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