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No commits in common. "65c6de85ba4c334e5ead848d3496ce05045ce31a" and "11380a0d881f2921fe298e775f26f88544be7fec" have entirely different histories.

5 changed files with 34 additions and 85 deletions

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@ -1,23 +1,22 @@
/* /*
OpenGL loader generated by glad 0.1.36 on Mon May 27 15:25:59 2024. OpenGL loader generated by glad 0.1.36 on Sun May 26 16:07:25 2024.
Language/Generator: C/C++ Language/Generator: C/C++
Specification: gl Specification: gl
APIs: gl=4.5 APIs: gl=4.5
Profile: core Profile: core
Extensions: Extensions:
GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_layer
GL_ARB_shader_viewport_layer_array
Loader: True Loader: True
Local files: False Local files: False
Omit khrplatform: False Omit khrplatform: False
Reproducible: False Reproducible: False
Commandline: Commandline:
--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer,GL_ARB_shader_viewport_layer_array" --profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer"
Online: Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer&extensions=GL_ARB_shader_viewport_layer_array 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> #include <stdio.h>
@ -970,7 +969,6 @@ PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL;
PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL; PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL;
PFNGLWAITSYNCPROC glad_glWaitSync = NULL; PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
int GLAD_GL_AMD_vertex_shader_layer = 0; int GLAD_GL_AMD_vertex_shader_layer = 0;
int GLAD_GL_ARB_shader_viewport_layer_array = 0;
static void load_GL_VERSION_1_0(GLADloadproc load) { static void load_GL_VERSION_1_0(GLADloadproc load) {
if(!GLAD_GL_VERSION_1_0) return; if(!GLAD_GL_VERSION_1_0) return;
glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
@ -1727,7 +1725,6 @@ static void load_GL_VERSION_4_5(GLADloadproc load) {
static int find_extensionsGL(void) { static int find_extensionsGL(void) {
if (!get_exts()) return 0; if (!get_exts()) return 0;
GLAD_GL_AMD_vertex_shader_layer = has_ext("GL_AMD_vertex_shader_layer"); GLAD_GL_AMD_vertex_shader_layer = has_ext("GL_AMD_vertex_shader_layer");
GLAD_GL_ARB_shader_viewport_layer_array = has_ext("GL_ARB_shader_viewport_layer_array");
free_exts(); free_exts();
return 1; return 1;
} }

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@ -1,23 +1,22 @@
/* /*
OpenGL loader generated by glad 0.1.36 on Mon May 27 15:25:59 2024. OpenGL loader generated by glad 0.1.36 on Sun May 26 16:07:25 2024.
Language/Generator: C/C++ Language/Generator: C/C++
Specification: gl Specification: gl
APIs: gl=4.5 APIs: gl=4.5
Profile: core Profile: core
Extensions: Extensions:
GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_layer
GL_ARB_shader_viewport_layer_array
Loader: True Loader: True
Local files: False Local files: False
Omit khrplatform: False Omit khrplatform: False
Reproducible: False Reproducible: False
Commandline: Commandline:
--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer,GL_ARB_shader_viewport_layer_array" --profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer"
Online: Online:
https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer&extensions=GL_ARB_shader_viewport_layer_array https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer
*/ */
@ -3653,10 +3652,6 @@ GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier;
#define GL_AMD_vertex_shader_layer 1 #define GL_AMD_vertex_shader_layer 1
GLAPI int GLAD_GL_AMD_vertex_shader_layer; GLAPI int GLAD_GL_AMD_vertex_shader_layer;
#endif #endif
#ifndef GL_ARB_shader_viewport_layer_array
#define GL_ARB_shader_viewport_layer_array 1
GLAPI int GLAD_GL_ARB_shader_viewport_layer_array;
#endif
#ifdef __cplusplus #ifdef __cplusplus
} }

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@ -63,8 +63,6 @@ namespace glerminal
unsigned int m_sprites_texture; unsigned int m_sprites_texture;
unsigned int m_framebuffer; unsigned int m_framebuffer;
unsigned int m_framebuffer_backing_texture; unsigned int m_framebuffer_backing_texture;
unsigned int m_screen_framebuffer;
unsigned int m_screen_framebuffer_backing_texture;
unsigned int m_layer_colors_buffer; unsigned int m_layer_colors_buffer;
unsigned int m_layer_scales_buffer; unsigned int m_layer_scales_buffer;
unsigned int m_screen_size_uniform_location; unsigned int m_screen_size_uniform_location;
@ -87,8 +85,8 @@ namespace glerminal
#ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT #ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
mutable std::ofstream m_log; mutable std::ofstream m_log;
#endif
void log(GLenum type, GLuint id, GLenum severity, const char* message) const; void log(GLenum type, GLuint id, GLenum severity, const char* message) const;
#endif
void init_glfw(); void init_glfw();
void init_gl(); void init_gl();

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@ -53,9 +53,8 @@ namespace
"}"; "}";
// note: AMD_vertex_shader_layer support required // note: AMD_vertex_shader_layer support required
constexpr char VERTEX_SHADER_ARB_SOURCE[] = constexpr char VERTEX_SHADER_AMD_SOURCE[] =
"#version 450 core\n" "#version 450 core\n"
"#extension GL_ARB_shader_viewport_layer_array : enable\n"
"#extension GL_AMD_vertex_shader_layer : enable\n" "#extension GL_AMD_vertex_shader_layer : enable\n"
"layout (location = 0) in vec2 position;\n" "layout (location = 0) in vec2 position;\n"
"layout (location = 1) in vec2 offset;\n" "layout (location = 1) in vec2 offset;\n"
@ -82,7 +81,7 @@ namespace
"}"; "}";
constexpr const char* VERTEX_SHADER_SOURCE_PTR = VERTEX_SHADER_SOURCE; constexpr const char* VERTEX_SHADER_SOURCE_PTR = VERTEX_SHADER_SOURCE;
constexpr const char* VERTEX_SHADER_ARB_SOURCE_PTR = VERTEX_SHADER_ARB_SOURCE; constexpr const char* VERTEX_SHADER_AMD_SOURCE_PTR = VERTEX_SHADER_AMD_SOURCE;
constexpr char GEOMETRY_SHADER_SOURCE[] = constexpr char GEOMETRY_SHADER_SOURCE[] =
"#version 450 core\n" "#version 450 core\n"
@ -129,7 +128,7 @@ namespace
"}"; "}";
// note: AMD_vertex_shader_layer support required // note: AMD_vertex_shader_layer support required
constexpr char FRAGMENT_SHADER_ARB_SOURCE[] = constexpr char FRAGMENT_SHADER_AMD_SOURCE[] =
"#version 450 core\n" "#version 450 core\n"
"in VS_OUT {\n" "in VS_OUT {\n"
" flat int sprite;\n" " flat int sprite;\n"
@ -143,7 +142,7 @@ namespace
"}"; "}";
constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE; constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
constexpr const char* FRAGMENT_SHADER_ARB_SOURCE_PTR = FRAGMENT_SHADER_ARB_SOURCE; constexpr const char* FRAGMENT_SHADER_AMD_SOURCE_PTR = FRAGMENT_SHADER_AMD_SOURCE;
constexpr char SCREEN_VERTEX_SHADER_SOURCE[] = constexpr char SCREEN_VERTEX_SHADER_SOURCE[] =
"#version 450 core\n" "#version 450 core\n"
@ -157,7 +156,7 @@ namespace
constexpr const char* SCREEN_VERTEX_SHADER_SOURCE_PTR = SCREEN_VERTEX_SHADER_SOURCE; constexpr const char* SCREEN_VERTEX_SHADER_SOURCE_PTR = SCREEN_VERTEX_SHADER_SOURCE;
constexpr char SCREEN_FRAGMENT_SHADER_SOURCE[] = constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE =
"#version 450 core\n" "#version 450 core\n"
"in vec2 texcoord;\n" "in vec2 texcoord;\n"
"layout (binding = 1) uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n" "layout (binding = 1) uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
@ -267,13 +266,11 @@ namespace glerminal
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT); glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT);
glUseProgram(m_screen_program); glUseProgram(m_screen_program);
glBindFramebuffer(GL_FRAMEBUFFER, m_screen_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(m_screen_vao); glBindVertexArray(m_screen_vao);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
glBlitNamedFramebuffer(m_screen_framebuffer, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glfwSwapBuffers(m_window); glfwSwapBuffers(m_window);
} }
@ -366,12 +363,12 @@ namespace glerminal
} }
} }
#ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
void glerminal::log(GLenum type, GLuint id, GLenum severity, const char* message) const void glerminal::log(GLenum type, GLuint id, GLenum severity, const char* message) const
{ {
#ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
glDebugMessageInsert(GL_DEBUG_SOURCE_THIRD_PARTY, type, id, severity, -1, message); glDebugMessageInsert(GL_DEBUG_SOURCE_THIRD_PARTY, type, id, severity, -1, message);
#endif
} }
#endif
void glerminal::init_gl() void glerminal::init_gl()
{ {
@ -497,12 +494,11 @@ namespace glerminal
// -- setup shader program -- // -- setup shader program --
// test for features // test for features
const bool vertex_shader_layer_supported = const bool vertex_shader_layer_supported = glfwExtensionSupported("GL_AMD_vertex_shader_layer");
glfwExtensionSupported("GL_ARB_shader_viewport_layer_array") || glfwExtensionSupported("GL_AMD_vertex_shader_layer");
// compile // compile
const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER); const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &(vertex_shader_layer_supported ? VERTEX_SHADER_ARB_SOURCE_PTR : 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); glCompileShader(vertex_shader);
const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER); const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
@ -510,12 +506,12 @@ namespace glerminal
glCompileShader(geometry_shader); glCompileShader(geometry_shader);
const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &(vertex_shader_layer_supported ? FRAGMENT_SHADER_ARB_SOURCE_PTR : 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); glCompileShader(fragment_shader);
constexpr int INFO_LOG_SIZE = 512; constexpr int INFO_LOG_SIZE = 512;
int success; int success;
char info_log[INFO_LOG_SIZE + 1] = {}; char info_log[INFO_LOG_SIZE];
// verify compile // verify compile
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
@ -527,9 +523,7 @@ namespace glerminal
glDeleteShader(geometry_shader); glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader."); throw std::runtime_error("Could not compile vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
throw std::runtime_error("");
} }
glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success); glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
@ -541,9 +535,7 @@ namespace glerminal
glDeleteShader(geometry_shader); glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader."); throw std::runtime_error("Could not compile geometry shader.");
log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
throw std::runtime_error("");
} }
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
@ -555,9 +547,7 @@ namespace glerminal
glDeleteShader(geometry_shader); glDeleteShader(geometry_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader."); throw std::runtime_error("Could not compile fragment shader.");
log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
throw std::runtime_error("");
} }
// link // link
@ -582,9 +572,7 @@ namespace glerminal
glDeleteProgram(m_program); glDeleteProgram(m_program);
log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program."); throw std::runtime_error("Could not link shader program.");
log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
throw std::runtime_error("");
} }
// setup uniforms // setup uniforms
@ -611,9 +599,7 @@ namespace glerminal
glDeleteShader(screen_vertex_shader); glDeleteShader(screen_vertex_shader);
glDeleteShader(screen_fragment_shader); glDeleteShader(screen_fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader."); throw std::runtime_error("Could not compile screen vertex shader.");
log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
throw std::runtime_error("");
} }
glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success); glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
@ -624,9 +610,7 @@ namespace glerminal
glDeleteShader(screen_vertex_shader); glDeleteShader(screen_vertex_shader);
glDeleteShader(screen_fragment_shader); glDeleteShader(screen_fragment_shader);
log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader."); throw std::runtime_error("Could not compile screen fragment shader.");
log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
throw std::runtime_error("");
} }
// link // link
@ -643,15 +627,10 @@ namespace glerminal
{ {
glDeleteProgram(m_screen_program); glDeleteProgram(m_screen_program);
log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program."); throw std::runtime_error("Could not link screen shader program.");
log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
throw std::runtime_error("");
} }
// setup uniforms for screen shader // setup uniforms later
glUseProgram(m_screen_program);
glUniform1i(glGetUniformLocation(m_screen_program, LAYER_COUNT_UNIFORM_NAME), LAYER_COUNT);
// -- setup textures -- // -- setup textures --
glGenTextures(1, &m_sprites_texture); glGenTextures(1, &m_sprites_texture);
@ -691,24 +670,10 @@ namespace glerminal
glBindTextureUnit(1, m_framebuffer_backing_texture); glBindTextureUnit(1, m_framebuffer_backing_texture);
// -- setup screen framebuffer -- // setup uniforms for screen shader
glGenFramebuffers(1, &m_screen_framebuffer); glUseProgram(m_screen_program);
glBindFramebuffer(GL_FRAMEBUFFER, m_screen_framebuffer);
glGenTextures(1, &m_screen_framebuffer_backing_texture); glUniform1i(glGetUniformLocation(m_screen_program, LAYER_COUNT_UNIFORM_NAME), LAYER_COUNT);
glBindTexture(GL_TEXTURE_2D, m_screen_framebuffer_backing_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, SCREEN_WIDTH, SCREEN_HEIGHT);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_screen_framebuffer_backing_texture, 0);
} }
void glerminal::deinit_glfw() void glerminal::deinit_glfw()
@ -720,8 +685,6 @@ namespace glerminal
void glerminal::deinit_gl() void glerminal::deinit_gl()
{ {
glDeleteFramebuffers(1, &m_screen_framebuffer);
glDeleteTextures(1, &m_screen_framebuffer_backing_texture);
glDeleteFramebuffers(1, &m_framebuffer); glDeleteFramebuffers(1, &m_framebuffer);
glDeleteTextures(1, &m_framebuffer_backing_texture); glDeleteTextures(1, &m_framebuffer_backing_texture);
glDeleteTextures(1, &m_sprites_texture); glDeleteTextures(1, &m_sprites_texture);

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@ -13,12 +13,8 @@ namespace
void glerminal_test_save_image() void glerminal_test_save_image()
{ {
// -- DIRTY HACK -- glReadBuffer(GL_LEFT);
// glReadPixels(0, 0, GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, GL_RGB, GL_UNSIGNED_BYTE, pixels);
// GL_TEXTURE_2D is not rebound after setting up screen framebuffer
// This code will break if this behavior changes
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
stbi_flip_vertically_on_write(true); stbi_flip_vertically_on_write(true);
stbi_write_png("image.png", GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, 3, pixels, 1280 * 3); stbi_write_png("image.png", GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, 3, pixels, 1280 * 3);