|
@@ -662,20 +662,20 @@ RLAPI void rlSetShader(unsigned int id, int *locs);
|
|
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
#if defined(GRAPHICS_API_OPENGL_43)
|
|
// Compute shader management
|
|
// Compute shader management
|
|
-RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
|
|
|
|
-RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);
|
|
|
|
|
|
+RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
|
|
|
|
+RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
|
|
|
|
// Shader buffer storage object management (ssbo)
|
|
// Shader buffer storage object management (ssbo)
|
|
-RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint);
|
|
|
|
-RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);
|
|
|
|
-RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset);
|
|
|
|
-RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id);
|
|
|
|
-RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset);
|
|
|
|
-RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);
|
|
|
|
|
|
+RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint); // Load shader storage buffer object (SSBO)
|
|
|
|
+RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO)
|
|
|
|
+RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset); // Update SSBO buffer data
|
|
|
|
+RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
|
|
|
|
+RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset); // Bind SSBO buffer
|
|
|
|
+RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Copy SSBO buffer data
|
|
|
|
|
|
// Buffer management
|
|
// Buffer management
|
|
-RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count);
|
|
|
|
-RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly);
|
|
|
|
|
|
+RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data
|
|
|
|
+RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture
|
|
#endif
|
|
#endif
|
|
|
|
|
|
// Matrix state management
|
|
// Matrix state management
|
|
@@ -686,8 +686,8 @@ RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get
|
|
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
|
|
RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
|
|
RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
|
RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
|
-RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
|
|
|
|
-RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
|
|
|
|
|
|
+RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
|
|
|
|
+RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
|
|
|
|
|
|
// Quick and dirty cube/quad buffers load->draw->unload
|
|
// Quick and dirty cube/quad buffers load->draw->unload
|
|
RLAPI void rlLoadDrawCube(void); // Load and draw a cube
|
|
RLAPI void rlLoadDrawCube(void); // Load and draw a cube
|
|
@@ -3755,11 +3755,12 @@ void rlSetShader(unsigned int id, int *locs)
|
|
#endif
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+#if defined(GRAPHICS_API_OPENGL_43)
|
|
|
|
+// Load compute shader program
|
|
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
|
|
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
|
|
{
|
|
{
|
|
unsigned int program = 0;
|
|
unsigned int program = 0;
|
|
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_43)
|
|
|
|
GLint success = 0;
|
|
GLint success = 0;
|
|
program = glCreateProgram();
|
|
program = glCreateProgram();
|
|
glAttachShader(program, shaderId);
|
|
glAttachShader(program, shaderId);
|
|
@@ -3798,16 +3799,17 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
|
|
|
|
|
|
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
|
|
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
|
|
}
|
|
}
|
|
-#endif
|
|
|
|
|
|
+
|
|
return program;
|
|
return program;
|
|
}
|
|
}
|
|
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_43)
|
|
|
|
|
|
+// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
|
|
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
|
|
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
|
|
{
|
|
{
|
|
glDispatchCompute(groupX, groupY, groupZ);
|
|
glDispatchCompute(groupX, groupY, groupZ);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Load shader storage buffer object (SSBO)
|
|
unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
|
|
unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
|
|
{
|
|
{
|
|
unsigned int ssbo = 0;
|
|
unsigned int ssbo = 0;
|
|
@@ -3819,17 +3821,20 @@ unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int u
|
|
return ssbo;
|
|
return ssbo;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Unload shader storage buffer object (SSBO)
|
|
void rlUnloadShaderBuffer(unsigned int ssboId)
|
|
void rlUnloadShaderBuffer(unsigned int ssboId)
|
|
{
|
|
{
|
|
glDeleteBuffers(1, &ssboId);
|
|
glDeleteBuffers(1, &ssboId);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Update SSBO buffer data
|
|
void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
|
|
void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
|
|
{
|
|
{
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
|
|
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Get SSBO buffer size
|
|
unsigned long long rlGetShaderBufferSize(unsigned int id)
|
|
unsigned long long rlGetShaderBufferSize(unsigned int id)
|
|
{
|
|
{
|
|
long long size = 0;
|
|
long long size = 0;
|
|
@@ -3837,20 +3842,23 @@ unsigned long long rlGetShaderBufferSize(unsigned int id)
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
|
|
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
|
|
|
|
|
|
- return (size > 0) ? size : 0;
|
|
|
|
|
|
+ return (size > 0)? size : 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Read SSBO buffer data
|
|
void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
|
|
void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
|
|
{
|
|
{
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
|
|
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Bind SSBO buffer
|
|
void rlBindShaderBuffer(unsigned int id, unsigned int index)
|
|
void rlBindShaderBuffer(unsigned int id, unsigned int index)
|
|
{
|
|
{
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Copy SSBO buffer data
|
|
void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
|
|
void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
|
|
{
|
|
{
|
|
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
|
|
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
|
|
@@ -3858,6 +3866,7 @@ void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned lon
|
|
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
|
|
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+// Bind image texture
|
|
void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
|
|
void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
|
|
{
|
|
{
|
|
int glInternalFormat = 0, glFormat = 0, glType = 0;
|
|
int glInternalFormat = 0, glFormat = 0, glType = 0;
|