Finish OpenGL support
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@@ -50,11 +50,18 @@ GN_CPP_FUNCTION void openglBindGraphicsPipeline(gnCommandBuffer commandBuffer, g
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glUseProgram(buffer->commandBuffer->boundGraphicsPipeline->graphicsPipeline->program);
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}));
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}
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GN_CPP_FUNCTION void openglSetViewport(gnCommandBuffer buffer, gnViewport viewport) {
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GN_CPP_FUNCTION void openglSetViewport(gnCommandBuffer buffer, gnViewport sViewport) {
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gnViewport viewport = sViewport;
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openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([viewport]{
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glViewport(viewport.position.x, viewport.position.y, viewport.size.x, viewport.size.y);
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glDepthRange(viewport.minDepth, viewport.maxDepth);
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}));
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}
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GN_CPP_FUNCTION void openglSetScissor(gnCommandBuffer buffer, gnScissor scissor) {
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GN_CPP_FUNCTION void openglSetScissor(gnCommandBuffer buffer, gnScissor sScissor) {
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gnScissor scissor = sScissor;
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openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([scissor]{
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glScissor(scissor.position.x, scissor.position.y, scissor.size.x, scissor.size.y);
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}));
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}
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GN_CPP_FUNCTION void openglBindBuffer(gnCommandBufferHandle buffer, gnBufferHandle bufferToBind, gnBufferType type) {
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gnBufferType bType = type;
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@@ -121,6 +128,18 @@ GN_CPP_FUNCTION void openglBindUniform(gnCommandBufferHandle sBuffer, gnUniform
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}
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}));
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}
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GN_CPP_FUNCTION void openglPushConstant(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data) {
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// #include "stdio.h"
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GN_CPP_FUNCTION void openglPushConstant(gnCommandBufferHandle sBuffer, gnPushConstantLayout sLayout, void* sData) {
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// gnCommandBufferHandle buffer = sBuffer;
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// // gnPushConstantLayout layout = sLayout;
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// // void* data = malloc(sizeof(sLayout.size));
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// // memcpy(data, sData, sizeof(sLayout.size));
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// openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([buffer]{
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// //TODO: implement OpenGL push constants, its just hard because OpenGL is a bitch and i hate it
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// // GLint loc = glGetUniformLocation(buffer->commandBuffer->boundGraphicsPipeline->graphicsPipeline->program, "gnPushConstantBlock");
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// // printf("member loc: %i\n", loc);
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// // if (loc == -1) return;
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// }));
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}
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@@ -12,7 +12,7 @@ gnPhysicalDevice* getOpenGLDevice(gnInstanceHandle instance, uint32_t* deviceCou
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.maxColorSamples = GN_SAMPLE_BIT_1,
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.maxDepthSamples = GN_SAMPLE_BIT_1,
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.maxMemoryAllocations = 0x40000000,
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.maxPushConstantSize = 256
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.maxPushConstantSize = 0
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},
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.properties = {
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.deviceType = GN_DEDICATED_DEVICE,
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@@ -1,12 +1,9 @@
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#include "opengl_shader_compiler.h"
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#include "spirv_glsl.hpp"
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typedef struct glCompiler_t {
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spirv_cross::CompilerGLSL* glsl;
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} glInternalCompiler;
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void handle_resources(spirv_cross::CompilerGLSL& compiler, spirv_cross::SmallVector<spirv_cross::Resource>& resources, glSet* setMap) {
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for (size_t i = 0; i < resources.size(); i++) {
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uint32_t
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@@ -40,6 +37,29 @@ GN_CPP_FUNCTION glShader glCompilerCompilerShader(glCompiler compiler, gnUniform
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handle_resources(*compiler->glsl, arg_buffers.storage_buffers, shader.sets);
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handle_resources(*compiler->glsl, arg_buffers.sampled_images, shader.sets);
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// for (auto &pc : arg_buffers.push_constant_buffers) {
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// compiler->glsl->set_name(pc.id, "gnPushConstantBlock");
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// auto type = compiler->glsl->get_type(pc.type_id);
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// // printf("members: %lu\n", type.member_types.size());
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// for (uint32_t i = 0; i < type.member_types.size(); ++i) {
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// // // std::string name = compiler->glsl->get_member_name(pc.type_id, i);
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// // compiler.set_member_name(push_constant_type_id, 0, "myMat4");
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// // compiler.set_member_name(push_constant_type_id, 1, "myVec3");
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// // compiler.set_member_name(push_constant_type_id, 2, "myInt");
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// auto member_type = compiler->glsl->get_type(type.member_types[i]);
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// // // Example: check if it's a mat4, vec3, or int
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// // if (member_type.columns == 4 && member_type.vecsize == 4)
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// // printf("member %s: mat4\n", name.c_str());
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// // else if (member_type.vecsize == 3 && member_type.columns == 1)
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// // printf("member %s: vec3\n", name.c_str());
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// // else if (member_type.basetype == spirv_cross::SPIRType::Int)
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// // printf("member %s: int\n", name.c_str());
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// }
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// }
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std::string output = compiler->glsl->compile();
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shader.source = (char*)malloc(sizeof(char*) * (output.size() + 1));
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strcpy(shader.source, output.c_str());
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