gpu,gpu/gl: introduce InputLayout and use shader reflection data

InputLayout is the abstraction for the mapping between vertex data and
shader inputs. The mapping is implicit in OpenGL but explicit in
Direct3D.

Infer the attribute name location index using shader reflection data,
and get rid of a parameter to NewProgram.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-19 17:16:55 +01:00
parent ac7029fa24
commit 9cdc8e6182
4 changed files with 158 additions and 61 deletions
+18 -2
View File
@@ -23,8 +23,8 @@ type Backend interface {
NilTexture() Texture NilTexture() Texture
NewFramebuffer() Framebuffer NewFramebuffer() Framebuffer
NewBuffer(typ BufferType, data []byte) Buffer NewBuffer(typ BufferType, data []byte) Buffer
NewProgram(vertexShader, fragmentShader ShaderSources, attribMap []string) (Program, error) NewProgram(vertexShader, fragmentShader ShaderSources) (Program, error)
SetupVertexArray(slot int, size int, dataType DataType, stride, offset int) NewInputLayout(vertexShader ShaderSources, layout []InputDesc) (InputLayout, error)
DepthFunc(f DepthFunc) DepthFunc(f DepthFunc)
ClearColor(r, g, b, a float32) ClearColor(r, g, b, a float32)
@@ -65,6 +65,21 @@ type InputLocation struct {
Size int Size int
} }
// InputDesc describes a vertex attribute as laid out in a Buffer.
type InputDesc struct {
Type DataType
Size int
Offset int
}
// InputLayout is the backend specific representation of the mapping
// between Buffers and shader attributes.
type InputLayout interface {
Bind()
Release()
}
type BlendFactor uint8 type BlendFactor uint8
type DrawMode uint8 type DrawMode uint8
@@ -100,6 +115,7 @@ type Program interface {
type Uniform interface{} type Uniform interface{}
type Buffer interface { type Buffer interface {
BindVertex(stride, offset int)
Bind() Bind()
Release() Release()
} }
+78 -20
View File
@@ -34,6 +34,14 @@ type glstate struct {
nattr int nattr int
prog *gpuProgram prog *gpuProgram
texUnits [2]*gpuTexture texUnits [2]*gpuTexture
layout *gpuInputLayout
buffer bufferBinding
}
type bufferBinding struct {
buf *gpuBuffer
offset int
stride int
} }
type gpuTimer struct { type gpuTimer struct {
@@ -52,9 +60,9 @@ type gpuFramebuffer struct {
} }
type gpuBuffer struct { type gpuBuffer struct {
funcs Functions backend *Backend
obj Buffer obj Buffer
typ Enum typ Enum
} }
type gpuProgram struct { type gpuProgram struct {
@@ -63,6 +71,12 @@ type gpuProgram struct {
nattr int nattr int
} }
type gpuInputLayout struct {
backend *Backend
inputs []gpu.InputLocation
layout []gpu.InputDesc
}
// textureTriple holds the type settings for // textureTriple holds the type settings for
// a TexImage2D call. // a TexImage2D call.
type textureTriple struct { type textureTriple struct {
@@ -159,7 +173,7 @@ func (b *Backend) NewBuffer(typ gpu.BufferType, data []byte) gpu.Buffer {
default: default:
panic("unsupported buffer type") panic("unsupported buffer type")
} }
buf := &gpuBuffer{funcs: b.funcs, obj: obj, typ: gltyp} buf := &gpuBuffer{backend: b, obj: obj, typ: gltyp}
buf.Bind() buf.Bind()
b.funcs.BufferData(gltyp, data, STATIC_DRAW) b.funcs.BufferData(gltyp, data, STATIC_DRAW)
return buf return buf
@@ -232,10 +246,12 @@ func (b *Backend) SetBlend(enable bool) {
} }
func (b *Backend) DrawElements(mode gpu.DrawMode, off, count int) { func (b *Backend) DrawElements(mode gpu.DrawMode, off, count int) {
b.setupVertexArrays()
b.funcs.DrawElements(toGLDrawMode(mode), count, UNSIGNED_SHORT, off) b.funcs.DrawElements(toGLDrawMode(mode), count, UNSIGNED_SHORT, off)
} }
func (b *Backend) DrawArrays(mode gpu.DrawMode, off, count int) { func (b *Backend) DrawArrays(mode gpu.DrawMode, off, count int) {
b.setupVertexArrays()
b.funcs.DrawArrays(toGLDrawMode(mode), off, count) b.funcs.DrawArrays(toGLDrawMode(mode), off, count)
} }
@@ -284,7 +300,27 @@ func (b *Backend) DepthFunc(f gpu.DepthFunc) {
b.funcs.DepthFunc(glfunc) b.funcs.DepthFunc(glfunc)
} }
func (b *Backend) NewProgram(vssrc, fssrc gpu.ShaderSources, attr []string) (gpu.Program, error) { func (b *Backend) NewInputLayout(vs gpu.ShaderSources, layout []gpu.InputDesc) (gpu.InputLayout, error) {
if len(vs.Inputs) != len(layout) {
return nil, fmt.Errorf("NewInputLayout: got %d inputs, expected %d", len(layout), len(vs.Inputs))
}
for i, inp := range vs.Inputs {
if exp, got := inp.Size, layout[i].Size; exp != got {
return nil, fmt.Errorf("NewInputLayout: data size mismatch for %q: got %d expected %d", inp.Name, got, exp)
}
}
return &gpuInputLayout{
backend: b,
inputs: vs.Inputs,
layout: layout,
}, nil
}
func (b *Backend) NewProgram(vssrc, fssrc gpu.ShaderSources) (gpu.Program, error) {
attr := make([]string, len(vssrc.Inputs))
for _, inp := range vssrc.Inputs {
attr[inp.Location] = inp.Name
}
p, err := CreateProgram(b.funcs, vssrc.GLES2, fssrc.GLES2, attr) p, err := CreateProgram(b.funcs, vssrc.GLES2, fssrc.GLES2, attr)
if err != nil { if err != nil {
return nil, err return nil, err
@@ -322,29 +358,45 @@ func (p *gpuProgram) UniformFor(uniform string) gpu.Uniform {
return GetUniformLocation(f, p.obj, uniform) return GetUniformLocation(f, p.obj, uniform)
} }
func (b *Backend) SetupVertexArray(slot int, size int, dataType gpu.DataType, stride, offset int) {
var gltyp Enum
switch dataType {
case gpu.DataTypeFloat:
gltyp = FLOAT
case gpu.DataTypeShort:
gltyp = SHORT
default:
panic("unsupported data type")
}
b.funcs.VertexAttribPointer(Attrib(slot), size, gltyp, false, stride, offset)
}
func (p *gpuProgram) Release() { func (p *gpuProgram) Release() {
p.backend.funcs.DeleteProgram(p.obj) p.backend.funcs.DeleteProgram(p.obj)
} }
func (b *gpuBuffer) Release() { func (b *gpuBuffer) Release() {
b.funcs.DeleteBuffer(b.obj) b.backend.funcs.DeleteBuffer(b.obj)
}
func (b *gpuBuffer) BindVertex(stride, offset int) {
if b.typ != ARRAY_BUFFER {
panic("not a vertex buffer")
}
b.backend.state.buffer = bufferBinding{buf: b, stride: stride, offset: offset}
}
func (b *Backend) setupVertexArrays() {
layout := b.state.layout
if layout == nil {
panic("no input layout is current")
}
buf := b.state.buffer
b.funcs.BindBuffer(ARRAY_BUFFER, buf.buf.obj)
for i, inp := range layout.inputs {
l := layout.layout[i]
var gltyp Enum
switch l.Type {
case gpu.DataTypeFloat:
gltyp = FLOAT
case gpu.DataTypeShort:
gltyp = SHORT
default:
panic("unsupported data type")
}
b.funcs.VertexAttribPointer(Attrib(inp.Location), l.Size, gltyp, false, buf.stride, buf.offset+l.Offset)
}
} }
func (b *gpuBuffer) Bind() { func (b *gpuBuffer) Bind() {
b.funcs.BindBuffer(b.typ, b.obj) b.backend.funcs.BindBuffer(b.typ, b.obj)
} }
func (f *gpuFramebuffer) IsComplete() error { func (f *gpuFramebuffer) IsComplete() error {
@@ -437,6 +489,12 @@ func (t *gpuTimer) Duration() (time.Duration, bool) {
return time.Duration(nanos), true return time.Duration(nanos), true
} }
func (l *gpuInputLayout) Bind() {
l.backend.state.layout = l
}
func (l *gpuInputLayout) Release() {}
// floatTripleFor determines the best texture triple for floating point FBOs. // floatTripleFor determines the best texture triple for floating point FBOs.
func floatTripleFor(f Functions, ver [2]int, exts []string) (textureTriple, error) { func floatTripleFor(f Functions, ver [2]int, exts []string) (textureTriple, error) {
var triples []textureTriple var triples []textureTriple
+25 -20
View File
@@ -212,6 +212,7 @@ type blitter struct {
ctx Backend ctx Backend
viewport image.Point viewport image.Point
prog [2]Program prog [2]Program
layout InputLayout
vars [2]struct { vars [2]struct {
z Uniform z Uniform
uScale, uOffset Uniform uScale, uOffset Uniform
@@ -234,10 +235,6 @@ const (
materialTexture materialTexture
) )
var (
blitAttribs = []string{"pos", "uv"}
)
const ( const (
attribPos = 0 attribPos = 0
attribUV = 1 attribUV = 1
@@ -375,7 +372,7 @@ func (r *renderer) release() {
} }
func newBlitter(ctx Backend) *blitter { func newBlitter(ctx Backend) *blitter {
prog, err := createColorPrograms(ctx, shader_blit_vert, shader_blit_frag) prog, layout, err := createColorPrograms(ctx, shader_blit_vert, shader_blit_frag)
if err != nil { if err != nil {
panic(err) panic(err)
} }
@@ -390,6 +387,7 @@ func newBlitter(ctx Backend) *blitter {
b := &blitter{ b := &blitter{
ctx: ctx, ctx: ctx,
prog: prog, prog: prog,
layout: layout,
quadVerts: quadVerts, quadVerts: quadVerts,
} }
for i, prog := range prog { for i, prog := range prog {
@@ -414,21 +412,31 @@ func (b *blitter) release() {
for _, p := range b.prog { for _, p := range b.prog {
p.Release() p.Release()
} }
b.layout.Release()
} }
func createColorPrograms(ctx Backend, vsSrc ShaderSources, fsSrc [2]ShaderSources) ([2]Program, error) { func createColorPrograms(ctx Backend, vsSrc ShaderSources, fsSrc [2]ShaderSources) ([2]Program, InputLayout, error) {
var prog [2]Program var prog [2]Program
var err error var err error
prog[materialTexture], err = ctx.NewProgram(vsSrc, fsSrc[materialTexture], blitAttribs) prog[materialTexture], err = ctx.NewProgram(vsSrc, fsSrc[materialTexture])
if err != nil { if err != nil {
return prog, err return prog, nil, err
} }
prog[materialColor], err = ctx.NewProgram(vsSrc, fsSrc[materialColor], blitAttribs) prog[materialColor], err = ctx.NewProgram(vsSrc, fsSrc[materialColor])
if err != nil { if err != nil {
prog[materialTexture].Release() prog[materialTexture].Release()
return prog, err return prog, nil, err
} }
return prog, nil layout, err := ctx.NewInputLayout(vsSrc, []InputDesc{
{Type: DataTypeFloat, Size: 2, Offset: 0},
{Type: DataTypeFloat, Size: 2, Offset: 4 * 2},
})
if err != nil {
prog[materialTexture].Release()
prog[materialColor].Release()
return prog, nil, err
}
return prog, layout, nil
} }
func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) { func (r *renderer) stencilClips(pathCache *opCache, ops []*pathOp) {
@@ -456,9 +464,8 @@ func (r *renderer) intersect(ops []imageOp) {
} }
fbo := -1 fbo := -1
r.pather.stenciler.beginIntersect(r.intersections.sizes) r.pather.stenciler.beginIntersect(r.intersections.sizes)
r.blitter.quadVerts.Bind() r.blitter.quadVerts.BindVertex(4*4, 0)
r.ctx.SetupVertexArray(attribPos, 2, DataTypeFloat, 4*4, 0) r.pather.stenciler.iprogLayout.Bind()
r.ctx.SetupVertexArray(attribUV, 2, DataTypeFloat, 4*4, 4*2)
for _, img := range ops { for _, img := range ops {
if img.clipType != clipTypeIntersection { if img.clipType != clipTypeIntersection {
continue continue
@@ -764,9 +771,8 @@ func (d *drawState) materialFor(cache *resourceCache, rect f32.Rectangle, off f3
func (r *renderer) drawZOps(ops []imageOp) { func (r *renderer) drawZOps(ops []imageOp) {
r.ctx.SetDepthTest(true) r.ctx.SetDepthTest(true)
r.blitter.quadVerts.Bind() r.blitter.quadVerts.BindVertex(4*4, 0)
r.ctx.SetupVertexArray(attribPos, 2, DataTypeFloat, 4*4, 0) r.blitter.layout.Bind()
r.ctx.SetupVertexArray(attribUV, 2, DataTypeFloat, 4*4, 4*2)
// Render front to back. // Render front to back.
for i := len(ops) - 1; i >= 0; i-- { for i := len(ops) - 1; i >= 0; i-- {
img := ops[i] img := ops[i]
@@ -786,9 +792,8 @@ func (r *renderer) drawOps(ops []imageOp) {
r.ctx.SetDepthTest(true) r.ctx.SetDepthTest(true)
r.ctx.DepthMask(false) r.ctx.DepthMask(false)
r.ctx.BlendFunc(BlendFactorOne, BlendFactorOneMinusSrcAlpha) r.ctx.BlendFunc(BlendFactorOne, BlendFactorOneMinusSrcAlpha)
r.blitter.quadVerts.Bind() r.blitter.quadVerts.BindVertex(4*4, 0)
r.ctx.SetupVertexArray(attribPos, 2, DataTypeFloat, 4*4, 0) r.pather.coverer.layout.Bind()
r.ctx.SetupVertexArray(attribUV, 2, DataTypeFloat, 4*4, 4*2)
var coverTex Texture var coverTex Texture
for _, img := range ops { for _, img := range ops {
m := img.material m := img.material
+37 -19
View File
@@ -24,9 +24,10 @@ type pather struct {
} }
type coverer struct { type coverer struct {
ctx Backend ctx Backend
prog [2]Program prog [2]Program
vars [2]struct { layout InputLayout
vars [2]struct {
z Uniform z Uniform
uScale, uOffset Uniform uScale, uOffset Uniform
uUVScale, uUVOffset Uniform uUVScale, uUVOffset Uniform
@@ -39,7 +40,9 @@ type stenciler struct {
ctx Backend ctx Backend
defFBO Framebuffer defFBO Framebuffer
prog Program prog Program
progLayout InputLayout
iprog Program iprog Program
iprogLayout InputLayout
fbos fboSet fbos fboSet
intersections fboSet intersections fboSet
uScale, uOffset Uniform uScale, uOffset Uniform
@@ -64,11 +67,6 @@ type pathData struct {
data Buffer data Buffer
} }
var (
pathAttribs = []string{"corner", "maxy", "from", "ctrl", "to"}
intersectAttribs = []string{"pos", "uv"}
)
const ( const (
// Number of path quads per draw batch. // Number of path quads per draw batch.
pathBatchSize = 10000 pathBatchSize = 10000
@@ -91,13 +89,14 @@ func newPather(ctx Backend) *pather {
} }
func newCoverer(ctx Backend) *coverer { func newCoverer(ctx Backend) *coverer {
prog, err := createColorPrograms(ctx, shader_cover_vert, shader_cover_frag) prog, layout, err := createColorPrograms(ctx, shader_cover_vert, shader_cover_frag)
if err != nil { if err != nil {
panic(err) panic(err)
} }
c := &coverer{ c := &coverer{
ctx: ctx, ctx: ctx,
prog: prog, prog: prog,
layout: layout,
} }
for i, prog := range prog { for i, prog := range prog {
switch materialType(i) { switch materialType(i) {
@@ -122,11 +121,11 @@ func newCoverer(ctx Backend) *coverer {
func newStenciler(ctx Backend) *stenciler { func newStenciler(ctx Backend) *stenciler {
defFBO := ctx.DefaultFramebuffer() defFBO := ctx.DefaultFramebuffer()
prog, err := ctx.NewProgram(shader_stencil_vert, shader_stencil_frag, pathAttribs) prog, err := ctx.NewProgram(shader_stencil_vert, shader_stencil_frag)
if err != nil { if err != nil {
panic(err) panic(err)
} }
iprog, err := ctx.NewProgram(shader_intersect_vert, shader_intersect_frag, intersectAttribs) iprog, err := ctx.NewProgram(shader_intersect_vert, shader_intersect_frag)
if err != nil { if err != nil {
panic(err) panic(err)
} }
@@ -144,11 +143,30 @@ func newStenciler(ctx Backend) *stenciler {
indices[i*6+5] = i*4 + 3 indices[i*6+5] = i*4 + 3
} }
indexBuf := ctx.NewBuffer(BufferTypeIndices, gunsafe.BytesView(indices)) indexBuf := ctx.NewBuffer(BufferTypeIndices, gunsafe.BytesView(indices))
progLayout, err := ctx.NewInputLayout(shader_stencil_vert, []InputDesc{
{Type: DataTypeShort, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX))},
{Type: DataTypeFloat, Size: 1, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY))},
{Type: DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).FromX))},
{Type: DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).CtrlX))},
{Type: DataTypeFloat, Size: 2, Offset: int(unsafe.Offsetof((*(*path.Vertex)(nil)).ToX))},
})
if err != nil {
panic(err)
}
iprogLayout, err := ctx.NewInputLayout(shader_intersect_vert, []InputDesc{
{Type: DataTypeFloat, Size: 2, Offset: 0},
{Type: DataTypeFloat, Size: 2, Offset: 4 * 2},
})
if err != nil {
panic(err)
}
return &stenciler{ return &stenciler{
ctx: ctx, ctx: ctx,
defFBO: defFBO, defFBO: defFBO,
prog: prog, prog: prog,
progLayout: progLayout,
iprog: iprog, iprog: iprog,
iprogLayout: iprogLayout,
uScale: prog.UniformFor("uniforms.scale"), uScale: prog.UniformFor("uniforms.scale"),
uOffset: prog.UniformFor("uniforms.offset"), uOffset: prog.UniformFor("uniforms.offset"),
uPathOffset: prog.UniformFor("uniforms.pathOffset"), uPathOffset: prog.UniformFor("uniforms.pathOffset"),
@@ -201,7 +219,10 @@ func (s *fboSet) delete(ctx Backend, idx int) {
func (s *stenciler) release() { func (s *stenciler) release() {
s.fbos.delete(s.ctx, 0) s.fbos.delete(s.ctx, 0)
s.progLayout.Release()
s.prog.Release() s.prog.Release()
s.iprogLayout.Release()
s.iprog.Release()
s.indexBuf.Release() s.indexBuf.Release()
} }
@@ -214,6 +235,7 @@ func (c *coverer) release() {
for _, p := range c.prog { for _, p := range c.prog {
p.Release() p.Release()
} }
c.layout.Release()
} }
func buildPath(ctx Backend, p []byte) *pathData { func buildPath(ctx Backend, p []byte) *pathData {
@@ -271,11 +293,11 @@ func (s *stenciler) begin(sizes []image.Point) {
s.fbos.resize(s.ctx, sizes) s.fbos.resize(s.ctx, sizes)
s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0) s.ctx.ClearColor(0.0, 0.0, 0.0, 0.0)
s.prog.Bind() s.prog.Bind()
s.progLayout.Bind()
s.indexBuf.Bind() s.indexBuf.Bind()
} }
func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) { func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv image.Point, data *pathData) {
data.data.Bind()
s.ctx.Viewport(uv.X, uv.Y, bounds.Dx(), bounds.Dy()) s.ctx.Viewport(uv.X, uv.Y, bounds.Dx(), bounds.Dy())
// Transform UI coordinates to OpenGL coordinates. // Transform UI coordinates to OpenGL coordinates.
texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())} texSize := f32.Point{X: float32(bounds.Dx()), Y: float32(bounds.Dy())}
@@ -293,11 +315,7 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
batch = max batch = max
} }
off := path.VertStride * start * 4 off := path.VertStride * start * 4
s.ctx.SetupVertexArray(attribPathCorner, 2, DataTypeShort, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CornerX))) data.data.BindVertex(path.VertStride, off)
s.ctx.SetupVertexArray(attribPathMaxY, 1, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).MaxY)))
s.ctx.SetupVertexArray(attribPathFrom, 2, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).FromX)))
s.ctx.SetupVertexArray(attribPathCtrl, 2, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).CtrlX)))
s.ctx.SetupVertexArray(attribPathTo, 2, DataTypeFloat, path.VertStride, off+int(unsafe.Offsetof((*(*path.Vertex)(nil)).ToX)))
s.ctx.DrawElements(DrawModeTriangles, 0, batch*6) s.ctx.DrawElements(DrawModeTriangles, 0, batch*6)
start += batch start += batch
} }