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zengl.c
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#include <Python.h>
#include <structmember.h>
#define MAX_ATTACHMENTS 8
#define MAX_BUFFER_BINDINGS 8
#define MAX_SAMPLER_BINDINGS 16
typedef struct VertexFormat {
int type;
int size;
int normalize;
int integer;
} VertexFormat;
typedef struct ImageFormat {
int internal_format;
int format;
int type;
int components;
int pixel_size;
int buffer;
int color;
int clear_type;
int flags;
} ImageFormat;
typedef struct UniformBinding {
int function;
int location;
int count;
int offset;
} UniformBinding;
typedef struct UniformHeader {
int count;
UniformBinding binding[1];
} UniformHeader;
typedef struct StencilSettings {
int fail_op;
int pass_op;
int depth_fail_op;
int compare_op;
int compare_mask;
int write_mask;
int reference;
} StencilSettings;
typedef struct Viewport {
int x;
int y;
int width;
int height;
} Viewport;
typedef union ClearValue {
float clear_floats[4];
int clear_ints[4];
unsigned clear_uints[4];
} ClearValue;
typedef struct IntPair {
int x;
int y;
} IntPair;
typedef struct Limits {
int max_uniform_buffer_bindings;
int max_uniform_block_size;
int max_combined_uniform_blocks;
int max_combined_texture_image_units;
int max_vertex_attribs;
int max_draw_buffers;
int max_samples;
} Limits;
typedef struct ModuleState {
PyObject * helper;
PyObject * empty_tuple;
PyObject * str_none;
PyObject * str_triangles;
PyObject * str_static_draw;
PyObject * str_dynamic_draw;
PyObject * str_rgba8unorm;
PyObject * default_loader;
PyObject * default_context;
PyTypeObject * Context_type;
PyTypeObject * Buffer_type;
PyTypeObject * Image_type;
PyTypeObject * Pipeline_type;
PyTypeObject * ImageFace_type;
PyTypeObject * BufferView_type;
PyTypeObject * DescriptorSet_type;
PyTypeObject * GlobalSettings_type;
PyTypeObject * GLObject_type;
} ModuleState;
typedef struct GCHeader {
PyObject_HEAD
struct GCHeader * gc_prev;
struct GCHeader * gc_next;
} GCHeader;
typedef struct GLObject {
PyObject_HEAD
int uses;
int obj;
PyObject * extra;
} GLObject;
typedef struct BufferBinding {
struct Buffer * buffer;
int offset;
int size;
} BufferBinding;
typedef struct SamplerBinding {
GLObject * sampler;
struct Image * image;
} SamplerBinding;
typedef struct DescriptorSetBuffers {
int binding_count;
BufferBinding binding[MAX_BUFFER_BINDINGS];
} DescriptorSetBuffers;
typedef struct DescriptorSetSamplers {
int binding_count;
SamplerBinding binding[MAX_SAMPLER_BINDINGS];
} DescriptorSetSamplers;
typedef struct DescriptorSet {
PyObject_HEAD
int uses;
DescriptorSetBuffers uniform_buffers;
DescriptorSetSamplers samplers;
} DescriptorSet;
typedef struct BlendState {
int op_color;
int op_alpha;
int src_color;
int dst_color;
int src_alpha;
int dst_alpha;
} BlendState;
typedef struct GlobalSettings {
PyObject_HEAD
int uses;
int attachments;
int cull_face;
int depth_enabled;
int depth_write;
int depth_func;
int stencil_enabled;
StencilSettings stencil_front;
StencilSettings stencil_back;
int blend_enabled;
BlendState blend;
} GlobalSettings;
typedef struct Context {
PyObject_HEAD
GCHeader * gc_prev;
GCHeader * gc_next;
ModuleState * module_state;
PyObject * descriptor_set_cache;
PyObject * global_settings_cache;
PyObject * sampler_cache;
PyObject * vertex_array_cache;
PyObject * framebuffer_cache;
PyObject * program_cache;
PyObject * shader_cache;
PyObject * includes;
GLObject * default_framebuffer;
PyObject * info_dict;
DescriptorSet * current_descriptor_set;
GlobalSettings * current_global_settings;
int is_mask_default;
int is_stencil_default;
int is_blend_default;
Viewport current_viewport;
int current_read_framebuffer;
int current_draw_framebuffer;
int current_program;
int current_vertex_array;
int current_depth_mask;
int current_stencil_mask;
int default_texture_unit;
int is_gles;
int is_webgl;
int is_lost;
Limits limits;
} Context;
typedef struct Buffer {
PyObject_HEAD
GCHeader * gc_prev;
GCHeader * gc_next;
Context * ctx;
int buffer;
int target;
int size;
int access;
} Buffer;
typedef struct Image {
PyObject_HEAD
GCHeader * gc_prev;
GCHeader * gc_next;
Context * ctx;
PyObject * size;
PyObject * format;
PyObject * faces;
PyObject * layers;
ImageFormat fmt;
ClearValue clear_value;
int image;
int width;
int height;
int samples;
int array;
int cubemap;
int target;
int renderbuffer;
int layer_count;
int level_count;
} Image;
typedef struct RenderParameters {
int vertex_count;
int instance_count;
int first_vertex;
} RenderParameters;
typedef struct Pipeline {
PyObject_HEAD
GCHeader * gc_prev;
GCHeader * gc_next;
Context * ctx;
PyObject * create_kwargs;
DescriptorSet * descriptor_set;
GlobalSettings * global_settings;
GLObject * framebuffer;
GLObject * vertex_array;
GLObject * program;
PyObject * uniforms;
PyObject * uniform_layout;
PyObject * uniform_data;
PyObject * viewport_data;
PyObject * render_data;
Py_buffer uniform_layout_buffer;
Py_buffer uniform_data_buffer;
Py_buffer viewport_data_buffer;
Py_buffer render_data_buffer;
RenderParameters params;
Viewport viewport;
int topology;
int index_type;
int index_size;
} Pipeline;
typedef struct ImageFace {
PyObject_HEAD
Context * ctx;
Image * image;
GLObject * framebuffer;
PyObject * size;
int width;
int height;
int layer;
int level;
int samples;
int flags;
} ImageFace;
typedef struct BufferView {
PyObject_HEAD
Buffer * buffer;
int offset;
int size;
} BufferView;
typedef Py_ssize_t intptr;
#ifdef _WIN32
#define GL __stdcall
#else
#define GL
#endif
#ifndef EXTERN_GL
#define RESOLVE(type, name, ...) static type (GL * name)(__VA_ARGS__)
#else
#define RESOLVE(type, name, ...) extern type GL name(__VA_ARGS__) __asm__("zengl_" # name)
#endif
#define GL_DEPTH_BUFFER_BIT 0x0100
#define GL_STENCIL_BUFFER_BIT 0x0400
#define GL_COLOR_BUFFER_BIT 0x4000
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_BLEND 0x0BE2
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE0 0x84C0
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
#define GL_TEXTURE_LOD_BIAS 0x8501
#define GL_TEXTURE_COMPARE_MODE 0x884C
#define GL_TEXTURE_COMPARE_FUNC 0x884D
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_MAX_DRAW_BUFFERS 0x8824
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GL_DEPTH_STENCIL 0x84F9
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_DEPTH_ATTACHMENT 0x8D00
#define GL_STENCIL_ATTACHMENT 0x8D20
#define GL_RENDERBUFFER 0x8D41
#define GL_MAX_SAMPLES 0x8D57
#define GL_COPY_READ_BUFFER 0x8F36
#define GL_COPY_WRITE_BUFFER 0x8F37
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_PROGRAM_POINT_SIZE 0x8642
#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE
static int gl_initialized = 0;
RESOLVE(void, glCullFace, int);
RESOLVE(void, glClear, int);
RESOLVE(void, glTexParameteri, int, int, int);
RESOLVE(void, glTexImage2D, int, int, int, int, int, int, int, int, const void *);
RESOLVE(void, glDepthMask, int);
RESOLVE(void, glDisable, int);
RESOLVE(void, glEnable, int);
RESOLVE(void, glFlush);
RESOLVE(void, glDepthFunc, int);
RESOLVE(void, glReadBuffer, int);
RESOLVE(void, glReadPixels, int, int, int, int, int, int, void *);
RESOLVE(int, glGetError);
RESOLVE(void, glGetIntegerv, int, int *);
RESOLVE(const char *, glGetString, int);
RESOLVE(void, glViewport, int, int, int, int);
RESOLVE(void, glTexSubImage2D, int, int, int, int, int, int, int, int, const void *);
RESOLVE(void, glBindTexture, int, int);
RESOLVE(void, glDeleteTextures, int, const int *);
RESOLVE(void, glGenTextures, int, int *);
RESOLVE(void, glTexImage3D, int, int, int, int, int, int, int, int, int, const void *);
RESOLVE(void, glTexSubImage3D, int, int, int, int, int, int, int, int, int, int, const void *);
RESOLVE(void, glActiveTexture, int);
RESOLVE(void, glBlendFuncSeparate, int, int, int, int);
RESOLVE(void, glBindBuffer, int, int);
RESOLVE(void, glDeleteBuffers, int, const int *);
RESOLVE(void, glGenBuffers, int, int *);
RESOLVE(void, glBufferData, int, intptr, const void *, int);
RESOLVE(void, glBufferSubData, int, intptr, intptr, const void *);
RESOLVE(void, glGetBufferSubData, int, intptr, intptr, void *);
RESOLVE(void, glBlendEquationSeparate, int, int);
RESOLVE(void, glDrawBuffers, int, const int *);
RESOLVE(void, glStencilOpSeparate, int, int, int, int);
RESOLVE(void, glStencilFuncSeparate, int, int, int, int);
RESOLVE(void, glStencilMaskSeparate, int, int);
RESOLVE(void, glAttachShader, int, int);
RESOLVE(void, glCompileShader, int);
RESOLVE(int, glCreateProgram);
RESOLVE(int, glCreateShader, int);
RESOLVE(void, glDeleteProgram, int);
RESOLVE(void, glDeleteShader, int);
RESOLVE(void, glEnableVertexAttribArray, int);
RESOLVE(void, glGetActiveAttrib, int, int, int, int *, int *, int *, char *);
RESOLVE(void, glGetActiveUniform, int, int, int, int *, int *, int *, char *);
RESOLVE(int, glGetAttribLocation, int, const char *);
RESOLVE(void, glGetProgramiv, int, int, int *);
RESOLVE(void, glGetProgramInfoLog, int, int, int *, char *);
RESOLVE(void, glGetShaderiv, int, int, int *);
RESOLVE(void, glGetShaderInfoLog, int, int, int *, char *);
RESOLVE(int, glGetUniformLocation, int, const char *);
RESOLVE(void, glLinkProgram, int);
RESOLVE(void, glShaderSource, int, int, const void *, const int *);
RESOLVE(void, glUseProgram, int);
RESOLVE(void, glUniform1i, int, int);
RESOLVE(void, glUniform1fv, int, int, const void *);
RESOLVE(void, glUniform2fv, int, int, const void *);
RESOLVE(void, glUniform3fv, int, int, const void *);
RESOLVE(void, glUniform4fv, int, int, const void *);
RESOLVE(void, glUniform1iv, int, int, const void *);
RESOLVE(void, glUniform2iv, int, int, const void *);
RESOLVE(void, glUniform3iv, int, int, const void *);
RESOLVE(void, glUniform4iv, int, int, const void *);
RESOLVE(void, glUniformMatrix2fv, int, int, int, const void *);
RESOLVE(void, glUniformMatrix3fv, int, int, int, const void *);
RESOLVE(void, glUniformMatrix4fv, int, int, int, const void *);
RESOLVE(void, glVertexAttribPointer, int, int, int, int, int, intptr);
RESOLVE(void, glUniformMatrix2x3fv, int, int, int, const void *);
RESOLVE(void, glUniformMatrix3x2fv, int, int, int, const void *);
RESOLVE(void, glUniformMatrix2x4fv, int, int, int, const void *);
RESOLVE(void, glUniformMatrix4x2fv, int, int, int, const void *);
RESOLVE(void, glUniformMatrix3x4fv, int, int, int, const void *);
RESOLVE(void, glUniformMatrix4x3fv, int, int, int, const void *);
RESOLVE(void, glBindBufferRange, int, int, int, intptr, intptr);
RESOLVE(void, glVertexAttribIPointer, int, int, int, int, intptr);
RESOLVE(void, glUniform1uiv, int, int, const void *);
RESOLVE(void, glUniform2uiv, int, int, const void *);
RESOLVE(void, glUniform3uiv, int, int, const void *);
RESOLVE(void, glUniform4uiv, int, int, const void *);
RESOLVE(void, glClearBufferiv, int, int, const void *);
RESOLVE(void, glClearBufferuiv, int, int, const void *);
RESOLVE(void, glClearBufferfv, int, int, const void *);
RESOLVE(void, glClearBufferfi, int, int, float, int);
RESOLVE(void, glBindRenderbuffer, int, int);
RESOLVE(void, glDeleteRenderbuffers, int, const int *);
RESOLVE(void, glGenRenderbuffers, int, int *);
RESOLVE(void, glBindFramebuffer, int, int);
RESOLVE(void, glDeleteFramebuffers, int, const int *);
RESOLVE(void, glGenFramebuffers, int, int *);
RESOLVE(void, glFramebufferTexture2D, int, int, int, int, int);
RESOLVE(void, glFramebufferRenderbuffer, int, int, int, int);
RESOLVE(void, glGenerateMipmap, int);
RESOLVE(void, glBlitFramebuffer, int, int, int, int, int, int, int, int, int, int);
RESOLVE(void, glRenderbufferStorageMultisample, int, int, int, int, int);
RESOLVE(void, glFramebufferTextureLayer, int, int, int, int, int);
RESOLVE(void, glBindVertexArray, int);
RESOLVE(void, glDeleteVertexArrays, int, const int *);
RESOLVE(void, glGenVertexArrays, int, int *);
RESOLVE(void, glDrawArraysInstanced, int, int, int, int);
RESOLVE(void, glDrawElementsInstanced, int, int, int, intptr, int);
RESOLVE(void, glCopyBufferSubData, int, int, intptr, intptr, intptr);
RESOLVE(int, glGetUniformBlockIndex, int, const char *);
RESOLVE(void, glGetActiveUniformBlockiv, int, int, int, int *);
RESOLVE(void, glGetActiveUniformBlockName, int, int, int, int *, char *);
RESOLVE(void, glUniformBlockBinding, int, int, int);
RESOLVE(void, glGenSamplers, int, int *);
RESOLVE(void, glDeleteSamplers, int, const int *);
RESOLVE(void, glBindSampler, int, int);
RESOLVE(void, glSamplerParameteri, int, int, int);
RESOLVE(void, glSamplerParameterf, int, int, float);
RESOLVE(void, glVertexAttribDivisor, int, int);
#ifndef EXTERN_GL
static void * load_opengl_function(PyObject * loader_function, const char * method) {
PyObject * res = PyObject_CallFunction(loader_function, "(s)", method);
if (!res) {
return NULL;
}
void * ptr = PyLong_AsVoidPtr(res);
Py_DECREF(res);
return ptr;
}
static void load_gl(PyObject * loader) {
PyObject * loader_function = PyObject_GetAttrString(loader, "load_opengl_function");
if (!loader_function) {
PyErr_Format(PyExc_ValueError, "invalid loader");
return;
}
PyObject * missing = PyList_New(0);
#define check(name) if (!name) { if (PyErr_Occurred()) return; PyList_Append(missing, PyUnicode_FromString(#name)); }
#define load(name) *(void **)&name = load_opengl_function(loader_function, #name); check(name)
load(glCullFace);
load(glClear);
load(glTexParameteri);
load(glTexImage2D);
load(glDepthMask);
load(glDisable);
load(glEnable);
load(glFlush);
load(glDepthFunc);
load(glReadBuffer);
load(glReadPixels);
load(glGetError);
load(glGetIntegerv);
load(glGetString);
load(glViewport);
load(glTexSubImage2D);
load(glBindTexture);
load(glDeleteTextures);
load(glGenTextures);
load(glTexImage3D);
load(glTexSubImage3D);
load(glActiveTexture);
load(glBlendFuncSeparate);
load(glBindBuffer);
load(glDeleteBuffers);
load(glGenBuffers);
load(glBufferData);
load(glBufferSubData);
load(glGetBufferSubData);
load(glBlendEquationSeparate);
load(glDrawBuffers);
load(glStencilOpSeparate);
load(glStencilFuncSeparate);
load(glStencilMaskSeparate);
load(glAttachShader);
load(glCompileShader);
load(glCreateProgram);
load(glCreateShader);
load(glDeleteProgram);
load(glDeleteShader);
load(glEnableVertexAttribArray);
load(glGetActiveAttrib);
load(glGetActiveUniform);
load(glGetAttribLocation);
load(glGetProgramiv);
load(glGetProgramInfoLog);
load(glGetShaderiv);
load(glGetShaderInfoLog);
load(glGetUniformLocation);
load(glLinkProgram);
load(glShaderSource);
load(glUseProgram);
load(glUniform1i);
load(glUniform1fv);
load(glUniform2fv);
load(glUniform3fv);
load(glUniform4fv);
load(glUniform1iv);
load(glUniform2iv);
load(glUniform3iv);
load(glUniform4iv);
load(glUniformMatrix2fv);
load(glUniformMatrix3fv);
load(glUniformMatrix4fv);
load(glVertexAttribPointer);
load(glUniformMatrix2x3fv);
load(glUniformMatrix3x2fv);
load(glUniformMatrix2x4fv);
load(glUniformMatrix4x2fv);
load(glUniformMatrix3x4fv);
load(glUniformMatrix4x3fv);
load(glBindBufferRange);
load(glVertexAttribIPointer);
load(glUniform1uiv);
load(glUniform2uiv);
load(glUniform3uiv);
load(glUniform4uiv);
load(glClearBufferiv);
load(glClearBufferuiv);
load(glClearBufferfv);
load(glClearBufferfi);
load(glBindRenderbuffer);
load(glDeleteRenderbuffers);
load(glGenRenderbuffers);
load(glBindFramebuffer);
load(glDeleteFramebuffers);
load(glGenFramebuffers);
load(glFramebufferTexture2D);
load(glFramebufferRenderbuffer);
load(glGenerateMipmap);
load(glBlitFramebuffer);
load(glRenderbufferStorageMultisample);
load(glFramebufferTextureLayer);
load(glBindVertexArray);
load(glDeleteVertexArrays);
load(glGenVertexArrays);
load(glDrawArraysInstanced);
load(glDrawElementsInstanced);
load(glCopyBufferSubData);
load(glGetUniformBlockIndex);
load(glGetActiveUniformBlockiv);
load(glGetActiveUniformBlockName);
load(glUniformBlockBinding);
load(glGenSamplers);
load(glDeleteSamplers);
load(glBindSampler);
load(glSamplerParameteri);
load(glSamplerParameterf);
load(glVertexAttribDivisor);
#undef load
#undef check
Py_DECREF(loader_function);
if (PyList_Size(missing)) {
PyErr_Format(PyExc_RuntimeError, "cannot load opengl %R", missing);
}
Py_DECREF(missing);
}
#else
static void load_gl(PyObject * loader) {
}
#endif
static void bind_uniforms(Pipeline * self) {
const UniformHeader * const header = (UniformHeader *)self->uniform_layout_buffer.buf;
const char * const data = (char *)self->uniform_data_buffer.buf;
for (int i = 0; i < header->count; ++i) {
const void * ptr = data + header->binding[i].offset;
switch (header->binding[i].function) {
case 0: glUniform1iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 1: glUniform2iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 2: glUniform3iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 3: glUniform4iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 4: glUniform1iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 5: glUniform2iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 6: glUniform3iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 7: glUniform4iv(header->binding[i].location, header->binding[i].count, ptr); break;
case 8: glUniform1uiv(header->binding[i].location, header->binding[i].count, ptr); break;
case 9: glUniform2uiv(header->binding[i].location, header->binding[i].count, ptr); break;
case 10: glUniform3uiv(header->binding[i].location, header->binding[i].count, ptr); break;
case 11: glUniform4uiv(header->binding[i].location, header->binding[i].count, ptr); break;
case 12: glUniform1fv(header->binding[i].location, header->binding[i].count, ptr); break;
case 13: glUniform2fv(header->binding[i].location, header->binding[i].count, ptr); break;
case 14: glUniform3fv(header->binding[i].location, header->binding[i].count, ptr); break;
case 15: glUniform4fv(header->binding[i].location, header->binding[i].count, ptr); break;
case 16: glUniformMatrix2fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 17: glUniformMatrix2x3fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 18: glUniformMatrix2x4fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 19: glUniformMatrix3x2fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 20: glUniformMatrix3fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 21: glUniformMatrix3x4fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 22: glUniformMatrix4x2fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 23: glUniformMatrix4x3fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
case 24: glUniformMatrix4fv(header->binding[i].location, header->binding[i].count, 0, ptr); break;
}
}
}
static void zeromem(void * data, int size) {
unsigned char * ptr = data;
while (size--) {
*ptr++ = 0;
}
}
static int startswith(const char * str, const char * prefix) {
if (!str) {
return 0;
}
while (*prefix) {
if (*prefix++ != *str++) {
return 0;
}
}
return 1;
}
static int to_int(PyObject * obj) {
return (int)PyLong_AsLong(obj);
}
static unsigned to_uint(PyObject * obj) {
return (unsigned)PyLong_AsUnsignedLong(obj);
}
static float to_float(PyObject * obj) {
return (float)PyFloat_AsDouble(obj);
}
static int least_one(int value) {
return value > 1 ? value : 1;
}
static int get_vertex_format(PyObject * helper, PyObject * name, VertexFormat * res) {
PyObject * lookup = PyObject_GetAttrString(helper, "VERTEX_FORMAT");
PyObject * tup = PyDict_GetItem(lookup, name);
Py_DECREF(lookup);
if (!tup) {
return 0;
}
res->type = to_int(PyTuple_GetItem(tup, 0));
res->size = to_int(PyTuple_GetItem(tup, 1));
res->normalize = to_int(PyTuple_GetItem(tup, 2));
res->integer = to_int(PyTuple_GetItem(tup, 3));
return 1;
}
static int get_image_format(PyObject * helper, PyObject * name, ImageFormat * res) {
PyObject * lookup = PyObject_GetAttrString(helper, "IMAGE_FORMAT");
PyObject * tup = PyDict_GetItem(lookup, name);
Py_DECREF(lookup);
if (!tup) {
return 0;
}
res->internal_format = to_int(PyTuple_GetItem(tup, 0));
res->format = to_int(PyTuple_GetItem(tup, 1));
res->type = to_int(PyTuple_GetItem(tup, 2));
res->buffer = to_int(PyTuple_GetItem(tup, 3));
res->components = to_int(PyTuple_GetItem(tup, 4));
res->pixel_size = to_int(PyTuple_GetItem(tup, 5));
res->color = to_int(PyTuple_GetItem(tup, 6));
res->flags = to_int(PyTuple_GetItem(tup, 7));
res->clear_type = PyUnicode_AsUTF8AndSize(PyTuple_GetItem(tup, 8), NULL)[0];
return 1;
}
static int get_buffer_access(PyObject * helper, PyObject * name, int * res) {
PyObject * lookup = PyObject_GetAttrString(helper, "BUFFER_ACCESS");
PyObject * value = PyDict_GetItem(lookup, name);
Py_DECREF(lookup);
if (!value) {
return 0;
}
*res = to_int(value);
return 1;
}
static int get_topology(PyObject * helper, PyObject * name, int * res) {
PyObject * lookup = PyObject_GetAttrString(helper, "TOPOLOGY");
PyObject * value = PyDict_GetItem(lookup, name);
Py_DECREF(lookup);
if (!value) {
return 0;
}
*res = to_int(value);
return 1;
}
static int count_mipmaps(int width, int height) {
int size = width > height ? width : height;
int levels = 0;
while (size) {
levels += 1;
size /= 2;
}
return levels;
}
static void remove_dict_value(PyObject * dict, PyObject * obj) {
PyObject * key = NULL;
PyObject * value = NULL;
Py_ssize_t pos = 0;
while (PyDict_Next(dict, &pos, &key, &value)) {
if (value == obj) {
PyDict_DelItem(dict, key);
break;
}
}
}
static PyObject * new_ref(void * obj) {
Py_INCREF(obj);
return obj;
}
static int valid_mem(PyObject * mem, Py_ssize_t size) {
if (!PyMemoryView_Check(mem)) {
return 0;
}
Py_buffer view;
if (PyObject_GetBuffer(mem, &view, PyBUF_SIMPLE)) {
return 0;
}
int mem_size = (int)view.len;
PyBuffer_Release(&view);
return size < 0 || mem_size == size;
}
static int to_int_pair(IntPair * value, PyObject * obj, int x, int y) {
if (obj != Py_None) {
if (PySequence_Size(obj) != 2) {
return 0;
}
value->x = to_int(PySequence_GetItem(obj, 0));
value->y = to_int(PySequence_GetItem(obj, 1));
if (PyErr_Occurred()) {
PyErr_Clear();
return 0;
}
} else {
value->x = x;
value->y = y;
}
return 1;
}
static int to_viewport(Viewport * value, PyObject * obj, int x, int y, int width, int height) {
if (obj != Py_None) {
if (PySequence_Size(obj) != 4) {
return 0;
}
value->x = to_int(PySequence_GetItem(obj, 0));
value->y = to_int(PySequence_GetItem(obj, 1));
value->width = to_int(PySequence_GetItem(obj, 2));
value->height = to_int(PySequence_GetItem(obj, 3));
if (PyErr_Occurred()) {
PyErr_Clear();
return 0;
}
} else {
value->x = x;
value->y = y;
value->width = width;
value->height = height;
}
return 1;
}
static void bind_viewport(Context * self, Viewport * viewport) {
Viewport * c = &self->current_viewport;
if (viewport->x != c->x || viewport->y != c->y || viewport->width != c->width || viewport->height != c->height) {
glViewport(viewport->x, viewport->y, viewport->width, viewport->height);
self->current_viewport = *viewport;
}
}
static void bind_global_settings(Context * self, GlobalSettings * settings) {
if (self->current_global_settings == settings) {
return;
}
if (settings->cull_face) {
glEnable(GL_CULL_FACE);
glCullFace(settings->cull_face);
} else {
glDisable(GL_CULL_FACE);
}
if (settings->depth_enabled) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(settings->depth_func);
glDepthMask(settings->depth_write);
self->current_depth_mask = settings->depth_write;
} else {
glDisable(GL_DEPTH_TEST);
}
if (settings->stencil_enabled) {
glEnable(GL_STENCIL_TEST);
glStencilMaskSeparate(GL_FRONT, settings->stencil_front.write_mask);
glStencilMaskSeparate(GL_BACK, settings->stencil_back.write_mask);
glStencilFuncSeparate(GL_FRONT, settings->stencil_front.compare_op, settings->stencil_front.reference, settings->stencil_front.compare_mask);
glStencilFuncSeparate(GL_BACK, settings->stencil_back.compare_op, settings->stencil_back.reference, settings->stencil_back.compare_mask);
glStencilOpSeparate(GL_FRONT, settings->stencil_front.fail_op, settings->stencil_front.pass_op, settings->stencil_front.depth_fail_op);
glStencilOpSeparate(GL_BACK, settings->stencil_back.fail_op, settings->stencil_back.pass_op, settings->stencil_back.depth_fail_op);
self->current_stencil_mask = settings->stencil_front.write_mask;
} else {
glDisable(GL_STENCIL_TEST);
}
if (settings->blend_enabled) {
glEnable(GL_BLEND);
glBlendEquationSeparate(settings->blend.op_color, settings->blend.op_alpha);
glBlendFuncSeparate(settings->blend.src_color, settings->blend.dst_color, settings->blend.src_alpha, settings->blend.dst_alpha);
} else {
glDisable(GL_BLEND);
}
self->current_global_settings = settings;
}
static void bind_read_framebuffer(Context * self, int framebuffer) {
if (self->current_read_framebuffer != framebuffer) {
self->current_read_framebuffer = framebuffer;
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
}
}
static void bind_draw_framebuffer(Context * self, int framebuffer) {
if (self->current_draw_framebuffer != framebuffer) {
self->current_draw_framebuffer = framebuffer;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
}
}
static void bind_program(Context * self, int program) {
if (self->current_program != program) {
self->current_program = program;
glUseProgram(program);
}
}
static void bind_vertex_array(Context * self, int vertex_array) {
if (self->current_vertex_array != vertex_array) {
self->current_vertex_array = vertex_array;
glBindVertexArray(vertex_array);
}
}
static void bind_descriptor_set(Context * self, DescriptorSet * set) {
if (self->current_descriptor_set != set) {
self->current_descriptor_set = set;
if (set->uniform_buffers.binding_count) {
for (int i = 0; i < set->uniform_buffers.binding_count; ++i) {
if (set->uniform_buffers.binding[i].buffer) {
glBindBufferRange(
GL_UNIFORM_BUFFER,
i,
set->uniform_buffers.binding[i].buffer->buffer,
set->uniform_buffers.binding[i].offset,
set->uniform_buffers.binding[i].size
);
}
}
}
if (set->samplers.binding_count) {
for (int i = 0; i < set->samplers.binding_count; ++i) {
if (set->samplers.binding[i].image) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(set->samplers.binding[i].image->target, set->samplers.binding[i].image->image);
glBindSampler(i, set->samplers.binding[i].sampler->obj);
}
}
}
}
}
static GLObject * build_framebuffer(Context * self, PyObject * attachments) {
GLObject * cache = (GLObject *)PyDict_GetItem(self->framebuffer_cache, attachments);
if (cache) {
cache->uses += 1;
Py_INCREF((PyObject *)cache);
return cache;
}
PyObject * color_attachments = PyTuple_GetItem(attachments, 1);
PyObject * depth_stencil_attachment = PyTuple_GetItem(attachments, 2);
int framebuffer = 0;
glGenFramebuffers(1, &framebuffer);
bind_draw_framebuffer(self, framebuffer);
bind_read_framebuffer(self, framebuffer);
int color_attachment_count = (int)PyTuple_Size(color_attachments);
for (int i = 0; i < color_attachment_count; ++i) {
ImageFace * face = (ImageFace *)PyTuple_GetItem(color_attachments, i);
if (face->image->renderbuffer) {
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_RENDERBUFFER, face->image->image);
} else if (face->image->cubemap) {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face->layer, face->image->image, face->level);
} else if (face->image->array) {
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, face->image->image, face->level, face->layer);
} else {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, face->image->image, face->level);
}
}
if (depth_stencil_attachment != Py_None) {
ImageFace * face = (ImageFace *)depth_stencil_attachment;
int buffer = face->image->fmt.buffer;
int attachment = buffer == GL_DEPTH ? GL_DEPTH_ATTACHMENT : buffer == GL_STENCIL ? GL_STENCIL_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT;
if (face->image->renderbuffer) {
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, attachment, GL_RENDERBUFFER, face->image->image);
} else if (face->image->cubemap) {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face->layer, face->image->image, face->level);
} else if (face->image->array) {
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, attachment, face->image->image, face->level, face->layer);
} else {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_2D, face->image->image, face->level);
}
}
int draw_buffers[MAX_ATTACHMENTS];
for (int i = 0; i < color_attachment_count; ++i) {
draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
}
glDrawBuffers(color_attachment_count, draw_buffers);
glReadBuffer(color_attachment_count ? GL_COLOR_ATTACHMENT0 : 0);
GLObject * res = PyObject_New(GLObject, self->module_state->GLObject_type);
res->obj = framebuffer;
res->uses = 1;
res->extra = NULL;