librashader/librashader-runtime-gl/src/binding.rs

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use gl::types::GLint;
use librashader_reflect::reflect::semantics::{BindingStage, UniformMemberBlock};
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use librashader_runtime::uniforms::{BindUniform, UniformScalar, UniformStorage};
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#[derive(Debug, Copy, Clone)]
pub struct VariableLocation {
pub(crate) ubo: Option<UniformLocation<GLint>>,
pub(crate) push: Option<UniformLocation<GLint>>,
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}
impl VariableLocation {
pub fn location(&self, offset_type: UniformMemberBlock) -> Option<UniformLocation<GLint>> {
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match offset_type {
UniformMemberBlock::Ubo => self.ubo,
UniformMemberBlock::PushConstant => self.push,
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}
}
}
#[derive(Debug, Copy, Clone)]
pub struct UniformLocation<T> {
pub vertex: T,
pub fragment: T,
}
impl UniformLocation<GLint> {
pub fn is_valid(&self, stage: BindingStage) -> bool {
let mut validity = false;
if stage.contains(BindingStage::FRAGMENT) {
validity = validity || self.fragment >= 0;
}
if stage.contains(BindingStage::VERTEX) {
validity = validity || self.vertex >= 0;
}
validity
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}
pub fn bindable(&self) -> bool {
self.is_valid(BindingStage::VERTEX | BindingStage::FRAGMENT)
}
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}
pub(crate) type GlUniformStorage = UniformStorage<GlUniformBinder, VariableLocation>;
pub trait GlUniformScalar: UniformScalar {
const FACTORY: unsafe fn(GLint, Self) -> ();
}
impl GlUniformScalar for f32 {
const FACTORY: unsafe fn(GLint, Self) -> () = gl::Uniform1f;
}
impl GlUniformScalar for i32 {
const FACTORY: unsafe fn(GLint, Self) -> () = gl::Uniform1i;
}
impl GlUniformScalar for u32 {
const FACTORY: unsafe fn(GLint, Self) -> () = gl::Uniform1ui;
}
pub(crate) struct GlUniformBinder;
impl<T> BindUniform<VariableLocation, T, ()> for GlUniformBinder
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where
T: GlUniformScalar,
{
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fn bind_uniform(
block: UniformMemberBlock,
value: T,
location: VariableLocation,
_: &(),
) -> Option<()> {
if let Some(location) = location
.location(block)
.filter(|location| location.bindable())
{
if location.is_valid(BindingStage::VERTEX) {
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unsafe {
T::FACTORY(location.vertex, value);
}
}
if location.is_valid(BindingStage::FRAGMENT) {
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unsafe {
T::FACTORY(location.fragment, value);
}
}
Some(())
} else {
None
}
}
}
impl BindUniform<VariableLocation, &[f32; 4], ()> for GlUniformBinder {
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fn bind_uniform(
block: UniformMemberBlock,
vec4: &[f32; 4],
location: VariableLocation,
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_: &(),
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) -> Option<()> {
if let Some(location) = location
.location(block)
.filter(|location| location.bindable())
{
unsafe {
if location.is_valid(BindingStage::VERTEX) {
gl::Uniform4fv(location.vertex, 1, vec4.as_ptr());
}
if location.is_valid(BindingStage::FRAGMENT) {
gl::Uniform4fv(location.fragment, 1, vec4.as_ptr());
}
}
Some(())
} else {
None
}
}
}
impl BindUniform<VariableLocation, &[f32; 16], ()> for GlUniformBinder {
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fn bind_uniform(
block: UniformMemberBlock,
mat4: &[f32; 16],
location: VariableLocation,
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_: &(),
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) -> Option<()> {
if let Some(location) = location
.location(block)
.filter(|location| location.bindable())
{
unsafe {
if location.is_valid(BindingStage::VERTEX) {
gl::UniformMatrix4fv(location.vertex, 1, gl::FALSE, mat4.as_ptr());
}
if location.is_valid(BindingStage::FRAGMENT) {
gl::UniformMatrix4fv(location.fragment, 1, gl::FALSE, mat4.as_ptr());
}
}
Some(())
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} else {
None
}
}
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}