Add AMD_vertex_shader_layer support

This commit is contained in:
Shylie 2024-05-26 12:35:15 -04:00
parent c125a36cf0
commit 2be0aeaf99
4 changed files with 73 additions and 15 deletions

View File

@ -1,22 +1,22 @@
/*
OpenGL loader generated by glad 0.1.36 on Sun May 26 12:09:35 2024.
OpenGL loader generated by glad 0.1.36 on Sun May 26 16:07:25 2024.
Language/Generator: C/C++
Specification: gl
APIs: gl=4.5
Profile: core
Extensions:
GL_AMD_vertex_shader_layer
Loader: True
Local files: False
Omit khrplatform: False
Reproducible: False
Commandline:
--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions=""
--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer"
Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer
*/
#include <stdio.h>
@ -968,6 +968,7 @@ PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL;
PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL;
PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL;
PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
int GLAD_GL_AMD_vertex_shader_layer = 0;
static void load_GL_VERSION_1_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_0) return;
glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
@ -1723,7 +1724,7 @@ static void load_GL_VERSION_4_5(GLADloadproc load) {
}
static int find_extensionsGL(void) {
if (!get_exts()) return 0;
(void)&has_ext;
GLAD_GL_AMD_vertex_shader_layer = has_ext("GL_AMD_vertex_shader_layer");
free_exts();
return 1;
}

View File

@ -1,22 +1,22 @@
/*
OpenGL loader generated by glad 0.1.36 on Sun May 26 12:09:35 2024.
OpenGL loader generated by glad 0.1.36 on Sun May 26 16:07:25 2024.
Language/Generator: C/C++
Specification: gl
APIs: gl=4.5
Profile: core
Extensions:
GL_AMD_vertex_shader_layer
Loader: True
Local files: False
Omit khrplatform: False
Reproducible: False
Commandline:
--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions=""
--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer"
Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer
*/
@ -3648,6 +3648,10 @@ typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC)(void);
GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier;
#define glTextureBarrier glad_glTextureBarrier
#endif
#ifndef GL_AMD_vertex_shader_layer
#define GL_AMD_vertex_shader_layer 1
GLAPI int GLAD_GL_AMD_vertex_shader_layer;
#endif
#ifdef __cplusplus
}

View File

@ -7,6 +7,7 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <stdexcept>

View File

@ -52,7 +52,36 @@ namespace
" gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n"
"}";
// note: AMD_vertex_shader_layer support required
constexpr char VERTEX_SHADER_AMD_SOURCE[] =
"#version 450 core\n"
"#extension GL_AMD_vertex_shader_layer : enable\n"
"layout (location = 0) in vec2 position;\n"
"layout (location = 1) in vec2 offset;\n"
"layout (location = 2) in int sprite;\n"
"uniform vec4 " GRID_SIZE_UNIFORM_NAME ";\n"
"layout (std430, binding = 0) buffer LayerScales"
"{\n"
" float scales[];\n"
"} lss;\n"
"out VS_OUT {\n"
" flat int sprite;\n"
" vec2 texcoord;\n"
"} vs_out;\n"
"void main()\n"
"{\n"
" const int layer = int(floor(gl_InstanceID / " GRID_SIZE_UNIFORM_NAME ".y));\n"
" gl_Layer = layer;\n"
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.sprite = sprite;\n"
" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
" gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n"
"}";
constexpr const char* VERTEX_SHADER_SOURCE_PTR = VERTEX_SHADER_SOURCE;
constexpr const char* VERTEX_SHADER_AMD_SOURCE_PTR = VERTEX_SHADER_AMD_SOURCE;
constexpr char GEOMETRY_SHADER_SOURCE[] =
"#version 450 core\n"
@ -98,7 +127,22 @@ namespace
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
"}";
// note: AMD_vertex_shader_layer support required
constexpr char FRAGMENT_SHADER_AMD_SOURCE[] =
"#version 450 core\n"
"in VS_OUT {\n"
" flat int sprite;\n"
" vec2 texcoord;\n"
"} fs_in;\n"
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(fs_in.texcoord, fs_in.sprite));\n"
"}";
constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
constexpr const char* FRAGMENT_SHADER_AMD_SOURCE_PTR = FRAGMENT_SHADER_AMD_SOURCE;
constexpr char SCREEN_VERTEX_SHADER_SOURCE[] =
"#version 450 core\n"
@ -215,14 +259,12 @@ namespace glerminal
update_layer_colors();
update_layer_scales();
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glUseProgram(m_program);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
glBindVertexArray(m_vao);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glUseProgram(m_screen_program);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(m_screen_vao);
@ -399,6 +441,7 @@ namespace glerminal
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// -- setup vertex data --
// create vertex buffer object
@ -450,9 +493,12 @@ namespace glerminal
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_layer_colors_buffer);
// -- setup shader program --
// test for features
const bool vertex_shader_layer_supported = glfwExtensionSupported("GL_AMD_vertex_shader_layer");
// compile
const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE_PTR, nullptr);
glShaderSource(vertex_shader, 1, &(vertex_shader_layer_supported ? VERTEX_SHADER_AMD_SOURCE_PTR : VERTEX_SHADER_SOURCE_PTR), nullptr);
glCompileShader(vertex_shader);
const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
@ -460,7 +506,7 @@ namespace glerminal
glCompileShader(geometry_shader);
const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE_PTR, nullptr);
glShaderSource(fragment_shader, 1, &(vertex_shader_layer_supported ? FRAGMENT_SHADER_AMD_SOURCE_PTR : FRAGMENT_SHADER_SOURCE_PTR), nullptr);
glCompileShader(fragment_shader);
constexpr int INFO_LOG_SIZE = 512;
@ -507,7 +553,11 @@ namespace glerminal
// link
m_program = glCreateProgram();
glAttachShader(m_program, vertex_shader);
glAttachShader(m_program, geometry_shader);
// only need geometry shader if AMD_vertex_shader_layer is not supported
if (!vertex_shader_layer_supported)
{
glAttachShader(m_program, geometry_shader);
}
glAttachShader(m_program, fragment_shader);
glLinkProgram(m_program);
glDeleteShader(vertex_shader);
@ -518,6 +568,8 @@ namespace glerminal
glGetProgramiv(m_program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(m_program, INFO_LOG_SIZE, nullptr, info_log);
glDeleteProgram(m_program);
throw std::runtime_error("Could not link shader program.");
@ -673,7 +725,7 @@ void glerminal_run(glerminal_init_cb init, glerminal_main_cb main)
}
catch (const std::runtime_error& e)
{
e.what();
std::cout << e.what() << std::endl;
}
}