Files
aego/gpu/gl33/resources.go
T
sanspie 5eb1832907
ci-platforms / darwin amd64 smoke (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 15m28s
ci / release (push) Skipped
ci-platforms / windows amd64 smoke (push) Skipped
ci-platforms / darwin arm64 smoke (push) Skipped
ci / checks (push) Successful in 7m47s
Complete Stage 12 for v0.12.0
2026-11-05 11:46:53 +03:00

423 lines
13 KiB
Go

package gl33
import (
"unsafe"
"aego/core/errs"
"aego/core/handle"
"aego/core/log"
"aego/gpu"
"aego/gpu/gl33/gl"
"aego/gpu/internal/glstate"
)
func bytesPtr(b []byte) unsafe.Pointer {
if len(b) == 0 {
return nil
}
return unsafe.Pointer(&b[0])
}
func offsetPtr(off int) unsafe.Pointer {
return unsafe.Add(unsafe.Pointer(nil), off)
}
func (d *Device) CreateBuffer(desc gpu.BufferDesc) (gpu.BufferHandle, error) {
size := max(desc.Size, len(desc.Data))
if size <= 0 {
return gpu.BufferHandle{}, errs.New(errs.GPUResource, "buffer size must be positive", log.F("label", desc.Label))
}
usage := uint32(gl.STATIC_DRAW)
if desc.Dynamic || desc.Usage == gpu.BufferUniform {
usage = gl.DYNAMIC_DRAW
}
var id uint32
gl.GenBuffers(1, &id)
gl.BindBuffer(gl.COPY_WRITE_BUFFER, id)
if len(desc.Data) == size {
gl.BufferData(gl.COPY_WRITE_BUFFER, size, bytesPtr(desc.Data), usage)
} else {
gl.BufferData(gl.COPY_WRITE_BUFFER, size, nil, usage)
if len(desc.Data) > 0 {
gl.BufferSubData(gl.COPY_WRITE_BUFFER, 0, len(desc.Data), bytesPtr(desc.Data))
}
}
gl.BindBuffer(gl.COPY_WRITE_BUFFER, 0)
d.label(gl.BUFFER, id, desc.Label)
if err := d.checkError("create buffer", desc.Label); err != nil {
gl.DeleteBuffers(1, &id)
return gpu.BufferHandle{}, err
}
h, b := d.buffers.Alloc()
*b = glBuffer{id: id, usage: desc.Usage, size: size, index: desc.IndexFormat}
return gpu.BufferHandle(h), nil
}
func (d *Device) UpdateBuffer(h gpu.BufferHandle, offset int, data []byte) {
b, ok := d.buffers.Get(handle.Cast[glBuffer](h))
if !ok || len(data) == 0 {
return
}
if offset < 0 || offset+len(data) > b.size {
d.log.Error("buffer update out of range", log.F("offset", offset), log.F("len", len(data)), log.F("size", b.size))
return
}
gl.BindBuffer(gl.COPY_WRITE_BUFFER, b.id)
gl.BufferSubData(gl.COPY_WRITE_BUFFER, offset, len(data), unsafe.Pointer(&data[0]))
gl.BindBuffer(gl.COPY_WRITE_BUFFER, 0)
}
func (d *Device) DestroyBuffer(h gpu.BufferHandle) {
d.destroy(kindBuffer, h.Index, h.Gen)
}
func (d *Device) bindScratch(id uint32) {
gl.ActiveTexture(gl.TEXTURE0 + scratchUnit)
d.cache.BindTexture(scratchUnit, id)
}
func (d *Device) bindTextureScratch(target, id uint32) {
gl.ActiveTexture(gl.TEXTURE0 + scratchUnit)
d.cache.BindTextureTarget(scratchUnit, target, id)
}
func (d *Device) CreateTexture(desc gpu.TextureDesc) (gpu.TextureHandle, error) {
if err := gpu.ValidateTextureDesc(desc, d.caps); err != nil {
return gpu.TextureHandle{}, errs.Wrap(err, errs.GPUResource, "create texture")
}
info, ok := d.formatInfo(desc.Format)
if !ok {
return gpu.TextureHandle{}, errs.New(errs.GPUResource, "unsupported texture format")
}
target := uint32(gl.TEXTURE_2D)
if desc.Dimension == gpu.Texture2DArray {
target = gl.TEXTURE_2D_ARRAY
}
var id uint32
gl.GenTextures(1, &id)
d.bindTextureScratch(target, id)
if desc.Dimension == gpu.Texture2DArray {
gl.TexImage3D(target, 0, info.internal, int32(desc.Width), int32(desc.Height), int32(desc.Layers), 0, info.format, info.xtype, bytesPtr(desc.Data))
} else {
gl.TexImage2D(target, 0, info.internal, int32(desc.Width), int32(desc.Height), 0, info.format, info.xtype, bytesPtr(desc.Data))
}
mips := desc.Mips && !info.depth
minFilter := int32(gl.LINEAR)
if mips {
minFilter = gl.LINEAR_MIPMAP_LINEAR
gl.GenerateMipmap(target)
}
gl.TexParameteri(target, gl.TEXTURE_MIN_FILTER, minFilter)
gl.TexParameteri(target, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
d.label(gl.TEXTURE, id, desc.Label)
if err := d.checkError("create texture", desc.Label); err != nil {
d.cache.ForgetTexture(id)
gl.DeleteTextures(1, &id)
return gpu.TextureHandle{}, err
}
h, t := d.textures.Alloc()
desc.Data = nil
desc.Mips = mips
*t = glTexture{id: id, w: desc.Width, h: desc.Height, info: info, mips: mips, target: target, desc: desc}
return gpu.TextureHandle(h), nil
}
func (d *Device) UpdateTexture(th gpu.TextureHandle, x, y, w, h int, data []byte) {
if len(data) == 0 {
return
}
if err := d.UpdateTextureRegion(th, gpu.TextureUpdate{X: x, Y: y, Width: w, Height: h, Data: data}); err != nil {
d.log.Error("texture update failed", log.F("err", err.Error()))
}
}
func (d *Device) UpdateTextureRegion(th gpu.TextureHandle, u gpu.TextureUpdate) error {
t, ok := d.textures.Get(handle.Cast[glTexture](th))
if !ok {
return errs.New(errs.GPUInvalidHandle, "texture update: invalid handle")
}
if err := gpu.ValidateTextureUpdate(t.desc, u); err != nil {
return errs.Wrap(err, errs.GPUResource, "texture update")
}
d.bindTextureScratch(t.target, t.id)
if t.desc.Dimension == gpu.Texture2DArray {
gl.TexSubImage3D(t.target, int32(u.Subresource.Mip), int32(u.X), int32(u.Y), int32(u.Subresource.Layer), int32(u.Width), int32(u.Height), 1, t.info.format, t.info.xtype, bytesPtr(u.Data))
} else {
gl.TexSubImage2D(t.target, int32(u.Subresource.Mip), int32(u.X), int32(u.Y), int32(u.Width), int32(u.Height), t.info.format, t.info.xtype, bytesPtr(u.Data))
}
// Base-level changes rebuild the generated chain. Explicit writes to later
// levels remain intact until the next base-level update.
if t.mips && u.Subresource.Mip == 0 {
gl.GenerateMipmap(t.target)
}
return d.checkError("update texture", t.desc.Label)
}
func (d *Device) DestroyTexture(h gpu.TextureHandle) {
d.destroy(kindTexture, h.Index, h.Gen)
}
func (d *Device) ReadPixels(th gpu.TextureHandle, x, y, w, h int, out []byte) error {
return d.ReadTexturePixels(th, gpu.TextureSubresource{}, x, y, w, h, out)
}
func (d *Device) readTarget(th gpu.TextureHandle, sub gpu.TextureSubresource, x, y, w, h, count int, floating bool) error {
t, ok := d.textures.Get(handle.Cast[glTexture](th))
if !ok {
return errs.New(errs.GPUInvalidHandle, "read pixels: texture handle is invalid")
}
if t.info.depth {
return errs.New(errs.GPUResource, "read pixels: depth textures are not readable")
}
if (t.desc.Format == gpu.TexRGBA16F) != floating {
return errs.New(errs.GPUResource, "read pixels: use float readback for RGBA16F, RGBA8 readback for normalized targets")
}
tw, thh, valid := t.desc.SubresourceSize(sub)
if !valid || x < 0 || y < 0 || w <= 0 || h <= 0 || w > tw || h > thh || x > tw-w || y > thh-h {
return errs.New(errs.GPUResource, "read pixels: region or subresource out of range")
}
if uint64(w)*uint64(h)*4 > uint64(count) {
return errs.New(errs.GPUResource, "read pixels: destination too small")
}
if d.inFrame {
return errs.New(errs.GPUResource, "read pixels: must be called after EndFrame")
}
fbo, _, _, _, err := d.framebufferSub(handle.Cast[glTexture](th), sub, handle.Handle[glTexture]{}, gpu.TextureSubresource{})
if err != nil {
return errs.Wrap(err, errs.GPUResource, "read pixels")
}
gl.BindFramebuffer(gl.READ_FRAMEBUFFER, fbo)
d.cache.Invalidate()
gl.ReadBuffer(gl.COLOR_ATTACHMENT0)
gl.PixelStorei(gl.PACK_ALIGNMENT, 1)
for gl.GetError() != gl.NO_ERROR {
}
return nil
}
func (d *Device) ReadTexturePixels(th gpu.TextureHandle, sub gpu.TextureSubresource, x, y, w, h int, out []byte) error {
if err := d.readTarget(th, sub, x, y, w, h, len(out), false); err != nil {
return err
}
gl.ReadPixels(int32(x), int32(y), int32(w), int32(h), gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&out[0]))
if e := gl.GetError(); e != gl.NO_ERROR {
return errs.New(errs.GPUResource, "glReadPixels failed", log.F("gl", glErrorName(e)))
}
return nil
}
func (d *Device) ReadTexturePixelsFloat(th gpu.TextureHandle, sub gpu.TextureSubresource, x, y, w, h int, out []float32) error {
if err := d.readTarget(th, sub, x, y, w, h, len(out), true); err != nil {
return err
}
gl.ReadPixels(int32(x), int32(y), int32(w), int32(h), gl.RGBA, gl.FLOAT, unsafe.Pointer(&out[0]))
if e := gl.GetError(); e != gl.NO_ERROR {
return errs.New(errs.GPUResource, "float glReadPixels failed", log.F("gl", glErrorName(e)))
}
return nil
}
// ReadBackbuffer reads the default framebuffer after EndFrame and before the swap.
func (d *Device) ReadBackbuffer(w, h int, out []byte) error {
if need := w * h * 4; w <= 0 || h <= 0 || len(out) < need {
return errs.New(errs.GPUResource, "read backbuffer: bad size", log.F("w", w), log.F("h", h))
}
if d.inFrame {
return errs.New(errs.GPUResource, "read backbuffer: must be called after EndFrame")
}
gl.BindFramebuffer(gl.READ_FRAMEBUFFER, 0)
d.cache.Invalidate()
gl.PixelStorei(gl.PACK_ALIGNMENT, 1)
var e uint32
for _, buf := range []uint32{gl.BACK, gl.FRONT} {
for gl.GetError() != gl.NO_ERROR {
}
gl.ReadBuffer(buf)
gl.ReadPixels(0, 0, int32(w), int32(h), gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&out[0]))
if e = gl.GetError(); e == gl.NO_ERROR {
return nil
}
}
return errs.New(errs.GPUResource, "glReadPixels failed", log.F("gl", glErrorName(e)))
}
func (d *Device) CreateSampler(desc gpu.SamplerDesc) (gpu.SamplerHandle, error) {
var id uint32
gl.GenSamplers(1, &id)
gl.SamplerParameteri(id, gl.TEXTURE_MIN_FILTER, minFilterValue(desc.MinFilter, desc.Mipmaps))
gl.SamplerParameteri(id, gl.TEXTURE_MAG_FILTER, filterValue(desc.MagFilter))
gl.SamplerParameteri(id, gl.TEXTURE_WRAP_S, wrapValue(desc.WrapU))
gl.SamplerParameteri(id, gl.TEXTURE_WRAP_T, wrapValue(desc.WrapV))
if err := d.checkError("create sampler", ""); err != nil {
gl.DeleteSamplers(1, &id)
return gpu.SamplerHandle{}, err
}
h, s := d.samplers.Alloc()
s.id = id
return gpu.SamplerHandle(h), nil
}
func (d *Device) DestroySampler(h gpu.SamplerHandle) {
d.destroy(kindSampler, h.Index, h.Gen)
}
func (d *Device) CreatePipeline(desc gpu.PipelineDesc) (gpu.PipelineHandle, error) {
if err := gpu.ValidateVertexLayout(desc.Layout, d.Caps()); err != nil {
return gpu.PipelineHandle{}, err
}
sh, ok := d.shaders.Get(handle.Cast[glShader](desc.Shader))
if !ok {
return gpu.PipelineHandle{}, errs.New(errs.GPUInvalidHandle, "pipeline shader handle is invalid", log.F("label", desc.Label))
}
p := glPipeline{
program: sh.program,
prim: desc.Primitive,
mode: primitiveMode(desc.Primitive),
blend: toBlend(desc.Blend),
depth: toDepth(desc.Depth),
cull: toCull(desc.Cull),
}
for _, a := range desc.Layout.Attrs {
slot := int(a.Slot)
if slot >= gpu.MaxVertexSlots {
return gpu.PipelineHandle{}, errs.New(errs.GPUResource, "vertex slot out of range",
log.F("label", desc.Label), log.F("slot", slot))
}
stride := desc.Layout.Strides[slot]
if stride == 0 {
return gpu.PipelineHandle{}, errs.New(errs.GPUResource, "vertex slot has zero stride",
log.F("label", desc.Label), log.F("slot", slot))
}
size, xtype, norm, integer := vertexFormat(a.Format)
p.attrs = append(p.attrs, glstate.Attrib{
Location: uint32(a.Location),
Slot: slot,
Size: size,
Type: xtype,
Normalized: norm,
Integer: integer,
Stride: int32(stride),
Offset: int(a.Offset),
})
p.used[slot] = true
}
var vao uint32
gl.GenVertexArrays(1, &vao)
d.cache.BindVertexArray(vao)
for _, a := range p.attrs {
gl.EnableVertexAttribArray(a.Location)
var divisor uint32
if desc.Layout.PerInstance[a.Slot] {
divisor = 1
}
gl.VertexAttribDivisor(a.Location, divisor)
}
d.label(gl.VERTEX_ARRAY, vao, desc.Label)
if err := d.checkError("create pipeline", desc.Label); err != nil {
d.cache.BindVertexArray(0)
gl.DeleteVertexArrays(1, &vao)
return gpu.PipelineHandle{}, err
}
p.vao = vao
h, dst := d.pipelines.Alloc()
*dst = p
return gpu.PipelineHandle(h), nil
}
func (d *Device) DestroyPipeline(h gpu.PipelineHandle) {
d.destroy(kindPipeline, h.Index, h.Gen)
}
func (d *Device) destroy(kind resourceKind, index, gen uint32) {
if d.inFrame {
d.pending = append(d.pending, pendingDestroy{kind: kind, index: index, gen: gen})
return
}
d.destroyNow(kind, index, gen)
}
func (d *Device) destroyNow(kind resourceKind, index, gen uint32) {
switch kind {
case kindBuffer:
h := handle.Handle[glBuffer]{Index: index, Gen: gen}
b, ok := d.buffers.Get(h)
if !ok {
return
}
id := b.id
d.forgetBuffer(id)
gl.DeleteBuffers(1, &id)
d.buffers.Free(h)
case kindTexture:
h := handle.Handle[glTexture]{Index: index, Gen: gen}
t, ok := d.textures.Get(h)
if !ok {
return
}
id := t.id
d.forgetFramebuffers(h)
d.cache.ForgetTexture(id)
gl.DeleteTextures(1, &id)
d.textures.Free(h)
case kindSampler:
h := handle.Handle[glSampler]{Index: index, Gen: gen}
s, ok := d.samplers.Get(h)
if !ok {
return
}
id := s.id
d.cache.ForgetSampler(id)
gl.DeleteSamplers(1, &id)
d.samplers.Free(h)
case kindShader:
h := handle.Handle[glShader]{Index: index, Gen: gen}
s, ok := d.shaders.Get(h)
if !ok {
return
}
d.cache.ForgetProgram(s.program)
gl.DeleteProgram(s.program)
d.shaders.Free(h)
case kindPipeline:
h := handle.Handle[glPipeline]{Index: index, Gen: gen}
p, ok := d.pipelines.Get(h)
if !ok {
return
}
vao := p.vao
if d.pass.pipe == p {
d.pass.pipe = nil
}
d.cache.ForgetVertexArray(vao)
gl.DeleteVertexArrays(1, &vao)
d.pipelines.Free(h)
case kindQuery:
h := handle.Handle[glQuery]{Index: index, Gen: gen}
q, ok := d.queries.Get(h)
if !ok {
return
}
id := q.id
if d.activeQuery == id {
gl.EndQuery(gl.TIME_ELAPSED)
d.activeQuery = 0
}
gl.DeleteQueries(1, &id)
d.queries.Free(h)
}
}
func (d *Device) forgetBuffer(id uint32) {
d.cache.ForgetUniformBuffer(id)
}
func (d *Device) TextureInfo(h gpu.TextureHandle) (gpu.TextureDesc, bool) {
t, ok := d.textures.Get(handle.Cast[glTexture](h))
if !ok {
return gpu.TextureDesc{}, false
}
return t.desc, true
}