
@ -622,7 +642,7 @@ RLAPI void rlUnloadFramebuffer(unsigned int id); // Del
// Shaders management
RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
@ -632,6 +652,24 @@ 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(SUPPORT_COMPUTE_SHADERS)
// Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);
// Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint);
RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);
RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset);
RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id);
RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset);
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);
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly);
#endif
// Matrix state management
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
@ -691,7 +729,6 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#define GLAD_REALLOC RL_REALLOC
#define GLAD_FREE RL_FREE
#define GLAD_IMPLEMENTATION
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
#endif
#endif
@ -896,6 +933,8 @@ typedef struct rlglData {
bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
int maxDepthBits; // Maximum bits for depth component
@ -1874,6 +1913,8 @@ void rlLoadExtensions(void *loader)
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = true;
RLGL.ExtSupported.texMirrorClamp = true;
if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true;
if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
#if !defined(__APPLE__)
// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT
@ -2056,6 +2097,8 @@ void rlLoadExtensions(void *loader)
if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
#endif // RLGL_SHOW_GL_DETAILS_INFO
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
@ -3482,7 +3525,7 @@ unsigned int rlCompileShader(const char *shaderCode, int type)
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
//case GL_GEOMETRY_SHADER:
o">//case GL_COMPUTE_SHADER:
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
default: break;
}
@ -3505,7 +3548,7 @@ unsigned int rlCompileShader(const char *shaderCode, int type)
case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
//case GL_GEOMETRY_SHADER:
o">//case GL_COMPUTE_SHADER:
case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
default: break;
}
}
@ -3694,6 +3737,134 @@ void rlSetShader(unsigned int id, int *locs)
#endif
}
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
{
unsigned int program = 0;
#if defined(GRAPHICS_API_OPENGL_33)
GLint success = 0;
program = glCreateProgram();
glAttachShader(program, shaderId);
glLinkProgram(program);
// NOTE: All uniform variables are intitialised to 0 when a program links
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success == GL_FALSE)
{
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
int maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
if (maxLength > 0)
{
int length = 0;
char *log = RL_CALLOC(maxLength, sizeof(char));
glGetProgramInfoLog(program, maxLength, &length, log);
TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
RL_FREE(log);
}
glDeleteProgram(program);
program = 0;
}
else
{
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
//GLint binarySize = 0;
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
}
#endif
return program;
}
#if defined(SUPPORT_COMPUTE_SHADERS)
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)
{
khronos_int64_t 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
// Matrix state management
//-----------------------------------------------------------------------------------------
// Get internal modelview matrix

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