finally get stuff to present

This commit is contained in:
Gregory Wells
2025-08-20 10:47:50 -04:00
parent 0c89bdb791
commit 5422fd8b68
4 changed files with 20 additions and 7 deletions

View File

@@ -1,4 +1,5 @@
#include "opengl_buffer.h"
#include "string.h"
GLenum gnBufferTypeToGLEnum(gnBufferType type) {
switch (type) {
@@ -22,11 +23,12 @@ void openglBufferData(gnBufferHandle buffer, size_t dataSize, void* data) {
}
#include "stdio.h"
void openglBufferSubData(gnBufferHandle buffer, size_t offset, size_t dataSize, gnBufferMemory data) {
glBindBuffer(buffer->buffer->type, buffer->buffer->id);
glBufferSubData(buffer->buffer->type, 0, dataSize, data);
void* buff = glMapNamedBufferRange(buffer->buffer->id, offset, buffer->info.size, GL_MAP_WRITE_BIT);
memcpy(buff, data, dataSize);
glUnmapNamedBuffer(buffer->buffer->id);
}
void* openglMapBuffer(gnBufferHandle buffer) {
return glMapNamedBuffer(buffer->buffer->id, GL_READ_WRITE);
return glMapNamedBufferRange(buffer->buffer->id, 0, buffer->info.size, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
}
void openglUnmapBuffer(gnBufferHandle buffer) {
glUnmapNamedBuffer(buffer->buffer->id);

View File

@@ -19,11 +19,9 @@ GN_CPP_FUNCTION void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassI
glBindFramebuffer(GL_FRAMEBUFFER, passInfo.framebuffer->framebuffer->framebuffers[0]);
if (passInfo.renderPassDescriptor->renderPassDescriptor->subpasses[0].colorAttachments[0].format == GL_SRGB8_ALPHA8) glEnable(GL_FRAMEBUFFER_SRGB);
glClearColor(values[0].r, values[0].g, values[0].b, values[0].a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(passInfo.offset.x, passInfo.offset.y, passInfo.size.x, passInfo.size.y);
free(values);
}));
}
@@ -91,6 +89,7 @@ GN_CPP_FUNCTION void openglDrawIndexed(gnCommandBufferHandle sBuffer, gnIndexTyp
glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, indexCount, (type == GN_UINT16) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(sizeof(GLuint) * firstIndex), instanceCount, vertexOffset, firstInstance);
}));
}
#include "stdio.h"
GN_CPP_FUNCTION void openglBindUniform(gnCommandBufferHandle sBuffer, gnUniform sUniform, uint32_t sSet, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets) {
gnCommandBufferHandle buffer = sBuffer;
gnUniform uniform = sUniform;
@@ -98,10 +97,20 @@ GN_CPP_FUNCTION void openglBindUniform(gnCommandBufferHandle sBuffer, gnUniform
openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([buffer, uniform, set]{
for (int i = 0; i < MAX_OPENGL_BINDINGS; i++) {
if (!uniform->uniform->bindings[i].isUpdated) continue;
if (uniform->uniform->bindings[i].isUpdated != GN_TRUE) continue;
if (uniform->uniform->bindings[i].type == gl_image) {
glActiveTexture(GL_TEXTURE0 + buffer->commandBuffer->boundGraphicsPipeline->graphicsPipeline->setMap[set].bindings[uniform->uniform->bindings[i].image_info.binding]);
glBindTexture(GL_TEXTURE_2D, uniform->uniform->bindings[i].image_info.texture->texture->id);
} else if (uniform->uniform->bindings[i].type == gl_buffer) {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform->uniform->bindings[i].buffer_info.buffer->buffer->id);
glUniformBlockBinding(
buffer->commandBuffer->boundGraphicsPipeline->graphicsPipeline->program,
buffer->commandBuffer->boundGraphicsPipeline->graphicsPipeline->setMap[set].bindings[uniform->uniform->bindings[i].buffer_info.binding],
0
);
} else if (uniform->uniform->bindings[i].type == gl_storage) {
// glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, uniform->uniform->bindings[i].storage_info.buffer->buffer->id);
// glFlushMappedNamedBufferRange(uniform->uniform->bindings[i].buffer_info.buffer->buffer->id, 0, uniform->uniform->bindings[i].buffer_info.buffer->info.size);
}
}
}));

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@@ -9,6 +9,7 @@ gnReturnCode openglPresent(gnOutputDeviceHandle device, gnPresentInfo info) {
glBindVertexArray(0);
glDisable(GL_DEPTH_TEST);
if (info.presentationQueues[i]->presentationQueue->format == GL_SRGB8_ALPHA8) glEnable(GL_FRAMEBUFFER_SRGB);
glUseProgram(device->outputDevice->shaderProgram);

View File

@@ -9,6 +9,7 @@ gnUniform* openglAllocateUniforms(gnUniformPool pool, const gnUniformAllocationI
for (int i = 0; i < allocInfo.setCount; i++) {
uniforms[i] = malloc(sizeof(struct gnUniform_t));
uniforms[i]->uniform = malloc(sizeof(struct gnPlatformUniform_t));
for (int c = 0; c < MAX_OPENGL_BINDINGS; c++) uniforms[i]->uniform->bindings[c].isUpdated = GN_FALSE;
}
return uniforms;
}