Compute shaders support (#2061)
* Add basic compute shader and ssbo support in rlgl. * Add rlBindImageTexture (untested), now requires SUPPORT_COMPILE_SHADERS * Delete glad.c * Delete glad.h * Delete khrplatform.h * Revert to previous glad.h * Remove "glad.c" Co-authored-by: Ray <raysan5@gmail.com>
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2 changed files with 5649 additions and 5478 deletions
179
src/rlgl.h
179
src/rlgl.h
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@ -41,6 +41,10 @@
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* #define RLGL_SHOW_GL_DETAILS_INFO
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* Show OpenGL extensions and capabilities detailed logs on init
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* Show OpenGL extensions and capabilities detailed logs on init
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*
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*
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* #define SUPPORT_COMPUTE_SHADERS
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* Enable compute shaders and shader storage buffer object support.
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* Currently only work with GRAPHICS_API_OPENGL_33 with appropriate driver support.
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*
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* rlgl capabilities could be customized just defining some internal
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* rlgl capabilities could be customized just defining some internal
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* values before library inclusion (default values listed):
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* values before library inclusion (default values listed):
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*
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*
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@ -250,6 +254,22 @@
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#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
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#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE
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#define RL_FLOAT 0x1406 // GL_FLOAT
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#define RL_FLOAT 0x1406 // GL_FLOAT
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// Buffer usage hint
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#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW
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#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ
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#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY
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#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW
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#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ
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#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY
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#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW
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#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ
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#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY
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// GL Shader type
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#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER
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#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER
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#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -622,7 +642,7 @@ RLAPI void rlUnloadFramebuffer(unsigned int id); // Del
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// Shaders management
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// Shaders management
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RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
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RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
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RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: GL_VERTEX_SHADER, GL_FRAGMENT_SHADER)
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RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
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RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
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RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
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RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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@ -632,6 +652,24 @@ RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); //
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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#if defined(SUPPORT_COMPUTE_SHADERS)
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// Compute shader management
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RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
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RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);
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// Shader buffer storage object management (ssbo)
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RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint);
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RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);
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RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset);
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RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id);
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RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset);
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RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);
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// Buffer management
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RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count);
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RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly);
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#endif
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// Matrix state management
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// Matrix state management
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RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
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RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
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RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
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RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
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@ -691,7 +729,6 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#define GLAD_REALLOC RL_REALLOC
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#define GLAD_REALLOC RL_REALLOC
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#define GLAD_FREE RL_FREE
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#define GLAD_FREE RL_FREE
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#define GLAD_IMPLEMENTATION
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#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
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#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
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#endif
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#endif
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#endif
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#endif
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@ -896,6 +933,8 @@ typedef struct rlglData {
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bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
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bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
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bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
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bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
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bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
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bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
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bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
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bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
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float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
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float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
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int maxDepthBits; // Maximum bits for depth component
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int maxDepthBits; // Maximum bits for depth component
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@ -1874,6 +1913,8 @@ void rlLoadExtensions(void *loader)
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RLGL.ExtSupported.maxDepthBits = 32;
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RLGL.ExtSupported.maxDepthBits = 32;
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RLGL.ExtSupported.texAnisoFilter = true;
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RLGL.ExtSupported.texAnisoFilter = true;
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RLGL.ExtSupported.texMirrorClamp = true;
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RLGL.ExtSupported.texMirrorClamp = true;
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if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true;
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if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
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#if !defined(__APPLE__)
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#if !defined(__APPLE__)
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// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
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// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
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if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT
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if (GLAD_GL_EXT_texture_compression_s3tc) RLGL.ExtSupported.texCompDXT = true; // Texture compression: DXT
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@ -2056,6 +2097,8 @@ void rlLoadExtensions(void *loader)
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if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
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if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported");
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if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
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if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported");
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if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
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if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported");
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if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported");
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if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported");
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#endif // RLGL_SHOW_GL_DETAILS_INFO
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#endif // RLGL_SHOW_GL_DETAILS_INFO
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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@ -3482,7 +3525,7 @@ unsigned int rlCompileShader(const char *shaderCode, int type)
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
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//case GL_GEOMETRY_SHADER:
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//case GL_GEOMETRY_SHADER:
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//case GL_COMPUTE_SHADER:
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
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default: break;
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default: break;
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}
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}
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
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//case GL_GEOMETRY_SHADER:
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//case GL_GEOMETRY_SHADER:
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//case GL_COMPUTE_SHADER:
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
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default: break;
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default: break;
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}
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}
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}
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}
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#endif
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#endif
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}
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}
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unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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{
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unsigned int program = 0;
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#if defined(GRAPHICS_API_OPENGL_33)
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GLint success = 0;
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program = glCreateProgram();
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glAttachShader(program, shaderId);
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glLinkProgram(program);
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// NOTE: All uniform variables are intitialised to 0 when a program links
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (success == GL_FALSE)
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{
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
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int maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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if (maxLength > 0)
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{
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int length = 0;
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char *log = RL_CALLOC(maxLength, sizeof(char));
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glGetProgramInfoLog(program, maxLength, &length, log);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
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RL_FREE(log);
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}
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glDeleteProgram(program);
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program = 0;
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}
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else
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{
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// Get the size of compiled shader program (not available on OpenGL ES 2.0)
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// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
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//GLint binarySize = 0;
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//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
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}
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#endif
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return program;
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}
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#if defined(SUPPORT_COMPUTE_SHADERS)
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void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glDispatchCompute(groupX, groupY, groupZ);
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#endif
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}
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unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
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{
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unsigned int ssbo = 0;
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#if defined(GRAPHICS_API_OPENGL_33)
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glGenBuffers(1, &ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
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#endif
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return ssbo;
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}
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void rlUnloadShaderBuffer(unsigned int ssboId)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glDeleteBuffers(1, &ssboId);
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#endif
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}
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void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
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#endif
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}
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unsigned long long rlGetShaderBufferSize(unsigned int id)
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{
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khronos_int64_t size = 0;
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
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#endif
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return (size > 0) ? size : 0;
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}
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void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
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#endif
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}
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void rlBindShaderBuffer(unsigned int id, unsigned int index)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
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#endif
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}
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void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glBindBuffer(GL_COPY_READ_BUFFER, srcId);
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glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
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#endif
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}
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void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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int glInternalFormat = 0, glFormat = 0, glType = 0;
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
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#endif
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}
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#endif
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// Matrix state management
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// Matrix state management
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//-----------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------
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// Get internal modelview matrix
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// Get internal modelview matrix
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