Compare commits

..

5 Commits

Author SHA1 Message Date
Shylie
11380a0d88 Found another remaining _DEBUG reference 2024-05-26 12:52:30 -04:00
Shylie
2be0aeaf99 Add AMD_vertex_shader_layer support 2024-05-26 12:35:15 -04:00
Shylie
c125a36cf0 Geometry shader is passthrough now 2024-05-26 12:05:29 -04:00
Shylie
320164e597 Forgot to change shader version 2024-05-26 09:21:40 -04:00
Shylie
eaab60cfda Downgrade to OpenGL 4.5 2024-05-26 08:12:47 -04:00
4 changed files with 106 additions and 92 deletions

View File

@ -1,22 +1,22 @@
/* /*
OpenGL loader generated by glad 0.1.36 on Tue May 14 15:22:23 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=4.6 APIs: gl=4.5
Profile: core Profile: core
Extensions: Extensions:
GL_AMD_vertex_shader_layer
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=4.6" --generator="c" --spec="gl" --extensions="" --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%3D4.6 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>
@ -273,7 +273,6 @@ int GLAD_GL_VERSION_4_2 = 0;
int GLAD_GL_VERSION_4_3 = 0; int GLAD_GL_VERSION_4_3 = 0;
int GLAD_GL_VERSION_4_4 = 0; int GLAD_GL_VERSION_4_4 = 0;
int GLAD_GL_VERSION_4_5 = 0; int GLAD_GL_VERSION_4_5 = 0;
int GLAD_GL_VERSION_4_6 = 0;
PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL; PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL;
PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL;
PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; PFNGLATTACHSHADERPROC glad_glAttachShader = NULL;
@ -635,11 +634,9 @@ PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL;
PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading = NULL; PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading = NULL;
PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL; PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL;
PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC glad_glMultiDrawArraysIndirectCount = NULL;
PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL;
PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL; PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC glad_glMultiDrawElementsIndirectCount = NULL;
PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL;
PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL;
PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL;
@ -676,7 +673,6 @@ PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL;
PFNGLPOINTSIZEPROC glad_glPointSize = NULL; PFNGLPOINTSIZEPROC glad_glPointSize = NULL;
PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL;
PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL;
PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp = NULL;
PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL; PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL;
PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL;
PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL; PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL;
@ -758,7 +754,6 @@ PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL;
PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL; PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL;
PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL;
PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL; PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL;
PFNGLSPECIALIZESHADERPROC glad_glSpecializeShader = NULL;
PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL;
PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL;
PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; PFNGLSTENCILMASKPROC glad_glStencilMask = NULL;
@ -973,6 +968,7 @@ PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL;
PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL; 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;
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");
@ -1726,16 +1722,9 @@ static void load_GL_VERSION_4_5(GLADloadproc load) {
glad_glGetnMinmax = (PFNGLGETNMINMAXPROC)load("glGetnMinmax"); glad_glGetnMinmax = (PFNGLGETNMINMAXPROC)load("glGetnMinmax");
glad_glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)load("glTextureBarrier"); glad_glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)load("glTextureBarrier");
} }
static void load_GL_VERSION_4_6(GLADloadproc load) {
if(!GLAD_GL_VERSION_4_6) return;
glad_glSpecializeShader = (PFNGLSPECIALIZESHADERPROC)load("glSpecializeShader");
glad_glMultiDrawArraysIndirectCount = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)load("glMultiDrawArraysIndirectCount");
glad_glMultiDrawElementsIndirectCount = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)load("glMultiDrawElementsIndirectCount");
glad_glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC)load("glPolygonOffsetClamp");
}
static int find_extensionsGL(void) { static int find_extensionsGL(void) {
if (!get_exts()) return 0; if (!get_exts()) return 0;
(void)&has_ext; GLAD_GL_AMD_vertex_shader_layer = has_ext("GL_AMD_vertex_shader_layer");
free_exts(); free_exts();
return 1; return 1;
} }
@ -1794,10 +1783,9 @@ static void find_coreGL(void) {
GLAD_GL_VERSION_4_3 = (major == 4 && minor >= 3) || major > 4; GLAD_GL_VERSION_4_3 = (major == 4 && minor >= 3) || major > 4;
GLAD_GL_VERSION_4_4 = (major == 4 && minor >= 4) || major > 4; GLAD_GL_VERSION_4_4 = (major == 4 && minor >= 4) || major > 4;
GLAD_GL_VERSION_4_5 = (major == 4 && minor >= 5) || major > 4; GLAD_GL_VERSION_4_5 = (major == 4 && minor >= 5) || major > 4;
GLAD_GL_VERSION_4_6 = (major == 4 && minor >= 6) || major > 4; if (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 5)) {
if (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 6)) {
max_loaded_major = 4; max_loaded_major = 4;
max_loaded_minor = 6; max_loaded_minor = 5;
} }
} }
@ -1825,7 +1813,6 @@ int gladLoadGLLoader(GLADloadproc load) {
load_GL_VERSION_4_3(load); load_GL_VERSION_4_3(load);
load_GL_VERSION_4_4(load); load_GL_VERSION_4_4(load);
load_GL_VERSION_4_5(load); load_GL_VERSION_4_5(load);
load_GL_VERSION_4_6(load);
if (!find_extensionsGL()) return 0; if (!find_extensionsGL()) return 0;
return GLVersion.major != 0 || GLVersion.minor != 0; return GLVersion.major != 0 || GLVersion.minor != 0;

View File

@ -1,22 +1,22 @@
/* /*
OpenGL loader generated by glad 0.1.36 on Tue May 14 15:22:23 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=4.6 APIs: gl=4.5
Profile: core Profile: core
Extensions: Extensions:
GL_AMD_vertex_shader_layer
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=4.6" --generator="c" --spec="gl" --extensions="" --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%3D4.6 https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer
*/ */
@ -1491,28 +1491,6 @@ typedef void (APIENTRY *GLVULKANPROCNV)(void);
#define GL_MINMAX 0x802E #define GL_MINMAX 0x802E
#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB #define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB
#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC #define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC
#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551
#define GL_SPIR_V_BINARY 0x9552
#define GL_PARAMETER_BUFFER 0x80EE
#define GL_PARAMETER_BUFFER_BINDING 0x80EF
#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008
#define GL_VERTICES_SUBMITTED 0x82EE
#define GL_PRIMITIVES_SUBMITTED 0x82EF
#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0
#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1
#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2
#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3
#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4
#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5
#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6
#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7
#define GL_POLYGON_OFFSET_CLAMP 0x8E1B
#define GL_SPIR_V_EXTENSIONS 0x9553
#define GL_NUM_SPIR_V_EXTENSIONS 0x9554
#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE
#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF
#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC
#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED
#ifndef GL_VERSION_1_0 #ifndef GL_VERSION_1_0
#define GL_VERSION_1_0 1 #define GL_VERSION_1_0 1
GLAPI int GLAD_GL_VERSION_1_0; GLAPI int GLAD_GL_VERSION_1_0;
@ -3670,21 +3648,9 @@ typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC)(void);
GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier; GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier;
#define glTextureBarrier glad_glTextureBarrier #define glTextureBarrier glad_glTextureBarrier
#endif #endif
#ifndef GL_VERSION_4_6 #ifndef GL_AMD_vertex_shader_layer
#define GL_VERSION_4_6 1 #define GL_AMD_vertex_shader_layer 1
GLAPI int GLAD_GL_VERSION_4_6; GLAPI int GLAD_GL_AMD_vertex_shader_layer;
typedef void (APIENTRYP PFNGLSPECIALIZESHADERPROC)(GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue);
GLAPI PFNGLSPECIALIZESHADERPROC glad_glSpecializeShader;
#define glSpecializeShader glad_glSpecializeShader
typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)(GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
GLAPI PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC glad_glMultiDrawArraysIndirectCount;
#define glMultiDrawArraysIndirectCount glad_glMultiDrawArraysIndirectCount
typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)(GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC glad_glMultiDrawElementsIndirectCount;
#define glMultiDrawElementsIndirectCount glad_glMultiDrawElementsIndirectCount
typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC)(GLfloat factor, GLfloat units, GLfloat clamp);
GLAPI PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp;
#define glPolygonOffsetClamp glad_glPolygonOffsetClamp
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus

View File

@ -7,6 +7,7 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <iostream>
#include <fstream> #include <fstream>
#include <stdexcept> #include <stdexcept>
@ -82,7 +83,7 @@ namespace glerminal
unsigned int m_sprites[CELL_SIZE * CELL_SIZE * (1 << (8 * sizeof(*m_cells)))]; unsigned int m_sprites[CELL_SIZE * CELL_SIZE * (1 << (8 * sizeof(*m_cells)))];
glerminal_main_cb m_main; glerminal_main_cb m_main;
#ifdef _DEBUG #ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
mutable std::ofstream m_log; mutable std::ofstream m_log;
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 #endif

View File

@ -25,8 +25,8 @@ namespace
-1, 0 // top left -1, 0 // top left
}; };
constexpr char* VERTEX_SHADER_SOURCE = constexpr char VERTEX_SHADER_SOURCE[] =
"#version 460 core\n" "#version 450 core\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"
"layout (location = 2) in int sprite;\n" "layout (location = 2) in int sprite;\n"
@ -36,7 +36,6 @@ namespace
" float scales[];\n" " float scales[];\n"
"} lss;\n" "} lss;\n"
"out VS_OUT {\n" "out VS_OUT {\n"
" flat vec2 offset;\n"
" flat int sprite;\n" " flat int sprite;\n"
" flat int layer;\n" " flat int layer;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
@ -44,21 +43,51 @@ namespace
"void main()\n" "void main()\n"
"{\n" "{\n"
" const int layer = int(floor(gl_InstanceID / " GRID_SIZE_UNIFORM_NAME ".y));\n" " const int layer = int(floor(gl_InstanceID / " GRID_SIZE_UNIFORM_NAME ".y));\n"
" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.sprite = sprite;\n" " vs_out.sprite = sprite;\n"
" vs_out.offset = offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
" vs_out.layer = layer;\n" " vs_out.layer = layer;\n"
" vs_out.texcoord = vec2(position.x + 1, -position.y);\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 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" " 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(temp.x, -temp.y, 0, 1);\n" " gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n"
"}"; "}";
constexpr char* GEOMETRY_SHADER_SOURCE = // note: AMD_vertex_shader_layer support required
"#version 460 core\n" 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"
"layout (triangles) in;\n" "layout (triangles) in;\n"
"layout (triangle_strip, max_vertices = 3) out;\n" "layout (triangle_strip, max_vertices = 3) out;\n"
"in VS_OUT {\n" "in VS_OUT {\n"
" flat vec2 offset;\n"
" flat int sprite;\n" " flat int sprite;\n"
" flat int layer;\n" " flat int layer;\n"
" vec2 texcoord;\n" " vec2 texcoord;\n"
@ -68,25 +97,27 @@ namespace
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Layer = gs_in[0].layer;\n" " gl_Layer = gs_in[0].layer;\n"
" gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset * 2, 0, 1);\n" " gl_Position = gl_in[0].gl_Position;\n"
" sprite = gs_in[0].sprite;\n" " sprite = gs_in[0].sprite;\n"
" texcoord = gs_in[0].texcoord;\n" " texcoord = gs_in[0].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" gl_Layer = gs_in[1].layer;\n" " gl_Layer = gs_in[1].layer;\n"
" gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[1].offset * 2, 0, 1);\n" " gl_Position = gl_in[1].gl_Position;\n"
" sprite = gs_in[1].sprite;\n" " sprite = gs_in[1].sprite;\n"
" texcoord = gs_in[1].texcoord;\n" " texcoord = gs_in[1].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" gl_Layer = gs_in[2].layer;\n" " gl_Layer = gs_in[2].layer;\n"
" gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[2].offset * 2, 0, 1);\n" " gl_Position = gl_in[2].gl_Position;\n"
" sprite = gs_in[2].sprite;\n" " sprite = gs_in[2].sprite;\n"
" texcoord = gs_in[2].texcoord;\n" " texcoord = gs_in[2].texcoord;\n"
" EmitVertex();\n" " EmitVertex();\n"
" EndPrimitive();\n" " EndPrimitive();\n"
"}"; "}";
constexpr char* FRAGMENT_SHADER_SOURCE = constexpr const char* GEOMETRY_SHADER_SOURCE_PTR = GEOMETRY_SHADER_SOURCE;
"#version 460 core\n"
constexpr char FRAGMENT_SHADER_SOURCE[] =
"#version 450 core\n"
"in vec2 texcoord;\n" "in vec2 texcoord;\n"
"flat in int sprite;\n" "flat in int sprite;\n"
"layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n" "layout (binding = 0) uniform sampler2DArray " SPRITES_UNIFORM_NAME ";\n"
@ -96,8 +127,25 @@ namespace
" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n" " FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
"}"; "}";
constexpr char* SCREEN_VERTEX_SHADER_SOURCE = // note: AMD_vertex_shader_layer support required
"#version 460 core\n" 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"
"layout (location = 0) in vec2 position;\n" "layout (location = 0) in vec2 position;\n"
"out vec2 texcoord;\n" "out vec2 texcoord;\n"
"void main()\n" "void main()\n"
@ -106,8 +154,10 @@ namespace
" texcoord = vec2(position.x + 1, -position.y);\n" " texcoord = vec2(position.x + 1, -position.y);\n"
"}"; "}";
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 460 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"
"layout (std430, binding = 1) buffer LayerColors" "layout (std430, binding = 1) buffer LayerColors"
@ -126,6 +176,8 @@ namespace
" }\n" " }\n"
" FragColor = vec4(current_color, 1);\n" " FragColor = vec4(current_color, 1);\n"
"}"; "}";
constexpr const char* SCREEN_FRAGMENT_SHADER_SOURCE_PTR = SCREEN_FRAGMENT_SHADER_SOURCE;
} }
namespace glerminal namespace glerminal
@ -137,7 +189,7 @@ namespace glerminal
m_sprites{ }, m_sprites{ },
m_layer_colors{ }, m_layer_colors{ },
m_layer_scales{ } m_layer_scales{ }
#ifdef _DEBUG #ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
, m_log("log.txt") , m_log("log.txt")
#endif #endif
{ {
@ -207,14 +259,12 @@ namespace glerminal
update_layer_colors(); update_layer_colors();
update_layer_scales(); update_layer_scales();
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glUseProgram(m_program); glUseProgram(m_program);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
glBindVertexArray(m_vao); glBindVertexArray(m_vao);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT); glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glUseProgram(m_screen_program); glUseProgram(m_screen_program);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(m_screen_vao); glBindVertexArray(m_screen_vao);
@ -293,7 +343,7 @@ namespace glerminal
glfwInit(); glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// not resizable for now. // not resizable for now.
// //
@ -391,6 +441,7 @@ namespace glerminal
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// -- setup vertex data -- // -- setup vertex data --
// create vertex buffer object // create vertex buffer object
@ -442,17 +493,20 @@ namespace glerminal
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_layer_colors_buffer); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_layer_colors_buffer);
// -- setup shader program -- // -- setup shader program --
// test for features
const bool vertex_shader_layer_supported = 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_SOURCE, 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);
glShaderSource(geometry_shader, 1, &GEOMETRY_SHADER_SOURCE, nullptr); glShaderSource(geometry_shader, 1, &GEOMETRY_SHADER_SOURCE_PTR, nullptr);
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, &FRAGMENT_SHADER_SOURCE, 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;
@ -499,7 +553,11 @@ namespace glerminal
// link // link
m_program = glCreateProgram(); m_program = glCreateProgram();
glAttachShader(m_program, vertex_shader); 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); glAttachShader(m_program, fragment_shader);
glLinkProgram(m_program); glLinkProgram(m_program);
glDeleteShader(vertex_shader); glDeleteShader(vertex_shader);
@ -510,6 +568,8 @@ namespace glerminal
glGetProgramiv(m_program, GL_LINK_STATUS, &success); glGetProgramiv(m_program, GL_LINK_STATUS, &success);
if (!success) if (!success)
{ {
glGetProgramInfoLog(m_program, INFO_LOG_SIZE, nullptr, info_log);
glDeleteProgram(m_program); glDeleteProgram(m_program);
throw std::runtime_error("Could not link shader program."); throw std::runtime_error("Could not link shader program.");
@ -523,11 +583,11 @@ namespace glerminal
// compile // compile
const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER); const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE, nullptr); glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE_PTR, nullptr);
glCompileShader(screen_vertex_shader); glCompileShader(screen_vertex_shader);
const unsigned int screen_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); const unsigned int screen_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(screen_fragment_shader, 1, &SCREEN_FRAGMENT_SHADER_SOURCE, nullptr); glShaderSource(screen_fragment_shader, 1, &SCREEN_FRAGMENT_SHADER_SOURCE_PTR, nullptr);
glCompileShader(screen_fragment_shader); glCompileShader(screen_fragment_shader);
// verify compile // verify compile
@ -665,7 +725,7 @@ void glerminal_run(glerminal_init_cb init, glerminal_main_cb main)
} }
catch (const std::runtime_error& e) catch (const std::runtime_error& e)
{ {
e.what(); std::cout << e.what() << std::endl;
} }
} }