From 0863b627114e2fd162531c255b81065080b15b45 Mon Sep 17 00:00:00 2001 From: Joseph Ferano Date: Fri, 25 Sep 2026 10:44:49 +0700 Subject: [PATCH 1/2] A string returned from C is copied into the context allocator, Model, Mesh and FilePathList cross the raylib boundary, rlgl's matrix stack is a package, and a dev build reports the library resources a program never released --- README.md | 12 +- TODO.org | 62 +- docs/BUILT.md | 92 +- examples/core-2d-camera-mouse-zoom.flan | 108 + examples/core-input-gamepad.flan | 28 +- lib/check.ml | 96 +- lib/cimport.ml | 43 +- lib/emit.ml | 4 + lib/shim.ml | 216 +- runtime/flan_dev.c | 189 + test/dune | 2 + test/headers/sample.h | 5 +- test/programs/cstr-return.flan | 33 + test/programs/pkgs/cret/cret.c | 25 + test/programs/pkgs/cret/cret.flan | 5 + test/programs/pkgs/res/res.c | 41 + test/programs/pkgs/res/res.flan | 11 + test/programs/raylib-strings.flan | 40 + test/programs/res-leaks.flan | 23 + test/test_acceptance.ml | 76 +- test/test_flan.ml | 15 +- test/test_sanitize.ml | 2 + test/test_valgrind.ml | 2 + vendor/raylib/bindings | 1 + vendor/raylib/generated.flan | 51 + vendor/raylib/raylib.flan | 101 + vendor/rlgl/bindings | 9 + vendor/rlgl/headers | 4 + vendor/rlgl/link | 7 + vendor/rlgl/rlgl-5.5.h | 5262 +++++++++++++++++++++++ vendor/rlgl/rlgl.flan | 33 + 31 files changed, 6524 insertions(+), 74 deletions(-) create mode 100644 examples/core-2d-camera-mouse-zoom.flan create mode 100644 test/programs/cstr-return.flan create mode 100644 test/programs/pkgs/cret/cret.c create mode 100644 test/programs/pkgs/cret/cret.flan create mode 100644 test/programs/pkgs/res/res.c create mode 100644 test/programs/pkgs/res/res.flan create mode 100644 test/programs/raylib-strings.flan create mode 100644 test/programs/res-leaks.flan create mode 100644 vendor/rlgl/bindings create mode 100644 vendor/rlgl/headers create mode 100644 vendor/rlgl/link create mode 100644 vendor/rlgl/rlgl-5.5.h create mode 100644 vendor/rlgl/rlgl.flan diff --git a/README.md b/README.md index 368b8a7e..0ed952ca 100644 --- a/README.md +++ b/README.md @@ -184,10 +184,10 @@ $ flan import-c test/headers/sample.h (declare-c add-ints [a i32 b i32] i32 "add_ints") (declare-c name-length [text string] i32 "name_length") ... -;; 8 imported, 12 refused, of 21 functions in test/headers/sample.h -;; refused name-of: name_of returns char *, and a string only crosses as a -;; parameter — a C function that returns one returns something Flan has no -;; owner for +;; 9 imported, 12 refused, of 22 functions in test/headers/sample.h +;; refused owned-text: owned_text returns char *, which the caller owns and +;; releases through the library — a copy would leave the original with no +;; owner. Declare it with a declare-c returning (Ptr u8) ;; refused printf-like: printf_like is variadic, and a wrapper cannot forward ;; an argument list it does not know the shape of ;; refused file-time: file_time long has a width that differs between this @@ -217,8 +217,8 @@ and it writes `generated.flan`. ```text $ flan generate-c vendor/raylib -;; refused get-clipboard-text: GetClipboardText returns char *, and a string -;; only crosses as a parameter — ... +;; refused text-format: TextFormat is variadic, and a wrapper cannot forward +;; an argument list it does not know the shape of ;; refused load-shader: LoadShader Shader is a struct the package does not ;; describe — add a defstruct for it, or keep a hand-written declare-c ``` diff --git a/TODO.org b/TODO.org index a76e8535..b9e25ce9 100644 --- a/TODO.org +++ b/TODO.org @@ -448,19 +448,28 @@ it. The alternative weighed — a per-binding declaration naming which argument carries the count — cannot reach a count that is a sibling field. No marker on the name; =ptr= is the marker, it owns nothing, and =free= refuses it. -** NEXT A string cannot be returned from C -Decided 2026-09-25: copy the returned text into the context allocator at the boundary. =TextFormat= stays unbound, being variadic. -A string crosses as a parameter only — a C function that returns one returns -something Flan has no owner for. It is what makes =GetGamepadName= unbindable, and -the same rule refuses =TextFormat=, which is variadic and so has no honest -signature either. +** DONE A string cannot be returned from C +CLOSED: [2026-09-25] +A =declare-c= may return =string=: the text is copied into the context allocator +at the boundary, through =bytes=, and lives until that allocator's =free-all=. The +importer maps a returned =const char *= to =string= and still refuses a plain +=char *=, which the caller owns and releases through the library. =TextFormat= +stays unbound, being variadic. docs/BUILT.md, "A string returned from C is +copied into the context allocator". -** NEXT Model, Mesh and FilePathList want a defstruct, and a callback wants the other direction -Decided 2026-09-25: =FilePathList= crosses by the same copy-at-the-boundary rule, in the lane with =Model= and =Mesh=. Callbacks wait until a program needs one. -=Ray= and =BoundingBox= have their defstructs now. =FilePathList= is a =char**= -and blocks the drop-files example; =Model= and =Mesh= are ordinary widening. -Function-pointer parameters — =SetTraceLogCallback=, the audio stream processors — -are the callback direction of the FFI and nothing has needed it yet. +** DONE Model, Mesh and FilePathList have a defstruct +CLOSED: [2026-09-25] +=Model=, =Mesh= and =Matrix= are described and the generated half widened over +them; =Model='s material, bone and pose pointers are =(Ptr u8)= until =Material= +and =BoneInfo= can be, both holding a fixed array. =FilePathList= crosses by the +returned-string rule: =dropped-files=, =directory-files= and +=directory-files-ex= copy the paths and unload raylib's list before returning. +docs/BUILT.md, "=Model=, =Mesh=, =Matrix= and =FilePathList=". + +** WAIT A callback is the other direction of the FFI +Blocked on a program that needs one. =SetTraceLogCallback= and the audio stream +processors take a C function pointer, and the shim refuses a function type by +name until then. ** DONE raymath is written in Flan, because static inline has no symbol CLOSED: [2026-09-13] @@ -470,9 +479,16 @@ guard. The C-shim alternative was rejected: it buys identical arithmetic for a compilation unit in the build and a second place raylib's semantics are written down. -** TODO rlgl's matrix stack is unbound -=core_2d_camera_mouse_zoom= is skipped for want of it — a different reason from -the raymath one. +** DONE rlgl's matrix stack is bound +CLOSED: [2026-09-25] +=vendor/rlgl= is its own package over =rlgl-5.5.h=, binding the matrix stack by +hand and generating nothing else. A package and not more of =vendor/raylib= +because the header check is per package. =core_2d_camera_mouse_zoom= is ported +and builds. docs/BUILT.md, "rlgl is its own package". + +** TODO examples/core-input-virtual-controls.flan does not build +It defines =abs-f32=, which the prelude defines too, and a second definition is +refused. Nothing builds the examples wholesale, so nothing noticed. ** CANCELLED cstring as a type Odin has no string-to-cstring conversion at all; it pays the same copy the shim @@ -1694,13 +1710,15 @@ Precision over completeness: a site that does not allocate is never marked, and =vec-new=, =map-new=, dyn arithmetic, keywords and dyn push and put are deliberately silent, each for its own reason. -** NEXT A debug tracking allocator over the raylib boundary -Decided 2026-09-25: build it. A dev build counts loads against unloads in the generated wrappers and lists what is still held at exit, by type and load site. Release builds pay nothing. -ASan's leak detection covers memory instrumented code allocated — the Flan -allocator, already clean. It does not cover a leaked texture, because that memory -belongs to uninstrumented raylib. Every raylib call goes through a generated -wrapper, so a dev build can count acquisitions against releases there and report -what is still held at exit, by name. +** DONE A debug tracking allocator over the raylib boundary +CLOSED: [2026-09-25] +A dev build counts calls to bindings named =Unload*= against the bindings that +return the same type (not =Get*=), at the call site, keyed by a hash of the +value's leaf fields, and reports at exit what is still held by type and load +site, and each unload that matched nothing. Release builds drop the notes. Rules +out tracking in the C wrapper, which cannot know the call site, and keying on +the struct's bytes, which include padding. docs/BUILT.md, "A dev build counts a +library's resources". ** DONE --dev --sanitize was unbuildable, and nothing built it CLOSED: [2026-09-21] diff --git a/docs/BUILT.md b/docs/BUILT.md index 930c83da..762b963f 100644 --- a/docs/BUILT.md +++ b/docs/BUILT.md @@ -146,7 +146,7 @@ would have passed a weaker test. That case is in the acceptance table, skipped i The bindings are 171 calls across thirteen structs: window, keyboard and mouse; drawing (rectangles, circles, lines, triangles, rings, ellipses, text); the eleven `collision-*` predicates; textures; the Image family; `Camera2D`; `RenderTexture2D`; the whole audio surface (device, `Wave`, `Sound`, `Music`); fonts and glyphs; and gamepads, touch and gestures — plus eleven enums — `Key`, `MouseButton`, `TraceLogLevel`, `CameraProjection`, `CameraMode`, `GamepadButton`, `GamepadAxis`, `Gesture`, `MouseCursor`, `TextureFilter` and `PixelFormat` — raylib's own named colour palette, and the `FLAG_` window hints. Every one of the eleven carries a Flan-side prefix on its members, so a call site reads `:key-r`, `:filter-bilinear`, `:axis-left-trigger`; see the `bindings` section below for why that is a reading choice and not a collision fix. Adding a call is a single `declare-c` line; there is no C to write. -Two things the ported examples in `examples/` wanted and could not have, both refused for reasons that are right. `GetGamepadName` returns a `char *` into raylib's static storage: *the return type of get-gamepad-name is a string, and a string only crosses as a parameter — a C function that* returns *one returns something Flan has no owner for*. And an enum parameter cannot be indexed — `GetGamepadAxisMovement` takes a `GamepadAxis`, a loop variable is an `i32`, *expected rl/GamepadAxis, found i32*, and a second `declare-c` of the same symbol with an `i32` face is refused too: *one declare-c per C function, and another Flan name for it is a defn* — which cannot help, because a wrapper renames and does not retype. The caller spells the loop as a `cond` over the members it knows. +Two things the ported examples in `examples/` wanted and could not have. `GetGamepadName` returns a `char *` into raylib's static storage, and a returned string had no owner in Flan; it has one now — see "A string returned from C is copied into the context allocator" below. And an enum parameter cannot be indexed — `GetGamepadAxisMovement` takes a `GamepadAxis`, a loop variable is an `i32`, *expected rl/GamepadAxis, found i32*, and a second `declare-c` of the same symbol with an `i32` face is refused too: *one declare-c per C function, and another Flan name for it is a defn* — which cannot help, because a wrapper renames and does not retype. The caller spells the loop as a `cond` over the members it knows. The texture calls are the first ones with no headless test, because loading one needs a GL context. What the acceptance case does instead is pin the two new struct layouts using the only things raylib computes from those fields without a @@ -207,9 +207,9 @@ to a `@compileError` carrying the reason, so the name still exists, the program still compiles, and asking for *that one name* fails at the use site with the reason. A wholesale import has a hundred and fifty refusals and a caller cares about the one they typed. Flan already had that mechanism — `Load.refuse_hidden`, -built for `main` — so `rl/get-gamepad-name` is not a name, and a program that -writes it is told *the return type is a string, and a string only crosses as a -parameter* rather than "unknown name". +built for `main` — so `rl/text-format` is not a name, and a program that +writes it is told *TextFormat is variadic, and a wrapper cannot forward an +argument list it does not know the shape of* rather than "unknown name". That is also the split `shim.ml` needed and did not have. It refuses through `Loc.fail`, which is right when a human named one function and wrong for a @@ -673,6 +673,90 @@ window it answers 0 for every string. Measured against `libraylib.so.550`, not r and `GetScreenWidth`/`Height` are all 0 headless for the same kind of reason. All five are bound, and all five are exercised by running `sand.flan` and looking, which is the whole of what can be claimed for them. +### A string returned from C is copied into the context allocator + +A `declare-c` may return `string`. The C wrapper answers the pointer and its length, and the generated Flan wrapper is +`(string (bytes (string (slice-from-ptr p n))))`: a view of C's bytes, copied by `bytes` into the context allocator. The +copy is Flan's rather than C's so that it goes through the same allocation guard (`StorageExhausted` with `retry`) and +the same registry note every other allocation does, and `with-allocator` picks where it lands. The string lives until +that allocator's `free-all` or destroy, which is the lifetime `(bytes s)` already has; a caller calling one every frame +wraps it in `(with-allocator context/temp ...)`. + +When the call also took a string argument, the returned pointer may point into the wrapper's NUL-terminated copy of it — +`GetFileName` answers `strrchr(path, '/') + 1` — and that copy is on the wrapper's stack or freed before it returns. So +in that case the wrapper first moves the text into one scratch buffer the shim owns, and the Flan side copies from +there. Without a string argument the pointer is the library's own and nothing is moved twice. A null is the empty +string. + +The importer follows `const`. `const char *` returned is text the caller only reads, so it becomes `string`; `char *` +without `const` is text the caller owns and releases through the library (`LoadFileText` and `UnloadFileText`), and a +copy would leave the original with nothing to release it through, so that one stays refused and a hand-written +`declare-c` saying `(Ptr u8)` binds it. `TextFormat` stays unbound because it is variadic. Twenty raylib functions came +in with this — the path helpers, the case conversions, `GetClipboardText`, `GetMonitorName`, `GetGamepadName`. + +`test/programs/cstr-return.flan` runs all three shapes against a package with its own C, so it needs no library: +a static buffer overwritten by the next call, a pointer into the argument at both a stack-sized and a heap-sized +length, and a null. `raylib-strings.flan` does the same against raylib, headless. + +### `Model`, `Mesh`, `Matrix` and `FilePathList` + +Layouts only, and each is checked against `raylib-5.5.h` on every build like the others. Describing them is what widened +the generated half by the `Load`/`Gen`/`Draw`/`Unload` families over models and meshes. Three pointers in `Model` — +`materials`, `bones`, `bind-pose` — are `(Ptr u8)`, because `Material` holds `float params[4]` and `BoneInfo` +`char name[32]`, and a fixed-array field is refused at the C boundary; a pointer is one word whatever it points at, so +the layout is exact. `Matrix`'s fields are `m-0` to `m-15` in raylib's column-major order because the layout check pairs +fields through the kebab rule. `raylib-strings.flan` pins `Mesh` and `Model` by making raylib compute bounding boxes +over a mesh built in Flan and a model translated by its `transform`. + +`FilePathList` is a `char **` raylib owns until the matching `Unload`. It crosses by the returned-string rule: +`dropped-files`, `directory-files` and `directory-files-ex` copy each path into the context allocator, release raylib's +list before returning, and answer a `(Vec string)`. There is nothing of raylib's left for the caller to unload, which is +why they are not named `load-`. + +### rlgl is its own package + +`vendor/rlgl` binds rlgl's matrix stack — `push-matrix`, `pop-matrix`, `load-identity`, `translate`, `rotate`, `scale` +— by hand, checked against `rlgl-5.5.h` from the raylib 5.5 tag. It is a package rather than more of `vendor/raylib` +because the header check is per package: every `declare-c` in a package is compared against every header it names, +and raylib's functions are not in `rlgl.h` or rlgl's in `raylib.h`, so one package over both would report each half +missing from the other header. rlgl is compiled into `libraylib.so`, so the package links the same library. Nothing +else in `rlgl.h` is generated (`exclude rl*`): it is the GL backend raylib drives for itself. +`examples/core-2d-camera-mouse-zoom.flan` is what it was bound for. + +### A dev build counts a library's resources + +A texture, an image's pixels, a sound: memory raylib allocated, which ASan does not see because uninstrumented code made +it, and which the allocation registry does not see because no Flan allocator did. What does see it is the call that made +it, so a dev build counts there. + +**Which calls.** `Shim.resources` reads it off the `declare-c` forms by raylib's naming convention. A type is a resource +when a binding whose C symbol begins with `Unload` takes one of it and nothing else — a struct, or a pointer for the +arrays raylib hands out bare (`LoadFileData`, `LoadImageColors`). Any other binding returning that type acquires one, +except a C symbol beginning with `Get`: `GetFontDefault` and `GetShapesTexture` answer something raylib keeps. A binding +taking a `(Ptr T)` to a resource struct may change it in place — `ImageFormat` reallocates the pixels — and is a re-key. +A library that names its pairs differently is not tracked. + +**Where.** At the call, in the checker, not in the wrapper: the call site is the only place that knows the source +location, which is what the report is for. Each call to a tracked binding binds its arguments and is wrapped in +`flan_dev_reg_note_res_*` calls, the family a release build drops before building the arguments. A release build keeps +the argument slots and nothing else. + +**Identity.** A resource is matched by a hash of its value, because an `Unload` is handed the value a `Load` answered and +not an address. The hash is over each leaf field's own bytes, combined in order — the struct-key walk a `Map` uses — +so padding never reaches it: `Sound`, `Music` and `Model` all have padding, and an LLVM aggregate copy does not preserve +it. Two resources with identical values share a key; a release then removes one of them, the counts stay right, and +only which load site is named can be wrong. Headless textures all have id 0 and are the realistic case of that. + +**The report**, at exit and only when there is something to say: what is still held, grouped by type and load site in +the order loaded, and each `Unload` that matched no load — twice over, or of a value raylib keeps. It is registered by +the first note, so a program that touches no tracked binding registers nothing, and it cannot run for a program ended by +a signal, the same limit the block report has. + +What it cannot see: a call through a function value, which has no name to look up; and a resource whose fields the +program changes itself, whose key no longer matches its load — it reports as held and its unload as unmatched. +`test/programs/res-leaks.flan` runs all of it against a stub package with its own C — padding, a re-key, a pointer +resource, a stray release — so it needs no library and no window. + ## Packages `lib/load.ml` resolves `(import rl "vendor:raylib")` before the checker runs. The directory is the package; `vendor:` is diff --git a/examples/core-2d-camera-mouse-zoom.flan b/examples/core-2d-camera-mouse-zoom.flan new file mode 100644 index 00000000..402e721b --- /dev/null +++ b/examples/core-2d-camera-mouse-zoom.flan @@ -0,0 +1,108 @@ +;;;; raylib [core] example - 2d camera mouse zoom +;;;; +;;;; examples/core/core_2d_camera_mouse_zoom.c at the raylib 5.5 tag. It +;;;; needed rlgl's matrix stack: the grid is a 3D grid on the XZ plane, and the +;;;; C stands it up in the XY plane by pushing a matrix, translating, rotating +;;;; ninety degrees about X and drawing. vendor/rlgl binds that stack. +;;;; +;;;; One difference from the C. The mouse read-out is `TextFormat("[%i, %i]", +;;;; ...)` through DrawTextEx with a spacing of 2. TextFormat is variadic and +;;;; unbound, so the read-out is drawn in pieces with draw-text and +;;;; digits.flan's draw-int, which space the glyphs raylib's default way. + +(import rl "vendor:raylib") +(import rlgl "vendor:rlgl") +(import d "digits.flan") + +(defconst screen-width 800) +(defconst screen-height 450) + +;; 0 zooms with the mouse wheel, 1 with a right-button drag. +(defonce zoom-mode i32) +(defonce camera rl/Camera2D) + +;; Put the world point under the mouse at the camera's origin, and the origin +;; under the mouse, so a zoom that follows keeps that point still. +(defn anchor-at-mouse [] () + (let [mouse-world (rl/get-screen-to-world-2d (rl/get-mouse-position) camera)] + (set (.offset camera) (rl/get-mouse-position)) + (set (.target camera) mouse-world))) + +;; One zoom step: `amount` is how far the input moved, and the direction is its +;; sign. The zoom stays between 1/8 and 64. +(defn zoom-by [amount f32 rate f32] () + (let [factor (+ 1.0 (* rate (abs-f32 amount))) + factor (if (< amount 0.0) (/ 1.0 factor) factor)] + (set (.zoom camera) (clamp (* (.zoom camera) factor) 0.125 64.0)))) + +(defn main [] () + (rl/init-window screen-width screen-height + "raylib [core] example - 2d camera mouse zoom") + (defer (rl/close-window)) + + ;; A zero zoom makes the camera's transform singular. + (set camera (rl/Camera2D {.zoom 1.0})) + (set zoom-mode 0) + + (rl/set-target-fps 60) + + (until (rl/window-should-close?) + ;; Update + (cond + (rl/key-pressed? :key-one) (set zoom-mode 0) + (rl/key-pressed? :key-two) (set zoom-mode 1)) + + ;; Drag to move: the mouse's screen delta, scaled back into world units. + (when (rl/mouse-button-down? :mouse-left) + (let [delta (rl/v2-scale (rl/get-mouse-delta) (/ -1.0 (.zoom camera)))] + (set (.target camera) (rl/v2-add (.target camera) delta)))) + + (if (= zoom-mode 0) + (let [wheel (rl/get-mouse-wheel-move)] + (when (!= wheel 0.0) + (anchor-at-mouse) + (zoom-by wheel 0.25))) + (do + (when (rl/mouse-button-pressed? :mouse-right) + (anchor-at-mouse)) + (when (rl/mouse-button-down? :mouse-right) + (zoom-by (.x (rl/get-mouse-delta)) 0.01)))) + + ;; Draw + (rl/with-drawing + (rl/clear-background rl/raywhite) + + (rl/begin-mode-2d camera) + ;; The 3D grid, rotated ninety degrees and centred on the origin, so it + ;; lies in the XY plane the 2D camera looks at. + (rlgl/push-matrix) + (rlgl/translate 0.0 (* 25.0 50.0) 0.0) + (rlgl/rotate 90.0 1.0 0.0 0.0) + (rl/draw-grid 100 50.0) + (rlgl/pop-matrix) + + ;; A reference circle. + (rl/draw-circle (/ (rl/get-screen-width) 2) (/ (rl/get-screen-height) 2) + 50.0 rl/maroon) + (rl/end-mode-2d) + + ;; The mouse, and where it is in screen pixels. + (let [mouse (rl/get-mouse-position) + x (- (i32 (.x mouse)) 44) + y (- (i32 (.y mouse)) 24)] + (rl/draw-circle-v mouse 4.0 rl/darkgray) + (rl/draw-text "[" x y 20 rl/black) + (let [x (+ x (rl/measure-text "[" 20)) + x (+ x (d/draw-int (rl/get-mouse-x) x y 20 rl/black))] + (rl/draw-text ", " x y 20 rl/black) + (let [x (+ x (rl/measure-text ", " 20)) + x (+ x (d/draw-int (rl/get-mouse-y) x y 20 rl/black))] + (rl/draw-text "]" x y 20 rl/black)))) + + (rl/draw-text "[1][2] Select mouse zoom mode (Wheel or Move)" + 20 20 20 rl/darkgray) + (if (= zoom-mode 0) + (rl/draw-text "Mouse left button drag to move, mouse wheel to zoom" + 20 50 20 rl/darkgray) + (rl/draw-text "Mouse left button drag to move, mouse press and move to zoom" + 20 50 20 rl/darkgray))))) diff --git a/examples/core-input-gamepad.flan b/examples/core-input-gamepad.flan index bee4bdad..6e4476ea 100644 --- a/examples/core-input-gamepad.flan +++ b/examples/core-input-gamepad.flan @@ -15,16 +15,10 @@ ;;;; circles and needs no asset at all. That branch is what this ports, in ;;;; full. It is also the branch a Linux desktop usually takes anyway. ;;;; -;;;; **GetGamepadName is not bound, and cannot be.** It is what the C matches -;;;; on, and declare-c refuses it by name: -;;;; -;;;; the return type of get-gamepad-name is a string, and a string only -;;;; crosses as a parameter — a C function that *returns* one returns -;;;; something Flan has no owner for -;;;; -;;;; which is correct: raylib hands back a pointer into its own static storage -;;;; and Flan has nothing that owns a borrowed C string. So the pad's name is -;;;; not on screen and the branch that used it is not here. +;;;; **The name is drawn and not matched on.** get-gamepad-name copies +;;;; raylib's static text into the context allocator, which this program never +;;;; frees — so the name is read once per frame into the frame arena, and the +;;;; branches that matched on it are the artwork's and are gone with it. ;;;; ;;;; **The VIBRATE button is drawn and inert.** SetGamepadVibration is the one ;;;; call in the C this refuses to bind, and vendor/raylib/raylib.flan already @@ -172,6 +166,8 @@ (rl/set-target-fps 60) (until (rl/window-should-close?) + ;; The frame arena holds the pad's name for one frame. + (free-all context/temp) ;; Update (when (and (rl/key-pressed? :key-left) (> gamepad 0)) (set gamepad (- gamepad 1))) @@ -189,13 +185,13 @@ (if (rl/gamepad-available? gamepad) (do ;; The C draws `TextFormat("GP%d: %s", gamepad, GetGamepadName(...))`. - ;; The name is unbindable — see the header — so this is the index and - ;; the word the C would have followed it with. + ;; TextFormat is variadic and unbound, so the pieces are drawn in turn. (rl/draw-text "GP" 10 10 10 rl/black) - (let [x (+ 10 (rl/measure-text "GP" 10))] - (rl/draw-text ": CONNECTED (name unbindable)" - (+ x (d/draw-int gamepad x 10 10 rl/black)) - 10 10 rl/black)) + (let [x (+ 10 (rl/measure-text "GP" 10)) + x (+ x (d/draw-int gamepad x 10 10 rl/black))] + (rl/draw-text ": " x 10 10 rl/black) + (rl/draw-text (with-allocator context/temp (rl/get-gamepad-name gamepad)) + (+ x (rl/measure-text ": " 10)) 10 10 rl/black)) (let [lx (deadzone (rl/get-gamepad-axis-movement gamepad :axis-left-x) stick-deadzone) diff --git a/lib/check.ml b/lib/check.ml index 64e43869..69598c11 100644 --- a/lib/check.ml +++ b/lib/check.ml @@ -181,6 +181,10 @@ type env = { flag is what lets [resolve_name] say the honest thing in each place instead of a suggestion that cannot be followed. *) mutable in_field : bool; + (* The bindings a dev build counts at every call: [Shim.resources], read off + the declare-c forms before [Shim.expand] rewrites them. Keyed by the Flan + name a program calls. *) + tracks : (string, Shim.track) Hashtbl.t; } let new_env () = { @@ -210,6 +214,7 @@ let new_env () = { tvpreds = []; chain = []; in_field = false; + tracks = Hashtbl.create 16; } (* Where a named type was declared, and what it has, as a note. @@ -3309,6 +3314,92 @@ let given_once ~noun ?(known = fun _ _ -> ()) kvs = kvs; seen +(* ── Counting a library's resources at the call ────────────────────── + + [Shim.resources] says which bindings acquire, release or change a resource + in place; this is the call to one of them, with the notes around it. The + arguments are bound first, in order, so each is evaluated once and the notes + read the same values the call is given. + + A resource is known by a hash of its value — every leaf field's own bytes, + combined in order, so a struct's padding never reaches it. That is the + identity an Unload call can be matched on: it is handed the value the Load + answered, not an address. Two resources with identical values share a key, + which costs nothing but the load site the report names for one of them: a + release removes one entry with that key, and the counts stay right. + + Every note is a [flan_dev_reg_note_] call, which is the family a release + build drops before its arguments are built — the hashes included. What a + release build keeps is the argument slots, which the optimiser folds away. *) +let rec res_key loc env (e : Tast.expr) : Tast.expr = + let seed = mk loc hash_ty (Tast.Int (0L, Types.U64)) in + match e.Tast.ty with + | Types.Named n when Hashtbl.mem env.structs n -> + let fields = (Hashtbl.find env.structs n).Tast.fields in + snd + (List.fold_left + (fun (i, acc) (fl : Tast.field) -> + let leaf = mk loc fl.Tast.fty (Tast.Field (e, i)) in + (i + 1, + rt loc hash_ty "flan_hash_combine" [ acc; res_key loc env leaf ])) + (0, seed) fields) + | t -> rt loc hash_ty "flan_key_hash_flat" [ addr_of loc e; seed; size_of loc t ] + +let tracked_call ctx loc name (tr : Shim.track) params ret + (args : Tast.expr list) = + let env = ctx.env in + let binds = List.map2 (fun p a -> (fresh_slot ctx p, a)) params args in + let locals = List.map2 (fun p (s, _) -> mk loc p (Tast.Local s)) params binds in + let str x = mk loc Types.String (Tast.Str x) in + let note sym key ty = + rt loc Types.Unit sym [ key; str (Types.to_string ty); here loc ] + in + let releases = + match (tr.Shim.release, locals) with + | true, [ a ] -> + [ note "flan_dev_reg_note_res_release" (res_key loc env a) a.Tast.ty ] + | _ -> [] + in + let rekeyed = + List.filter_map + (fun i -> + match List.nth_opt locals i with + | Some ({ Tast.ty = Types.Ptr t; _ } as p) -> + Some (mk loc t (Tast.Deref p), t) + | _ -> None) + tr.Shim.rekey + in + (* The old keys go to the runtime before the call and the new ones after, + in the reverse order, so it can pair them on a stack. *) + let before = + List.map + (fun (v, _) -> + rt loc Types.Unit "flan_dev_reg_note_res_rekey_from" [ res_key loc env v ]) + rekeyed + in + let after = + List.rev_map + (fun (v, t) -> + rt loc Types.Unit "flan_dev_reg_note_res_rekey_to" + [ res_key loc env v; str (Types.to_string t) ]) + rekeyed + in + let call = mk loc ret (Tast.Call (name, locals)) in + let body = + match ret with + | Types.Unit -> (call :: after) @ [ unit_at loc ] + | _ -> + let r = fresh_slot ctx ret in + let rv = mk loc ret (Tast.Local r) in + let acquired = + if tr.Shim.acquire then + [ note "flan_dev_reg_note_res_acquire" (res_key loc env rv) ret ] + else [] + in + [ mk loc ret (Tast.Let ([ (r, call) ], acquired @ after @ [ rv ])) ] + in + mk loc ret (Tast.Let (binds, releases @ before @ body)) + let rec check ctx ?want (e : Ast.expr) : Tast.expr = let loc = e.Ast.loc in (* Read the permission this form was given and withdraw it in the same @@ -9025,7 +9116,9 @@ and ordinary_call ctx ~want loc name args = let args = map2_lr (fun p a -> incr i; check_arg ctx name !i p a) params args in - expect ctx loc ~want (mk loc ret (Tast.Call (name, args))) + (match Hashtbl.find_opt ctx.env.tracks name with + | Some tr -> expect ctx loc ~want (tracked_call ctx loc name tr params ret args) + | None -> expect ctx loc ~want (mk loc ret (Tast.Call (name, args)))) | None -> if Hashtbl.mem ctx.env.datas name then fail loc @@ -12139,6 +12232,7 @@ let build_program ~keep_going (decls : Ast.decl list) : Tast.program * env = flattened [declare] with a Flan [defn] over it, and the C that does the flattening comes back to be compiled into the build. Nothing below this line knows the form exists. *) + List.iter (fun (n, t) -> Hashtbl.replace env.tracks n t) (Shim.resources decls); let decls, cshim = Shim.expand decls in (* And on the same line: every class and generic function becomes the [defn]s it stands for. It runs over the whole list because a method may diff --git a/lib/cimport.ml b/lib/cimport.ml index 0e4823c9..4b93cf05 100644 --- a/lib/cimport.ml +++ b/lib/cimport.ml @@ -56,14 +56,13 @@ Flan has that mechanism already: [Load.refuse_hidden] is the same idea, built for [main]. So a refused import becomes a hidden name. - [rl/get-gamepad-name] is not a name, and a program that writes it is told - *why* — "returns const char *, and a string only crosses as a parameter" — - rather than "unknown name". + [rl/text-format] is not a name, and a program that writes it is told + *why* — "TextFormat is variadic" — rather than "unknown name". This is also the split the existing generator needs and does not have. [Shim] refuses through [Loc.fail], which is right when a human named one - function and wrong for a wholesale import: one returned [const char *] - would otherwise kill the whole header. Same judgement, different + function and wrong for a wholesale import: one variadic function would + otherwise kill the whole header. Same judgement, different disposition — a hand-written [declare-c] still hard-fails, and [Shim] is untouched. *) @@ -560,19 +559,28 @@ let param_ty env (s : string) : Ast.texpr = end else value_ty env s -(* The return type. Every refusal here is one [Shim] would also make; it is - made earlier so that the reason names the C spelling rather than the Flan - one it was about to become. *) +(* The return type, where const decides again, the other way round. + + [const char *] is text the caller only reads — a static buffer, a pointer + into an argument, a string literal — and [Shim] copies it into the context + allocator, so it becomes a [string]. [char *] without the const is text the + caller owns and must hand back through the library's own release function + ([LoadFileText] and [UnloadFileText]); copying it would leak the original + with nothing left to release it through, so it is refused and a + hand-written declare-c saying [(Ptr u8)] binds it. *) let ret_ty env (s : string) : Ast.texpr option = let s = String.trim s in if bare s = "void" && not (String.contains s '*') then None else if String.length s > 0 && s.[String.length s - 1] = '*' then begin let inner = String.trim (String.sub s 0 (String.length s - 1)) in + let is_const = strip_prefix "const " inner <> None in match bare inner with + | "char" when is_const -> Some (tname "string") | "char" -> refuse - "returns char *, and a string only crosses as a parameter — a C \ - function that returns one returns something Flan has no owner for" + "returns char *, which the caller owns and releases through the \ + library — a copy would leave the original with no owner. Declare it \ + with a declare-c returning (Ptr u8)" | _ -> Some (value_ty env s) end else Some (value_ty env s) @@ -1615,7 +1623,20 @@ let diff_bound ~env ~(bound : (Ast.fn * string) list) (d : dump) = | Some why -> say why | None -> (match (try Ok (ret_ty env c.cret) with Refused w -> Error w) with - | Error _ -> None + (* A return the importer refuses says nothing, as a parameter + does — except a [string] over a [char *] without const. That + one is a real disagreement: the shim would copy the text and + leave the library's buffer with no owner. *) + | Error _ -> + (match fn.Ast.ret with + | Some { Ast.t = Ast.Tname "string"; _ } -> + say + (Printf.sprintf + "returns string and the header says %s, which the \ + caller owns and releases through the library — \ + declare it (Ptr u8)" + c.cret) + | _ -> None) | Ok want -> let agrees = match (want, fn.Ast.ret) with diff --git a/lib/emit.ml b/lib/emit.ml index a83eb80f..59a73ab9 100644 --- a/lib/emit.ml +++ b/lib/emit.ml @@ -4285,6 +4285,10 @@ declare void @flan_gc_init() declare void @flan_dev_reg_enable() declare void @flan_dev_reg_note_vec(ptr, i64, ptr, i64) declare void @flan_dev_reg_note_map(ptr, i64, i64, ptr, i64) +declare void @flan_dev_reg_note_res_acquire(i64, ptr, i64, ptr, i64) +declare void @flan_dev_reg_note_res_release(i64, ptr, i64, ptr, i64) +declare void @flan_dev_reg_note_res_rekey_from(i64) +declare void @flan_dev_reg_note_res_rekey_to(i64, ptr, i64) declare i8 @flan_vec_init(ptr, ptr, i64, i64, i64, ptr, i64) declare i8 @flan_vec_reserve(ptr, i64, i64, i64, ptr, i64) declare i8 @flan_vec_push(ptr, ptr, i64, i64, ptr, i64) diff --git a/lib/shim.ml b/lib/shim.ml index 47d1fd4e..7493f887 100644 --- a/lib/shim.ml +++ b/lib/shim.ml @@ -29,7 +29,8 @@ - emits an [extern] prototype for the real function, in its true signature; - emits a wrapper that flattens — a struct returns through an out-pointer, a struct argument goes by pointer, a Flan string arrives as ptr+len and - the wrapper NUL-terminates a copy; + the wrapper NUL-terminates a copy, and a returned string goes back as a + pointer and a length for the Flan side to copy; - and rewrites the declaration into the flattened [declare] the Flan side calls, with an ordinary Flan [defn] above it carrying the nice signature. @@ -72,8 +73,8 @@ header's record, and every [declare-c] against the header's signature. Nothing in this module changed for it. The refusals below still raise, which is right for a signature a human named; the importer makes the - same judgements and merely skips instead, since one returned - [const char *] must not kill a header of five hundred functions. *) + same judgements and merely skips instead, since one variadic function + must not kill a header of five hundred functions. *) let fail = Loc.fail @@ -115,6 +116,8 @@ let raw_name flan_name = flan_name ^ "-c" name beginning with '%'. *) let tmp i = Printf.sprintf "%%a%d" i let out_tmp = "%out" +let len_tmp = "%n" +let ptr_tmp = "%p" (* ── The declarations in scope ──────────────────────────────────────── *) @@ -210,7 +213,8 @@ let rec cty env ~needed ~loc ~what (t : Ast.texpr) : string = what n n else if String.equal n "string" then fail loc - "%s is a string, and a string only crosses as a parameter" + "%s is a string, and a string crosses only as a parameter or a \ + return value — declare (Ptr u8) and read it in Flan" what else if String.equal n "Unit" || String.equal n "Never" then fail loc "%s is %s, which is not a value C can carry" what n @@ -330,13 +334,48 @@ let cstr_helpers = let cstr_cap = 256 +(* The return direction. C hands back a [const char *] Flan has no owner for: + it may be the library's static buffer, overwritten by the next call, or a + pointer into an argument. The wrapper answers the pointer and its length, + and the generated Flan wrapper copies the bytes into the context allocator + before anything else can run — which is where the owner comes from, and why + the copy is Flan's and not C's: it goes through the same guard and the same + registry note as (bytes s). + + [flan_shim_ret_len] is the whole of it when the call took no string, since + nothing the wrapper frees can be under the pointer. [flan_shim_ret_keep] is + for when it did: the argument copies die when the wrapper returns, so the + text is moved first to one scratch buffer the shim owns and reuses. A null + is the empty string. The length is an [i32] because a slice's is; a C + string past two gigabytes is cut there, and malloc failing is cut at the + buffer that exists, which is the argument copy's policy too. *) +let ret_helpers = + "static const char *flan_shim_ret_len(const char *r, int32_t *n) {\n\ + \ size_t len = r == NULL ? 0 : strlen(r);\n\ + \ *n = len > INT32_MAX ? INT32_MAX : (int32_t)len;\n\ + \ return r;\n\ + }\n\n\ + static const char *flan_shim_ret_keep(const char *r, int32_t *n) {\n\ + \ static char *buf = NULL;\n\ + \ static size_t cap = 0;\n\ + \ size_t len = r == NULL ? 0 : strlen(r);\n\ + \ if (len > INT32_MAX) len = INT32_MAX;\n\ + \ if (len > cap) {\n\ + \ char *d = (char *)realloc(buf, len);\n\ + \ if (d != NULL) { buf = d; cap = len; } else len = cap;\n\ + \ }\n\ + \ if (len != 0) memcpy(buf, r, len);\n\ + \ *n = (int32_t)len;\n\ + \ return buf;\n\ + }\n\n" + (* One [declare-c], reduced to what both halves need. *) type shim = { sflan : string; (* the Flan name as written *) ssym : string; (* the C symbol being bound *) swrap : string; (* the generated wrapper's symbol *) sargs : (pkind * string) list; (* kind and C type, per parameter *) - sret : [ `Void | `Scalar of string | `Struct of string * string ]; + sret : [ `Void | `Scalar of string | `Struct of string * string | `Str ]; sloc : Loc.t; } @@ -363,6 +402,7 @@ let wrapper_params s = in match s.sret with | `Struct (_, c) -> ps @ [ Printf.sprintf "%s *out" c ] + | `Str -> ps @ [ "int32_t *out_n" ] | _ -> ps let c_for (s : shim) = @@ -376,11 +416,16 @@ let c_for (s : shim) = s.sargs in let proto_ret = - match s.sret with `Void -> "void" | `Scalar c -> c | `Struct (_, c) -> c + match s.sret with + | `Void -> "void" | `Scalar c -> c | `Struct (_, c) -> c + | `Str -> "const char *" in Printf.bprintf b "extern %s %s(%s);\n" proto_ret s.ssym (match proto_args with [] -> "void" | _ -> String.concat ", " proto_args); - let wret = match s.sret with `Struct _ | `Void -> "void" | `Scalar c -> c in + let wret = + match s.sret with + | `Struct _ | `Void -> "void" | `Scalar c -> c | `Str -> "const char *" + in let wparams = wrapper_params s in Printf.bprintf b "%s %s(%s) {\n" wret s.swrap (match wparams with [] -> "void" | _ -> String.concat ", " wparams); @@ -414,7 +459,19 @@ let c_for (s : shim) = (* The result is named rather than returned straight through when there are copies to free: the free has to happen after the call. *) if has_str then Printf.bprintf b " %s r = %s;\n" c call - else Printf.bprintf b " return %s;\n" call); + else Printf.bprintf b " return %s;\n" call + (* A returned string may point into one of the argument copies — + GetFileName answers a pointer into the path it was given — and those die + below or when this function returns. So when there are copies it is + moved to the scratch buffer first. Without them it points at the + library's own storage, which outlives the call, and the length is all + that is needed. *) + | `Str -> + Printf.bprintf b " const char *r = %s(%s, out_n);\n" + (if has_str then "flan_shim_ret_keep" else "flan_shim_ret_len") call); + (match s.sret with + | `Str when not has_str -> Buffer.add_string b " return r;\n" + | _ -> ()); if has_str then begin List.iteri (fun i (k, _) -> @@ -425,7 +482,7 @@ let c_for (s : shim) = | _ -> ()) s.sargs; match s.sret with - | `Scalar _ -> Buffer.add_string b " return r;\n" + | `Scalar _ | `Str -> Buffer.add_string b " return r;\n" | _ -> () end; Buffer.add_string b "}\n\n"; @@ -525,6 +582,14 @@ let flattened (fn : Ast.fn) (s : shim) name : Ast.fn = @ [ { Ast.fname = "out"; floc = loc; fty = ty loc (Ast.Tapp ("Ptr", [ ty loc (Ast.Tname n) ])) } ]; ret = None } + | `Str -> + { fn with + Ast.name; + params = + params + @ [ { Ast.fname = "out-n"; floc = loc; + fty = ty loc (Ast.Tapp ("Ptr", [ ty loc (Ast.Tname "i32") ])) } ]; + ret = Some (ty loc (Ast.Tapp ("Ptr", [ ty loc (Ast.Tname "u8") ]))) } | _ -> { fn with Ast.name; params } (* The ordinary Flan function that carries the nice signature: it copies each @@ -563,6 +628,24 @@ let flan_wrapper (fn : Ast.fn) (s : shim) raw : Ast.decl_kind = ( [ call (args @ [ ex loc (Ast.Call (ex loc (Ast.Var "addr"), [ out ])) ]); out ], Some (ty loc (Ast.Tname n)) ) + | `Str -> + (* (string (bytes (string (slice-from-ptr p n)))): a view of C's bytes, + copied by [bytes] into the context allocator, and seen as a string + again. The length is bound before the pointer is, so its address + exists to be written through. *) + let v n = ex loc (Ast.Var n) in + let app f xs = ex loc (Ast.Call (v f, xs)) in + binds := + !binds + @ [ { Ast.bname = len_tmp; bty = Some (ty loc (Ast.Tname "i32")); + bval = ex loc (Ast.Int 0L); bloc = loc }; + { Ast.bname = ptr_tmp; bty = None; + bval = call (args @ [ app "addr" [ v len_tmp ] ]); bloc = loc } ]; + ( [ app "string" + [ app "bytes" + [ app "string" + [ app "slice-from-ptr" [ v ptr_tmp; v len_tmp ] ] ] ] ], + fn.Ast.ret ) | _ -> ([ call args ], fn.Ast.ret) in Ast.Defn { fn with Ast.ret; fbody = [ ex loc (Ast.Let (!binds, body)) ] } @@ -587,6 +670,7 @@ let one env ~taken (fn : Ast.fn) csym loc = let t' = unalias env t in (match t'.Ast.t with | Ast.Tname "Unit" -> `Void + | Ast.Tname "string" -> `Str | Ast.Tname n when Hashtbl.mem env.structs n -> ignore (cty env ~needed ~loc ~what t'); `Struct (n, ctype_name n) @@ -601,7 +685,7 @@ let one env ~taken (fn : Ast.fn) csym loc = do. A string is not one of those — it crosses as ptr+len either way, and it is the C wrapper that terminates it. *) let needs_flan = - (match sret with `Struct _ -> true | _ -> false) + (match sret with `Struct _ | `Str -> true | _ -> false) || List.exists (fun (k, _) -> match k with Pstruct _ -> true | _ -> false) sargs in @@ -621,6 +705,116 @@ let one env ~taken (fn : Ast.fn) csym loc = in (decls, s, !needed) +(* ── Resources a dev build counts ────────────────────────────────── + + TODO.org, "A debug tracking allocator over the raylib boundary". A library + like raylib allocates memory Flan's allocators never see — a texture, an + image's pixels — and hands it back through a Load call that must be paired + with an Unload. ASan does not see that memory and the allocation registry + does not either. What does see every one of those calls is the declaration + of it, so a dev build counts them there: [Check] wraps each call to a + tracked binding in notes the runtime keeps a table of, and a release build + drops the notes before their arguments are built. + + Which bindings are tracked is read off the declarations, by the naming + convention raylib keeps throughout: + + - a type is a resource when a declare-c whose C symbol begins with + [Unload] takes one of it and nothing else — a struct, or a pointer for + the arrays raylib hands out as bare pointers (LoadFileData, + LoadImageColors). That call releases one. + - any other declare-c that returns a resource type acquires one, except a + C symbol beginning with [Get]. GetFontDefault and GetShapesTexture answer + something raylib keeps and frees itself; unloading one of those is a + bug, and it is reported as a release nothing acquired. + - a declare-c taking a [(Ptr T)] to a resource struct may change it in + place — ImageFormat reallocates an image's pixels — so the value it had + before the call is re-keyed to the value it has after. The count does + not change. + + A library that names its pairs some other way is not tracked, and nothing + is reported about it. *) + +type track = { acquire : bool; release : bool; rekey : int list } + +let prefixed p s = + String.length s >= String.length p && String.sub s 0 (String.length p) = p + +let resources (decls : Ast.decl list) : (string * track) list = + let env = scan decls in + (* The spelling a resource type is matched by: a struct's name, or a pointer + to anything. [None] for everything else, which is never a resource. *) + let rec spell (t : Ast.texpr) = + match (unalias env t).Ast.t with + | Ast.Tname n when Hashtbl.mem env.structs n -> Some n + | Ast.Tname n when prim_cty n <> None -> Some n + | Ast.Tapp ("Ptr", [ e ]) -> + Option.map (fun e -> "(Ptr " ^ e ^ ")") (spell e) + | _ -> None + in + let is_resource_type (t : Ast.texpr) = + match (unalias env t).Ast.t with + | Ast.Tname n -> Hashtbl.mem env.structs n + | Ast.Tapp ("Ptr", _) -> true + | _ -> false + in + let decl_cs = + List.filter_map + (fun (d : Ast.decl) -> + match d.Ast.d with + | Ast.DeclareC (fn, csym) -> Some (fn, csym) + | _ -> None) + decls + in + let released = Hashtbl.create 16 in + List.iter + (fun ((fn : Ast.fn), csym) -> + match fn.Ast.params with + | [ p ] when prefixed "Unload" csym && is_resource_type p.Ast.fty -> + Option.iter (fun n -> Hashtbl.replace released n ()) (spell p.Ast.fty) + | _ -> ()) + decl_cs; + List.filter_map + (fun ((fn : Ast.fn), csym) -> + let release = + prefixed "Unload" csym + && (match fn.Ast.params with + | [ p ] -> + (match spell p.Ast.fty with + | Some n -> Hashtbl.mem released n + | None -> false) + | _ -> false) + in + let acquire = + (not (prefixed "Unload" csym)) && (not (prefixed "Get" csym)) + && (match fn.Ast.ret with + | Some t -> + (match spell t with + | Some n -> Hashtbl.mem released n + | None -> false) + | None -> false) + in + let rekey = + if prefixed "Unload" csym then [] + else + List.concat + (List.mapi + (fun i (p : Ast.field) -> + match (unalias env p.Ast.fty).Ast.t with + | Ast.Tapp ("Ptr", [ e ]) -> + (match (unalias env e).Ast.t with + | Ast.Tname n + when Hashtbl.mem env.structs n + && Hashtbl.mem released n -> [ i ] + | _ -> []) + | _ -> []) + fn.Ast.params) + in + if acquire || release || rekey <> [] then + Some (fn.Ast.name, { acquire; release; rekey }) + else None) + decl_cs + (* Every [declare-c] in the program, rewritten, with the one C file they share. The file is [None] when there are none, so a program that binds nothing pays no C compile. *) @@ -679,6 +873,8 @@ let expand (decls : Ast.decl list) : Ast.decl list * (string * string) list = Buffer.add_string b header; if List.exists (fun s -> List.exists (fun (k, _) -> k = Pstr) s.sargs) shims then Buffer.add_string b cstr_helpers; + if List.exists (fun s -> s.sret = `Str) shims then + Buffer.add_string b ret_helpers; (* Every typedef the program needs, kept whole even when wrappers are dropped: an unused typedef costs nothing, and working out which ones a surviving subset still needs is a second dependency walk for no gain. *) diff --git a/runtime/flan_dev.c b/runtime/flan_dev.c index 503e91b2..12509bc6 100644 --- a/runtime/flan_dev.c +++ b/runtime/flan_dev.c @@ -1895,6 +1895,195 @@ static void flan_reg_report(void) { "count\n"); } +/* ── A library's resources, counted at the boundary ──────────────────── + * + * TODO.org, "A debug tracking allocator over the raylib boundary". A texture + * or an image's pixels is memory raylib allocated, which neither ASan nor the + * registry above can see: nothing instrumented made it. What does see it is + * the call that made it. lib/shim.ml says which declare-c bindings acquire and + * release a resource, lib/check.ml wraps each call to one in the notes below, + * and this is the table they keep. + * + * An entry is one acquisition not yet released: the resource's key — a hash of + * its value, computed by the compiler from its fields — its type and the + * source location of the call that made it. A release removes one entry with + * the same key and type. A release that finds none is a release of something + * this run never loaded — an unload twice over, or of a value raylib keeps for + * itself — and is counted separately, by type and site, because it is a bug of + * its own. + * + * Only a dev build calls in here: the notes are [flan_dev_reg_note_] calls, + * which a release build drops. The report at exit is registered by the first + * note, so a program that never touches a tracked binding registers nothing. + * It prints only when something is still held or a release matched nothing, + * and like the block report above it cannot run for a program ended by a + * signal. + * + * One thread, the game's, calls these; nothing reads the table while the + * program runs. The type and site strings are literals the compiler emitted + * beside the call, and a module is never unloaded, so they outlive the table. */ + +typedef struct { + uint64_t key; + const char *type; + int64_t typelen; + const char *site; + int64_t sitelen; + int64_t count; /* 1 for a held resource; the total for a stray release */ +} flan_res_entry; + +static flan_res_entry *flan_res_held; +static int64_t flan_res_nheld, flan_res_capheld; +static flan_res_entry *flan_res_stray; +static int64_t flan_res_nstray, flan_res_capstray; +static int flan_res_lost; /* an entry was dropped because malloc failed */ +static int flan_res_armed; + +static void flan_res_report(void); + +static void flan_res_arm(void) { + if (flan_res_armed) return; + flan_res_armed = 1; + atexit(flan_res_report); +} + +static int flan_res_same(const char *a, int64_t an, const char *b, int64_t bn) { + return an == bn && memcmp(a, b, (size_t)an) == 0; +} + +static flan_res_entry *flan_res_push(flan_res_entry **v, int64_t *n, + int64_t *cap) { + if (*n == *cap) { + int64_t nc = *cap ? *cap * 2 : 64; + flan_res_entry *nv = + (flan_res_entry *)realloc(*v, (size_t)nc * sizeof **v); + /* A diagnostic that runs out of memory says so and keeps the program + going: the report then calls itself a floor rather than a count. */ + if (nv == NULL) { flan_res_lost = 1; return NULL; } + *v = nv; + *cap = nc; + } + return &(*v)[(*n)++]; +} + +void flan_dev_reg_note_res_acquire(uint64_t key, const char *type, + int64_t typelen, const char *site, + int64_t sitelen) { + flan_res_entry *e; + flan_res_arm(); + e = flan_res_push(&flan_res_held, &flan_res_nheld, &flan_res_capheld); + if (e == NULL) return; + e->key = key; e->type = type; e->typelen = typelen; + e->site = site; e->sitelen = sitelen; e->count = 1; +} + +void flan_dev_reg_note_res_release(uint64_t key, const char *type, + int64_t typelen, const char *site, + int64_t sitelen) { + int64_t i; + flan_res_entry *e; + flan_res_arm(); + /* Newest first: a resource loaded and unloaded in one frame is the common + case, and it is at the end. */ + for (i = flan_res_nheld - 1; i >= 0; i--) { + flan_res_entry *h = &flan_res_held[i]; + if (h->key == key && flan_res_same(h->type, h->typelen, type, typelen)) { + /* Shifted down rather than swapped with the last, so the report lists + what is left in the order it was loaded. */ + memmove(&flan_res_held[i], &flan_res_held[i + 1], + (size_t)(flan_res_nheld - i - 1) * sizeof *flan_res_held); + flan_res_nheld--; + return; + } + } + for (i = 0; i < flan_res_nstray; i++) { + e = &flan_res_stray[i]; + if (flan_res_same(e->type, e->typelen, type, typelen) + && flan_res_same(e->site, e->sitelen, site, sitelen)) { + e->count++; + return; + } + } + e = flan_res_push(&flan_res_stray, &flan_res_nstray, &flan_res_capstray); + if (e == NULL) return; + e->key = key; e->type = type; e->typelen = typelen; + e->site = site; e->sitelen = sitelen; e->count = 1; +} + +/* A call that changes a resource in place — ImageFormat reallocates an + * image's pixels — gives it a new key. The old keys arrive before the call + * and the new ones after it, in reverse order, so they pair on a stack. More + * than eight at once would be a binding with nine pointer parameters to one + * resource type; past that the pairing is dropped rather than guessed. */ +#define FLAN_RES_REKEY_MAX 8 +static uint64_t flan_res_rekey[FLAN_RES_REKEY_MAX]; +static int flan_res_nrekey, flan_res_rekey_over; + +void flan_dev_reg_note_res_rekey_from(uint64_t old) { + if (flan_res_nrekey < FLAN_RES_REKEY_MAX) + flan_res_rekey[flan_res_nrekey++] = old; + else + flan_res_rekey_over++; +} + +void flan_dev_reg_note_res_rekey_to(uint64_t now, const char *type, + int64_t typelen) { + uint64_t old; + int64_t i; + if (flan_res_rekey_over > 0) { flan_res_rekey_over--; return; } + if (flan_res_nrekey == 0) return; + old = flan_res_rekey[--flan_res_nrekey]; + if (old == now) return; + for (i = flan_res_nheld - 1; i >= 0; i--) { + flan_res_entry *h = &flan_res_held[i]; + if (h->key == old && flan_res_same(h->type, h->typelen, type, typelen)) { + h->key = now; + return; + } + } +} + +/* The held entries, grouped by type and site, in the order they were first + * loaded. Quadratic in the number of groups, which is the number of distinct + * load sites and not the number of resources. */ +static void flan_res_report(void) { + int64_t i, j; + if (flan_res_nheld > 0) { + fprintf(stderr, "flan: %lld resource%s still held at exit, loaded and " + "never unloaded:\n", + (long long)flan_res_nheld, flan_res_nheld == 1 ? "" : "s"); + for (i = 0; i < flan_res_nheld; i++) { + flan_res_entry *e = &flan_res_held[i]; + int64_t n = 0; + int seen = 0; + for (j = 0; j < i && !seen; j++) + seen = flan_res_same(flan_res_held[j].type, flan_res_held[j].typelen, + e->type, e->typelen) + && flan_res_same(flan_res_held[j].site, flan_res_held[j].sitelen, + e->site, e->sitelen); + if (seen) continue; + for (j = i; j < flan_res_nheld; j++) + if (flan_res_same(flan_res_held[j].type, flan_res_held[j].typelen, + e->type, e->typelen) + && flan_res_same(flan_res_held[j].site, flan_res_held[j].sitelen, + e->site, e->sitelen)) + n++; + fprintf(stderr, "flan: %lld %.*s, loaded at %.*s\n", (long long)n, + (int)e->typelen, e->type, (int)e->sitelen, e->site); + } + } + for (i = 0; i < flan_res_nstray; i++) { + flan_res_entry *e = &flan_res_stray[i]; + fprintf(stderr, "flan: %.*s released %lld time%s at %.*s with nothing " + "loaded to match\n", + (int)e->typelen, e->type, (long long)e->count, + e->count == 1 ? "" : "s", (int)e->sitelen, e->site); + } + if (flan_res_lost) + fprintf(stderr, "flan: the resource table ran out of memory, so this " + "is a floor and not a count\n"); +} + /* ── A segfault in a dev session is a stop, not a silent death ───────── * * The dogfooding session this exists for: an in-place sort over diff --git a/test/dune b/test/dune index a252d01d..66155afc 100644 --- a/test/dune +++ b/test/dune @@ -23,6 +23,8 @@ ; import reads the directory at build time. sand.flan itself is above: the ; headless case imports it as a single-file package. (glob_files %{workspace_root}/vendor/raylib/*) + ; rlgl's matrix stack, which an example imports beside raylib. + (glob_files %{workspace_root}/vendor/rlgl/*) ; The dev agent package: its Flan declarations and the C that implements them. (glob_files %{workspace_root}/vendor/agent/*) ; The EDN package — the tokenizer and the dynamic reader over it — which diff --git a/test/headers/sample.h b/test/headers/sample.h index f1f77c7b..226361fb 100644 --- a/test/headers/sample.h +++ b/test/headers/sample.h @@ -69,8 +69,11 @@ void blit(void *dst, const void *src, int n); void *scratch(int n); float pair_len_p(const Pair *p); +/* const char * returned is text the caller only reads, so it is a string. */ +const char *name_of(int which); + /* --- refused, one per reason --- */ -const char *name_of(int which); /* returns char * */ +char *owned_text(void); /* returns char * the caller owns */ void fill_buffer(char *out, int cap); /* non-const char *: C writes it */ int printf_like(const char *fmt, ...); /* variadic */ void on_event(Notify cb); /* a callback */ diff --git a/test/programs/cstr-return.flan b/test/programs/cstr-return.flan new file mode 100644 index 00000000..f93e1452 --- /dev/null +++ b/test/programs/cstr-return.flan @@ -0,0 +1,33 @@ +;;;; A string returned from C is copied into the context allocator at the +;;;; boundary, so it stays what it was after C reuses its buffer. +;;;; +;;;; cret/count answers the same static buffer every call: the first answer +;;;; still reads "count 1" after the second call has overwritten that buffer. +;;;; cret/after-slash answers a pointer into its own argument, which is the +;;;; wrapper's temporary copy — short enough for the stack buffer and, in the +;;;; second call, long enough to be on the heap. cret/nothing answers NULL, +;;;; which is the empty string. The last case copies into a named arena, and +;;;; the arena's free-all is what releases it. +(import cret "pkgs/cret") + +(defn main [] i32 + (let [a (cret/count 1) + b (cret/count 2)] + (println a) + (println b)) + (println (cret/after-slash "assets/brush.png")) + (let [path (vec-new u8)] + (append (addr path) (bytes-view "dir/")) + (dotimes [i 300] (push path \x)) + (let [tail (cret/after-slash (string (slice path))) + long-name (string (slice path 4))] + (println (length tail)) + (println (= tail long-name)))) + (println (length (cret/nothing))) + (let [ar (arena-new 4096) + before (alloc-live-blocks ar) + s (with-allocator ar (cret/count 3))] + (println s) + (println (- (alloc-live-blocks ar) before)) + (arena-destroy ar)) + 0) diff --git a/test/programs/pkgs/cret/cret.c b/test/programs/pkgs/cret/cret.c new file mode 100644 index 00000000..51aeb4a3 --- /dev/null +++ b/test/programs/pkgs/cret/cret.c @@ -0,0 +1,25 @@ +/* C functions that return strings, for programs/cstr-return.flan. Each one is + * a way a real library hands text back, and each has a failure the copy at + * the boundary has to survive. */ + +#include +#include +#include + +/* The library's static buffer, overwritten by the next call: TextFormat and + * GetGamepadName's shape. */ +const char *cret_count(int n) { + static char buf[32]; + snprintf(buf, sizeof buf, "count %d", n); + return buf; +} + +/* A pointer into the argument: GetFileName's shape. The argument is the + * wrapper's own NUL-terminated copy, which is gone once the wrapper returns. */ +const char *cret_after_slash(const char *path) { + const char *s = strrchr(path, '/'); + return s == NULL ? path : s + 1; +} + +/* No text at all. */ +const char *cret_nothing(void) { return NULL; } diff --git a/test/programs/pkgs/cret/cret.flan b/test/programs/pkgs/cret/cret.flan new file mode 100644 index 00000000..8f5de8e6 --- /dev/null +++ b/test/programs/pkgs/cret/cret.flan @@ -0,0 +1,5 @@ +;;;; Strings returned from C, bound through declare-c. See cret.c beside this. + +(declare-c count [n i32] string "cret_count") +(declare-c after-slash [path string] string "cret_after_slash") +(declare-c nothing [] string "cret_nothing") diff --git a/test/programs/pkgs/res/res.c b/test/programs/pkgs/res/res.c new file mode 100644 index 00000000..77c03812 --- /dev/null +++ b/test/programs/pkgs/res/res.c @@ -0,0 +1,41 @@ +/* A stand-in for a library that hands out resources the way raylib does — a + * Load that allocates, an Unload that frees, a Get that answers something the + * library keeps — for programs/res-leaks.flan. Nothing here needs a window or + * a library installed. + * + * Thing has padding after `flag` and after `w`, so a key made from its bytes + * would read whatever those bytes happened to hold. */ + +#include +#include + +typedef struct { + int32_t id; + uint8_t flag; + float w; + void *data; +} Thing; + +Thing LoadThing(int32_t id) { + Thing t = { id, 1, 0.5f, malloc(16) }; + return t; +} + +void UnloadThing(Thing t) { free(t.data); } + +/* Changes the Thing in place, as ImageFormat changes an Image. */ +void ThingGrow(Thing *t) { + void *d = realloc(t->data, 64); + if (d != NULL) t->data = d; + t->w *= 2.0f; +} + +/* The library's own Thing, which a caller must not unload. */ +Thing GetDefaultThing(void) { + Thing t = { 0, 0, 0.0f, NULL }; + return t; +} + +unsigned char *LoadBytes(int32_t n) { return (unsigned char *)malloc((size_t)n); } + +void UnloadBytes(unsigned char *p) { free(p); } diff --git a/test/programs/pkgs/res/res.flan b/test/programs/pkgs/res/res.flan new file mode 100644 index 00000000..e0a425b5 --- /dev/null +++ b/test/programs/pkgs/res/res.flan @@ -0,0 +1,11 @@ +;;;; Bindings over res.c, named the way raylib names its pairs, which is what +;;;; makes a dev build count them. + +(defstruct Thing [id i32 flag u8 w f32 data (Ptr u8)]) + +(declare-c load-thing [id i32] Thing "LoadThing") +(declare-c unload-thing [t Thing] "UnloadThing") +(declare-c thing-grow [t (Ptr Thing)] "ThingGrow") +(declare-c get-default-thing [] Thing "GetDefaultThing") +(declare-c load-bytes [n i32] (Ptr u8) "LoadBytes") +(declare-c unload-bytes [p (Ptr u8)] "UnloadBytes") diff --git a/test/programs/raylib-strings.flan b/test/programs/raylib-strings.flan new file mode 100644 index 00000000..f2f7adea --- /dev/null +++ b/test/programs/raylib-strings.flan @@ -0,0 +1,40 @@ +;;;; raylib, headless: strings returned from C, a directory listing, and the +;;;; Model, Mesh and Matrix layouts. Nothing here opens a window. +;;;; +;;;; get-file-name answers a pointer into its own argument, which is the +;;;; wrapper's temporary copy, so this is the case the scratch buffer exists +;;;; for. text-to-upper answers raylib's static buffer, which the second call +;;;; overwrites; the first answer must not change when it does. +;;;; +;;;; The layouts are pinned by making raylib compute with them. +;;;; GetMeshBoundingBox reads vertex-count and the vertices pointer, and +;;;; GetModelBoundingBox reads mesh-count, meshes and the transform — a +;;;; translation by (10, 20, 30), which lands in m-12, m-13 and m-14 and moves +;;;; the box by exactly that. A permuted field reads a wrong count, a wrong +;;;; pointer or a wrong translation. +(import rl "vendor:raylib") + +(defn show-box [b rl/BoundingBox] () + (println (.x (.min b)) (.y (.min b)) (.z (.min b)) "/" + (.x (.max b)) (.y (.max b)) (.z (.max b)))) + +(defn main [] i32 + (println (rl/get-file-name "assets/sprites/brush.png")) + (println (rl/get-file-extension "brush.png")) + (println (rl/get-directory-path "assets/sprites/brush.png")) + (let [a (rl/text-to-upper "first") + b (rl/text-to-upper "second")] + (println a b)) + (println (length (rl/directory-files "programs/pkgs/cret"))) + + (let [verts (array 6 f32)] + (set (at verts 0) -1.0) (set (at verts 1) 2.0) (set (at verts 2) -3.0) + (set (at verts 3) 4.0) (set (at verts 4) -5.0) (set (at verts 5) 6.0) + (let [mesh (rl/Mesh {.vertex-count 2 .vertices (addr (at verts 0))}) + model (rl/Model {.transform (rl/Matrix {.m-0 1.0 .m-5 1.0 .m-10 1.0 .m-15 1.0 + .m-12 10.0 .m-13 20.0 .m-14 30.0}) + .mesh-count 1 + .meshes (addr mesh)})] + (show-box (rl/get-mesh-bounding-box mesh)) + (show-box (rl/get-model-bounding-box model)))) + 0) diff --git a/test/programs/res-leaks.flan b/test/programs/res-leaks.flan new file mode 100644 index 00000000..feb121e9 --- /dev/null +++ b/test/programs/res-leaks.flan @@ -0,0 +1,23 @@ +;;;; A dev build counts what a library's Load calls hand out against its Unload +;;;; calls, and says at exit what was never released and where it was loaded. +;;;; +;;;; Three Things and two byte buffers are loaded. b is changed in place by +;;;; thing-grow before it is unloaded, so its key has to follow it. c and q are +;;;; never unloaded, and the report names their lines. The last unload is of +;;;; the library's own Thing, which nothing loaded, and is reported apart. +;;;; A release build prints "done" and nothing else. +(import res "pkgs/res") + +(defn main [] i32 + (let [a (res/load-thing 1) + b (res/load-thing 2) + c (res/load-thing 3) + p (res/load-bytes 8) + q (res/load-bytes 8)] + (res/thing-grow (addr b)) + (res/unload-thing a) + (res/unload-thing b) + (res/unload-bytes p) + (res/unload-thing (res/get-default-thing)) + (println "done")) + 0) diff --git a/test/test_acceptance.ml b/test/test_acceptance.ml index eb357e3b..d98d2482 100644 --- a/test/test_acceptance.ml +++ b/test/test_acceptance.ml @@ -880,6 +880,39 @@ let () = text code end; (try Sys.remove exe with Sys_error _ -> ()); + (* And the return direction: text C hands back is copied into the context + allocator before C can reuse the buffer it lives in. The package's C is + its own, so this needs no library installed. Both backends and a dev + build, because the copy is a Flan wrapper the shim generates and a dev + build notes the block it lands in. *) + let cstr_ret_out = "count 1\ncount 2\nbrush.png\n300\ntrue\n0\ncount 3\n1\n" in + outputs "a string returned from C" "programs/cstr-return.flan" cstr_ret_out; + outputs ~x86:true "a string returned from C, x86" "programs/cstr-return.flan" + cstr_ret_out; + outputs ~dev:true "a string returned from C, dev" "programs/cstr-return.flan" + cstr_ret_out; + (* A library's resources, counted in a dev build. The package's C stands in + for raylib — Load, Unload, a Get that must not be unloaded and a call + that changes a resource in place — so this runs with no library + installed and through the same generated wrappers raylib's bindings + use. The report names the two loads never unloaded and the unload that + matched nothing; a release build prints none of it, because the notes + are dropped there. *) + let res_dev_out = + "done\n\ + flan: 2 resources still held at exit, loaded and never unloaded:\n\ + flan: 1 res/Thing, loaded at programs/res-leaks.flan:14:11\n\ + flan: 1 (Ptr u8), loaded at programs/res-leaks.flan:16:11\n\ + flan: res/Thing released 1 time at programs/res-leaks.flan:21:5 with \ + nothing loaded to match\n" + in + outputs "library resources: a release build counts nothing" + "programs/res-leaks.flan" "done\n"; + outputs ~dev:true "library resources: a dev build reports what is held" + "programs/res-leaks.flan" res_dev_out; + outputs ~dev:true ~x86:true + "library resources: a dev build reports what is held, x86" + "programs/res-leaks.flan" res_dev_out; (* handler-bind and signal, spec-conditions.md §1 and §2: signal returns Unit and carries on, an unhandled one is a no-op, a nested frame does not displace the one outside it, and the stack is restored after. *) @@ -2007,6 +2040,35 @@ let () = outputs ~opt:"-O0" "raylib, bindings generated from the header, -O0" "programs/raylib-imported.flan" out; + (* Strings returned from raylib, a directory listing, and the Model, Mesh + and Matrix layouts, pinned by raylib computing bounding boxes over them. + The program says which call tests what. *) + let out = + "brush.png\n.png\n./assets/sprites\nFIRST SECOND\n2\n\ + -1 -5 -3 / 4 2 6\n9 15 27 / 14 22 36\n" + in + outputs "raylib strings and model layouts, headless" + "programs/raylib-strings.flan" out; + outputs ~opt:"-O0" "raylib strings and model layouts, headless, -O0" + "programs/raylib-strings.flan" out; + + (* Two examples that need a window, so they are built and never run: the + one that draws the gamepad's name, and the one rlgl's matrix stack was + bound for. Building is the claim — every binding they call resolves, + agrees with its header and links. *) + List.iter + (fun path -> + match compile path with + | exe -> (try Sys.remove exe with Sys_error _ -> ()) + | exception e -> + incr failures; + Printf.printf "FAIL %s does not build: %s\n" path + (match e with + | Loc.Error { Loc.dmsg = m; _ } -> m + | e -> Printexc.to_string e)) + [ "../examples/core-input-gamepad.flan"; + "../examples/core-2d-camera-mouse-zoom.flan" ]; + (* The raylib package's begin/end macros — vendor/raylib/modes.flan. Nothing here draws: every one of the five brackets calls that want a window and a GL context, so what can be asserted headless is that the @@ -3755,9 +3817,19 @@ level "1" shim_refuses "declare-c: a map" "(declare-c takes [m (Map string i32)] \"Takes\")" "which has no C representation"; - shim_refuses "declare-c: a returned string" + (* A returned string comes back as the pointer and its length. With no + string argument the pointer is the library's own; with one, it may point + into the argument's copy, so it is moved to the scratch buffer before + that copy is freed. programs/cstr-return.flan runs both. *) + shim_case "declare-c: a returned string answers its length" "(declare-c name [] string \"Name\")" - "a string only crosses as a parameter"; + [ "extern const char * Name(void);"; + "const char *r = flan_shim_ret_len(Name(), out_n);"; + "int32_t *out_n" ]; + shim_case "declare-c: a returned string outlives the argument copies" + "(declare-c base [p string] string \"Base\")" + [ "const char *r = flan_shim_ret_keep(Base(a0), out_n);\n\ + \ flan_shim_cstr_free(a0, a0_b);\n return r;\n" ]; shim_refuses "declare-c: a callback" "(declare-c each [f (Fn [i32] ())] \"Each\")" "a C callback is not implemented"; diff --git a/test/test_flan.ml b/test/test_flan.ml index d39a06df..3c480932 100644 --- a/test/test_flan.ml +++ b/test/test_flan.ml @@ -4290,6 +4290,9 @@ let () = emits "a C enum against a defenum of the same name" "(declare-c mood-value [m Mood] i32 \"mood_value\")"; emits "a function of no arguments" "(declare-c take-nothing [] \"take_nothing\")"; + (* And returned: text the caller only reads, which the shim copies. *) + emits "const char * as a string return" + "(declare-c name-of [which i32] string \"name_of\")"; (* And the refusals, each by its reason rather than by a count. *) let refused name needle = @@ -4299,7 +4302,7 @@ let () = (fun (n, why) -> n = name && contains why needle) imported.Cimport.hidden) in - refused "name-of" "returns char *"; + refused "owned-text" "which the caller owns"; refused "fill-buffer" "C may write through"; refused "printf-like" "is variadic"; refused "on-event" "is a function pointer"; @@ -4943,6 +4946,16 @@ let () = i8 and u8 are two spellings of one byte, and as a scalar they are not. *) differs "a byte where the header says a wider integer" "(declare-c add [a u8 b i32] i32 \"add_ints\")" "parameter a is u8"; + (* A returned string is copied, so it has to be text the caller only reads. + Over a char * without const the copy would leave the library's buffer + with no owner; over a const char * it is the importer's own face. *) + agreed "a string returned where the header says const char *" + "(declare-c name-of [which i32] string \"name_of\")"; + differs "a string returned where the header says char *" + "(declare-c owned-text [] string \"owned_text\")" + "which the caller owns"; + agreed "a (Ptr u8) returned where the header says char *" + "(declare-c owned-text [] (Ptr u8) \"owned_text\")"; (* The name rule. Reversibility is by storage — the C symbol is kept verbatim in the declaration — so what the rule has to be is injective over one diff --git a/test/test_sanitize.ml b/test/test_sanitize.ml index e5829224..cc0b2626 100644 --- a/test/test_sanitize.ml +++ b/test/test_sanitize.ml @@ -132,6 +132,7 @@ let corpus = "programs/bytes-copy.flan", []; "programs/cleanup.flan", []; "programs/conditions.flan", []; + "programs/cstr-return.flan", []; "programs/debug.flan", []; "programs/debug-permuted.flan", []; "programs/destructure.flan", []; @@ -187,6 +188,7 @@ let corpus = "programs/pkg-unused.flan", []; "programs/printers.flan", []; "programs/println.flan", []; + "programs/res-leaks.flan", []; "programs/restarts.flan", []; (* The dyn programs, which reach flan_dyn.c from Flan rather than from the hand-written C below — and the difference is the whole reason they are diff --git a/test/test_valgrind.ml b/test/test_valgrind.ml index e881581a..460fe8e6 100644 --- a/test/test_valgrind.ml +++ b/test/test_valgrind.ml @@ -205,6 +205,7 @@ let corpus = "programs/bytes-copy.flan", []; "programs/cleanup.flan", []; "programs/conditions.flan", []; + "programs/cstr-return.flan", []; "programs/debug.flan", []; "programs/debug-permuted.flan", []; "programs/defer-let.flan", []; @@ -239,6 +240,7 @@ let corpus = "programs/printers.flan", []; "programs/println.flan", []; "programs/reach-walk.flan", []; + "programs/res-leaks.flan", []; "programs/restarts.flan", []; "programs/sand-headless.flan", []; "programs/signedness.flan", []; diff --git a/vendor/raylib/bindings b/vendor/raylib/bindings index a090a0cc..5b4c2aae 100644 --- a/vendor/raylib/bindings +++ b/vendor/raylib/bindings @@ -64,6 +64,7 @@ name IsPathFile path-file? name IsAudioStreamValid audio-stream-valid? name IsAudioStreamPlaying audio-stream-playing? name IsAudioStreamProcessed audio-stream-processed? +name IsModelValid model-valid? # Hand-written in raylib.flan, so excluded here: a second declare-c for one C # symbol is refused for the whole program. These three are on a game's diff --git a/vendor/raylib/generated.flan b/vendor/raylib/generated.flan index ed26d08b..7ff58dbd 100644 --- a/vendor/raylib/generated.flan +++ b/vendor/raylib/generated.flan @@ -49,7 +49,9 @@ (declare-c get-monitor-refresh-rate [monitor i32] i32 "GetMonitorRefreshRate") (declare-c get-window-position [] Vector2 "GetWindowPosition") (declare-c get-window-scale-dpi [] Vector2 "GetWindowScaleDPI") +(declare-c get-monitor-name [monitor i32] string "GetMonitorName") (declare-c set-clipboard-text [text string] "SetClipboardText") +(declare-c get-clipboard-text [] string "GetClipboardText") (declare-c get-clipboard-image [] Image "GetClipboardImage") (declare-c enable-event-waiting [] "EnableEventWaiting") (declare-c disable-event-waiting [] "DisableEventWaiting") @@ -62,6 +64,8 @@ (declare-c end-vr-stereo-mode [] "EndVrStereoMode") (declare-c get-screen-to-world-ray-ex [position Vector2 camera Camera3D width i32 height i32] Ray "GetScreenToWorldRayEx") (declare-c get-world-to-screen-ex [position Vector3 camera Camera3D width i32 height i32] Vector2 "GetWorldToScreenEx") +(declare-c get-camera-matrix [camera Camera3D] Matrix "GetCameraMatrix") +(declare-c get-camera-matrix-2d [camera Camera2D] Matrix "GetCameraMatrix2D") (declare-c swap-screen-buffer [] "SwapScreenBuffer") (declare-c poll-input-events [] "PollInputEvents") (declare-c wait-time [seconds f64] "WaitTime") @@ -79,6 +83,13 @@ (declare-c directory-exists [dir-path string] bool "DirectoryExists") (declare-c file-extension? [file-name string ext string] bool "IsFileExtension") (declare-c get-file-length [file-name string] i32 "GetFileLength") +(declare-c get-file-extension [file-name string] string "GetFileExtension") +(declare-c get-file-name [file-path string] string "GetFileName") +(declare-c get-file-name-without-ext [file-path string] string "GetFileNameWithoutExt") +(declare-c get-directory-path [file-path string] string "GetDirectoryPath") +(declare-c get-prev-directory-path [dir-path string] string "GetPrevDirectoryPath") +(declare-c get-working-directory [] string "GetWorkingDirectory") +(declare-c get-application-directory [] string "GetApplicationDirectory") (declare-c make-directory [dir-path string] i32 "MakeDirectory") (declare-c change-directory [dir string] bool "ChangeDirectory") (declare-c path-file? [path string] bool "IsPathFile") @@ -95,6 +106,7 @@ (declare-c stop-automation-event-recording [] "StopAutomationEventRecording") (declare-c get-key-pressed-raw [] i32 "GetKeyPressed") (declare-c get-char-pressed-raw [] i32 "GetCharPressed") +(declare-c get-gamepad-name [gamepad i32] string "GetGamepadName") (declare-c set-gamepad-mappings [mappings string] i32 "SetGamepadMappings") (declare-c set-gamepad-vibration [gamepad i32 left-motor f32 right-motor f32 duration f32] "SetGamepadVibration") (declare-c get-mouse-x [] i32 "GetMouseX") @@ -230,10 +242,18 @@ (declare-c get-codepoint-count [text string] i32 "GetCodepointCount") (declare-c get-codepoint [text string codepoint-size (Ptr i32)] i32 "GetCodepoint") (declare-c get-codepoint-next [text string codepoint-size (Ptr i32)] i32 "GetCodepointNext") +(declare-c codepoint-to-utf8 [codepoint i32 utf-8size (Ptr i32)] string "CodepointToUTF8") (declare-c text-is-equal [text-1 string text-2 string] bool "TextIsEqual") (declare-c text-length [text string] u32 "TextLength") +(declare-c text-subtext [text string position i32 length i32] string "TextSubtext") +(declare-c text-join [text-list (Ptr (Ptr i8)) count i32 delimiter string] string "TextJoin") (declare-c text-split [text string delimiter i8 count (Ptr i32)] (Ptr (Ptr i8)) "TextSplit") (declare-c text-find-index [text string find string] i32 "TextFindIndex") +(declare-c text-to-upper [text string] string "TextToUpper") +(declare-c text-to-lower [text string] string "TextToLower") +(declare-c text-to-pascal [text string] string "TextToPascal") +(declare-c text-to-snake [text string] string "TextToSnake") +(declare-c text-to-camel [text string] string "TextToCamel") (declare-c text-to-integer [text string] i32 "TextToInteger") (declare-c text-to-float [text string] f32 "TextToFloat") (declare-c draw-line-3d [start-pos Vector3 end-pos Vector3 color Color] "DrawLine3D") @@ -250,15 +270,46 @@ (declare-c draw-capsule [start-pos Vector3 end-pos Vector3 radius f32 slices i32 rings i32 color Color] "DrawCapsule") (declare-c draw-capsule-wires [start-pos Vector3 end-pos Vector3 radius f32 slices i32 rings i32 color Color] "DrawCapsuleWires") (declare-c draw-plane [center-pos Vector3 size Vector2 color Color] "DrawPlane") +(declare-c load-model [file-name string] Model "LoadModel") +(declare-c load-model-from-mesh [mesh Mesh] Model "LoadModelFromMesh") +(declare-c model-valid? [model Model] bool "IsModelValid") +(declare-c unload-model [model Model] "UnloadModel") +(declare-c get-model-bounding-box [model Model] BoundingBox "GetModelBoundingBox") +(declare-c draw-model [model Model position Vector3 scale f32 tint Color] "DrawModel") +(declare-c draw-model-ex [model Model position Vector3 rotation-axis Vector3 rotation-angle f32 scale Vector3 tint Color] "DrawModelEx") +(declare-c draw-model-wires [model Model position Vector3 scale f32 tint Color] "DrawModelWires") +(declare-c draw-model-wires-ex [model Model position Vector3 rotation-axis Vector3 rotation-angle f32 scale Vector3 tint Color] "DrawModelWiresEx") +(declare-c draw-model-points [model Model position Vector3 scale f32 tint Color] "DrawModelPoints") +(declare-c draw-model-points-ex [model Model position Vector3 rotation-axis Vector3 rotation-angle f32 scale Vector3 tint Color] "DrawModelPointsEx") (declare-c draw-bounding-box [box BoundingBox color Color] "DrawBoundingBox") (declare-c draw-billboard [camera Camera3D texture Texture2D position Vector3 scale f32 tint Color] "DrawBillboard") (declare-c draw-billboard-rec [camera Camera3D texture Texture2D source Rectangle position Vector3 size Vector2 tint Color] "DrawBillboardRec") (declare-c draw-billboard-pro [camera Camera3D texture Texture2D source Rectangle position Vector3 up Vector3 size Vector2 origin Vector2 rotation f32 tint Color] "DrawBillboardPro") +(declare-c upload-mesh [mesh (Ptr Mesh) dynamic bool] "UploadMesh") +(declare-c update-mesh-buffer [mesh Mesh index i32 data (Ptr u8) data-size i32 offset i32] "UpdateMeshBuffer") +(declare-c unload-mesh [mesh Mesh] "UnloadMesh") +(declare-c get-mesh-bounding-box [mesh Mesh] BoundingBox "GetMeshBoundingBox") +(declare-c gen-mesh-tangents [mesh (Ptr Mesh)] "GenMeshTangents") +(declare-c export-mesh [mesh Mesh file-name string] bool "ExportMesh") +(declare-c export-mesh-as-code [mesh Mesh file-name string] bool "ExportMeshAsCode") +(declare-c gen-mesh-poly [sides i32 radius f32] Mesh "GenMeshPoly") +(declare-c gen-mesh-plane [width f32 length f32 res-x i32 res-z i32] Mesh "GenMeshPlane") +(declare-c gen-mesh-cube [width f32 height f32 length f32] Mesh "GenMeshCube") +(declare-c gen-mesh-sphere [radius f32 rings i32 slices i32] Mesh "GenMeshSphere") +(declare-c gen-mesh-hemi-sphere [radius f32 rings i32 slices i32] Mesh "GenMeshHemiSphere") +(declare-c gen-mesh-cylinder [radius f32 height f32 slices i32] Mesh "GenMeshCylinder") +(declare-c gen-mesh-cone [radius f32 height f32 slices i32] Mesh "GenMeshCone") +(declare-c gen-mesh-torus [radius f32 size f32 rad-seg i32 sides i32] Mesh "GenMeshTorus") +(declare-c gen-mesh-knot [radius f32 size f32 rad-seg i32 sides i32] Mesh "GenMeshKnot") +(declare-c gen-mesh-heightmap [heightmap Image size Vector3] Mesh "GenMeshHeightmap") +(declare-c gen-mesh-cubicmap [cubicmap Image cube-size Vector3] Mesh "GenMeshCubicmap") +(declare-c set-model-mesh-material [model (Ptr Model) mesh-id i32 material-id i32] "SetModelMeshMaterial") (declare-c check-collision-spheres [center-1 Vector3 radius-1 f32 center-2 Vector3 radius-2 f32] bool "CheckCollisionSpheres") (declare-c check-collision-boxes [box-1 BoundingBox box-2 BoundingBox] bool "CheckCollisionBoxes") (declare-c check-collision-box-sphere [box BoundingBox center Vector3 radius f32] bool "CheckCollisionBoxSphere") (declare-c get-ray-collision-sphere [ray Ray center Vector3 radius f32] RayCollision "GetRayCollisionSphere") (declare-c get-ray-collision-box [ray Ray box BoundingBox] RayCollision "GetRayCollisionBox") +(declare-c get-ray-collision-mesh [ray Ray mesh Mesh transform Matrix] RayCollision "GetRayCollisionMesh") (declare-c get-ray-collision-triangle [ray Ray p-1 Vector3 p-2 Vector3 p-3 Vector3] RayCollision "GetRayCollisionTriangle") (declare-c get-ray-collision-quad [ray Ray p-1 Vector3 p-2 Vector3 p-3 Vector3 p-4 Vector3] RayCollision "GetRayCollisionQuad") (declare-c load-wave-from-memory [file-type string file-data (Ptr u8) data-size i32] Wave "LoadWaveFromMemory") diff --git a/vendor/raylib/raylib.flan b/vendor/raylib/raylib.flan index a6c985e6..374c8f9f 100644 --- a/vendor/raylib/raylib.flan +++ b/vendor/raylib/raylib.flan @@ -1610,3 +1610,104 @@ (if (<= offset 0) (do (set (deref codepoint-size) 0) 0) (get-codepoint-previous-raw (addr (at text offset)) codepoint-size))) + +;; ── Models and meshes ─────────────────────────────────────────────── +;; +;; Layouts only, read off raylib.h 5.5 and checked against it on every build. +;; Describing them is what lets the importer bind the Load/Gen/Draw/Unload +;; families over them in generated.flan; none of those calls is written here. +;; +;; The field names are the header's through the kebab rule, which is how the +;; layout check pairs them, so Matrix's are m-0 to m-15 in raylib's order — a +;; column-major 4x4 with m-0 m-4 m-8 m-12 as the first row. +(defstruct Matrix + [m-0 f32 m-4 f32 m-8 f32 m-12 f32 + m-1 f32 m-5 f32 m-9 f32 m-13 f32 + m-2 f32 m-6 f32 m-10 f32 m-14 f32 + m-3 f32 m-7 f32 m-11 f32 m-15 f32]) + +;; Every array a mesh owns is a pointer and a count held elsewhere in the +;; struct: vertex-count vertices, triangle-count triangles. Reading one is +;; (slice-from-ptr (.vertices mesh) (* 3 (.vertex-count mesh))). +(defstruct Mesh + [vertex-count i32 triangle-count i32 + vertices (Ptr f32) texcoords (Ptr f32) texcoords-2 (Ptr f32) + normals (Ptr f32) tangents (Ptr f32) colors (Ptr u8) indices (Ptr u16) + anim-vertices (Ptr f32) anim-normals (Ptr f32) bone-ids (Ptr u8) + bone-weights (Ptr f32) bone-matrices (Ptr Matrix) bone-count i32 + vao-id u32 vbo-id (Ptr u32)]) + +;; materials, bones and bind-pose are (Ptr u8) because what they point at +;; cannot be described yet: Material holds `float params[4]` and BoneInfo +;; `char name[32]`, and a fixed-array field is refused at the C boundary. +;; Transform needs Quaternion, which nothing here needs otherwise. The +;; pointers are one word whatever they point at, so the layout is exact. +(defstruct Model + [transform Matrix mesh-count i32 material-count i32 meshes (Ptr Mesh) + materials (Ptr u8) mesh-material (Ptr i32) + bone-count i32 bones (Ptr u8) bind-pose (Ptr u8)]) + +;; ── Dropped files and directory listings ──────────────────────────── +;; +;; FilePathList is an array of C strings raylib owns until the matching +;; Unload call. It crosses the way a returned string does: each path is copied +;; into the context allocator, raylib's list is released before the function +;; returns, and the caller gets a (Vec string) with nothing of raylib's left +;; to unload. `free` on the Vec releases the Vec; the paths live until their +;; allocator's free-all, as (bytes s) does. +(defstruct FilePathList [capacity u32 count u32 paths (Ptr (Ptr i8))]) + +(declare-c load-dropped-files-raw [] FilePathList "LoadDroppedFiles") +(declare-c unload-dropped-files-raw [files FilePathList] "UnloadDroppedFiles") +(declare-c load-directory-files-raw [dir-path string] FilePathList + "LoadDirectoryFiles") +(declare-c load-directory-files-ex-raw + [base-path string filter string scan-subdirs bool] FilePathList + "LoadDirectoryFilesEx") +(declare-c unload-directory-files-raw [files FilePathList] + "UnloadDirectoryFiles") + +;; The bytes of a NUL-terminated C string, copied into the context allocator. +;; The NUL is the only thing that says where a C string ends, so the walk +;; stops there and nothing past it is read. `char` is i8 in the header, and +;; each byte is converted as it is copied. +(defn- c-string-copy [p (Ptr i8)] string + (let [s (slice-from-ptr p 2147483647) + out (vec-new u8) + i 0] + (while (!= (at s i) 0) + (push out (u8 (at s i))) + (set i (+ i 1))) + (string (slice out)))) + +(defn- file-path-list-copy [files FilePathList] (Vec string) + (let [out (vec-new string) + n (i32 (.count files)) + paths (slice-from-ptr (.paths files) n)] + (dotimes [i n] + (push out (c-string-copy (at paths i)))) + out)) + +;; The paths dropped on the window since the last call; empty when +;; file-dropped? is false. +(defn dropped-files [] (Vec string) + (let [files (load-dropped-files-raw) + out (file-path-list-copy files)] + (unload-dropped-files-raw files) + out)) + +;; The entries of one directory, files and subdirectories both. +(defn directory-files [dir-path string] (Vec string) + (let [files (load-directory-files-raw dir-path) + out (file-path-list-copy files)] + (unload-directory-files-raw files) + out)) + +;; `filter` is raylib's: extensions such as ".png;.jpg", or "DIR" for +;; directories only. `scan-subdirs` walks the tree. +(defn directory-files-ex [base-path string filter string scan-subdirs bool] + (Vec string) + (let [files (load-directory-files-ex-raw base-path filter scan-subdirs) + out (file-path-list-copy files)] + (unload-directory-files-raw files) + out)) diff --git a/vendor/rlgl/bindings b/vendor/rlgl/bindings new file mode 100644 index 00000000..08a45f0d --- /dev/null +++ b/vendor/rlgl/bindings @@ -0,0 +1,9 @@ +# The directives vendor/raylib/bindings describes. +# +# Nothing in rlgl.h is generated. Its functions all begin with `rl`, which the +# kebab rule would keep (rlgl/rl-push-matrix), and most of it is the GL +# backend raylib drives for itself — buffers, shaders, framebuffers — which a +# program calling raylib has no use for. The part a program does use is the +# matrix stack, and rlgl.flan binds that by hand under shorter names. Each of +# those lines is still checked against the header on every build. +exclude rl* diff --git a/vendor/rlgl/headers b/vendor/rlgl/headers new file mode 100644 index 00000000..3d0a6b8b --- /dev/null +++ b/vendor/rlgl/headers @@ -0,0 +1,4 @@ +# The C header this package's declarations are checked against, in the format +# vendor/raylib/headers describes. rlgl.h at the raylib 5.5 tag — RLGL_VERSION +# "5.0" inside it — which is the rlgl compiled into libraylib.so.550. +rlgl-5.5.h diff --git a/vendor/rlgl/link b/vendor/rlgl/link new file mode 100644 index 00000000..8d21d74e --- /dev/null +++ b/vendor/rlgl/link @@ -0,0 +1,7 @@ +# rlgl is compiled into raylib, so this package links the same library +# vendor/raylib/link names, for the same targets and for the same reasons. +@native -l:libraylib.so.550 +@native -lm +@web ${FLAN_RAYLIB_WEB} +@web -sUSE_GLFW=3 +@web -sGL_ENABLE_GET_PROC_ADDRESS diff --git a/vendor/rlgl/rlgl-5.5.h b/vendor/rlgl/rlgl-5.5.h new file mode 100644 index 00000000..756656e5 --- /dev/null +++ b/vendor/rlgl/rlgl-5.5.h @@ -0,0 +1,5262 @@ +/********************************************************************************************** +* +* rlgl v5.0 - A multi-OpenGL abstraction layer with an immediate-mode style API +* +* DESCRIPTION: +* An abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, 4.3 Core, ES 2.0) +* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...) +* +* ADDITIONAL NOTES: +* When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are +* initialized on rlglInit() to accumulate vertex data +* +* When an internal state change is required all the stored vertex data is renderer in batch, +* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch +* +* Some resources are also loaded for convenience, here the complete list: +* - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data +* - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 +* - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) +* +* Internal buffer (and resources) must be manually unloaded calling rlglClose() +* +* CONFIGURATION: +* #define GRAPHICS_API_OPENGL_11 +* #define GRAPHICS_API_OPENGL_21 +* #define GRAPHICS_API_OPENGL_33 +* #define GRAPHICS_API_OPENGL_43 +* #define GRAPHICS_API_OPENGL_ES2 +* #define GRAPHICS_API_OPENGL_ES3 +* Use selected OpenGL graphics backend, should be supported by platform +* Those preprocessor defines are only used on rlgl module, if OpenGL version is +* required by any other module, use rlGetVersion() to check it +* +* #define RLGL_IMPLEMENTATION +* Generates the implementation of the library into the included file +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation +* +* #define RLGL_RENDER_TEXTURES_HINT +* Enable framebuffer objects (fbo) support (enabled by default) +* Some GPUs could not support them despite the OpenGL version +* +* #define RLGL_SHOW_GL_DETAILS_INFO +* Show OpenGL extensions and capabilities detailed logs on init +* +* #define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT +* Enable debug context (only available on OpenGL 4.3) +* +* rlgl capabilities could be customized just defining some internal +* values before library inclusion (default values listed): +* +* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits +* #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) +* #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) +* #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) +* +* #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack +* #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported +* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance +* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance +* +* When loading a shader, the following vertex attributes and uniform +* location names are tried to be set automatically: +* +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS +* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))) +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) +* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) +* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) +* +* DEPENDENCIES: +* - OpenGL libraries (depending on platform and OpenGL version selected) +* - GLAD OpenGL extensions loading library (only for OpenGL 3.3 Core, 4.3 Core) +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef RLGL_H +#define RLGL_H + +#define RLGL_VERSION "5.0" + +// Function specifiers in case library is build/used as a shared library +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +// NOTE: visibility(default) attribute makes symbols "visible" when compiled with -fvisibility=hidden +#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) +#elif defined(BUILD_LIBTYPE_SHARED) + #define RLAPI __attribute__((visibility("default"))) // We are building the library as a Unix shared library (.so/.dylib) +#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) + #define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) +#endif + +// Function specifiers definition +#ifndef RLAPI + #define RLAPI // Functions defined as 'extern' by default (implicit specifiers) +#endif + +// Support TRACELOG macros +#ifndef TRACELOG + #define TRACELOG(level, ...) (void)0 + #define TRACELOGD(...) (void)0 +#endif + +// Allow custom memory allocators +#ifndef RL_MALLOC + #define RL_MALLOC(sz) malloc(sz) +#endif +#ifndef RL_CALLOC + #define RL_CALLOC(n,sz) calloc(n,sz) +#endif +#ifndef RL_REALLOC + #define RL_REALLOC(n,sz) realloc(n,sz) +#endif +#ifndef RL_FREE + #define RL_FREE(p) free(p) +#endif + +// Security check in case no GRAPHICS_API_OPENGL_* defined +#if !defined(GRAPHICS_API_OPENGL_11) && \ + !defined(GRAPHICS_API_OPENGL_21) && \ + !defined(GRAPHICS_API_OPENGL_33) && \ + !defined(GRAPHICS_API_OPENGL_43) && \ + !defined(GRAPHICS_API_OPENGL_ES2) && \ + !defined(GRAPHICS_API_OPENGL_ES3) + #define GRAPHICS_API_OPENGL_33 +#endif + +// Security check in case multiple GRAPHICS_API_OPENGL_* defined +#if defined(GRAPHICS_API_OPENGL_11) + #if defined(GRAPHICS_API_OPENGL_21) + #undef GRAPHICS_API_OPENGL_21 + #endif + #if defined(GRAPHICS_API_OPENGL_33) + #undef GRAPHICS_API_OPENGL_33 + #endif + #if defined(GRAPHICS_API_OPENGL_43) + #undef GRAPHICS_API_OPENGL_43 + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) + #undef GRAPHICS_API_OPENGL_ES2 + #endif +#endif + +// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality +// WARNING: Specific parts are checked with #if defines +#if defined(GRAPHICS_API_OPENGL_21) + #define GRAPHICS_API_OPENGL_33 +#endif + +// OpenGL 4.3 uses OpenGL 3.3 Core functionality +#if defined(GRAPHICS_API_OPENGL_43) + #define GRAPHICS_API_OPENGL_33 +#endif + +// OpenGL ES 3.0 uses OpenGL ES 2.0 functionality (and more) +#if defined(GRAPHICS_API_OPENGL_ES3) + #define GRAPHICS_API_OPENGL_ES2 +#endif + +// Support framebuffer objects by default +// NOTE: Some driver implementation do not support it, despite they should +#define RLGL_RENDER_TEXTURES_HINT + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- + +// Default internal render batch elements limits +#ifndef RL_DEFAULT_BATCH_BUFFER_ELEMENTS + #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // This is the maximum amount of elements (quads) per batch + // NOTE: Be careful with text, every letter maps to a quad + #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) + // We reduce memory sizes for embedded systems (RPI and HTML5) + // NOTE: On HTML5 (emscripten) this is allocated on heap, + // by default it's only 16MB!...just take care... + #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 2048 + #endif +#endif +#ifndef RL_DEFAULT_BATCH_BUFFERS + #define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering) +#endif +#ifndef RL_DEFAULT_BATCH_DRAWCALLS + #define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture) +#endif +#ifndef RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS + #define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture()) +#endif + +// Internal Matrix stack +#ifndef RL_MAX_MATRIX_STACK_SIZE + #define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of Matrix stack +#endif + +// Shader limits +#ifndef RL_MAX_SHADER_LOCATIONS + #define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported +#endif + +// Projection matrix culling +#ifndef RL_CULL_DISTANCE_NEAR + #define RL_CULL_DISTANCE_NEAR 0.01 // Default near cull distance +#endif +#ifndef RL_CULL_DISTANCE_FAR + #define RL_CULL_DISTANCE_FAR 1000.0 // Default far cull distance +#endif + +// Texture parameters (equivalent to OpenGL defines) +#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S +#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T +#define RL_TEXTURE_MAG_FILTER 0x2800 // GL_TEXTURE_MAG_FILTER +#define RL_TEXTURE_MIN_FILTER 0x2801 // GL_TEXTURE_MIN_FILTER + +#define RL_TEXTURE_FILTER_NEAREST 0x2600 // GL_NEAREST +#define RL_TEXTURE_FILTER_LINEAR 0x2601 // GL_LINEAR +#define RL_TEXTURE_FILTER_MIP_NEAREST 0x2700 // GL_NEAREST_MIPMAP_NEAREST +#define RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR 0x2702 // GL_NEAREST_MIPMAP_LINEAR +#define RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST 0x2701 // GL_LINEAR_MIPMAP_NEAREST +#define RL_TEXTURE_FILTER_MIP_LINEAR 0x2703 // GL_LINEAR_MIPMAP_LINEAR +#define RL_TEXTURE_FILTER_ANISOTROPIC 0x3000 // Anisotropic filter (custom identifier) +#define RL_TEXTURE_MIPMAP_BIAS_RATIO 0x4000 // Texture mipmap bias, percentage ratio (custom identifier) + +#define RL_TEXTURE_WRAP_REPEAT 0x2901 // GL_REPEAT +#define RL_TEXTURE_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE +#define RL_TEXTURE_WRAP_MIRROR_REPEAT 0x8370 // GL_MIRRORED_REPEAT +#define RL_TEXTURE_WRAP_MIRROR_CLAMP 0x8742 // GL_MIRROR_CLAMP_EXT + +// Matrix modes (equivalent to OpenGL) +#define RL_MODELVIEW 0x1700 // GL_MODELVIEW +#define RL_PROJECTION 0x1701 // GL_PROJECTION +#define RL_TEXTURE 0x1702 // GL_TEXTURE + +// Primitive assembly draw modes +#define RL_LINES 0x0001 // GL_LINES +#define RL_TRIANGLES 0x0004 // GL_TRIANGLES +#define RL_QUADS 0x0007 // GL_QUADS + +// GL equivalent data types +#define RL_UNSIGNED_BYTE 0x1401 // GL_UNSIGNED_BYTE +#define RL_FLOAT 0x1406 // GL_FLOAT + +// GL buffer usage hint +#define RL_STREAM_DRAW 0x88E0 // GL_STREAM_DRAW +#define RL_STREAM_READ 0x88E1 // GL_STREAM_READ +#define RL_STREAM_COPY 0x88E2 // GL_STREAM_COPY +#define RL_STATIC_DRAW 0x88E4 // GL_STATIC_DRAW +#define RL_STATIC_READ 0x88E5 // GL_STATIC_READ +#define RL_STATIC_COPY 0x88E6 // GL_STATIC_COPY +#define RL_DYNAMIC_DRAW 0x88E8 // GL_DYNAMIC_DRAW +#define RL_DYNAMIC_READ 0x88E9 // GL_DYNAMIC_READ +#define RL_DYNAMIC_COPY 0x88EA // GL_DYNAMIC_COPY + +// GL Shader type +#define RL_FRAGMENT_SHADER 0x8B30 // GL_FRAGMENT_SHADER +#define RL_VERTEX_SHADER 0x8B31 // GL_VERTEX_SHADER +#define RL_COMPUTE_SHADER 0x91B9 // GL_COMPUTE_SHADER + +// GL blending factors +#define RL_ZERO 0 // GL_ZERO +#define RL_ONE 1 // GL_ONE +#define RL_SRC_COLOR 0x0300 // GL_SRC_COLOR +#define RL_ONE_MINUS_SRC_COLOR 0x0301 // GL_ONE_MINUS_SRC_COLOR +#define RL_SRC_ALPHA 0x0302 // GL_SRC_ALPHA +#define RL_ONE_MINUS_SRC_ALPHA 0x0303 // GL_ONE_MINUS_SRC_ALPHA +#define RL_DST_ALPHA 0x0304 // GL_DST_ALPHA +#define RL_ONE_MINUS_DST_ALPHA 0x0305 // GL_ONE_MINUS_DST_ALPHA +#define RL_DST_COLOR 0x0306 // GL_DST_COLOR +#define RL_ONE_MINUS_DST_COLOR 0x0307 // GL_ONE_MINUS_DST_COLOR +#define RL_SRC_ALPHA_SATURATE 0x0308 // GL_SRC_ALPHA_SATURATE +#define RL_CONSTANT_COLOR 0x8001 // GL_CONSTANT_COLOR +#define RL_ONE_MINUS_CONSTANT_COLOR 0x8002 // GL_ONE_MINUS_CONSTANT_COLOR +#define RL_CONSTANT_ALPHA 0x8003 // GL_CONSTANT_ALPHA +#define RL_ONE_MINUS_CONSTANT_ALPHA 0x8004 // GL_ONE_MINUS_CONSTANT_ALPHA + +// GL blending functions/equations +#define RL_FUNC_ADD 0x8006 // GL_FUNC_ADD +#define RL_MIN 0x8007 // GL_MIN +#define RL_MAX 0x8008 // GL_MAX +#define RL_FUNC_SUBTRACT 0x800A // GL_FUNC_SUBTRACT +#define RL_FUNC_REVERSE_SUBTRACT 0x800B // GL_FUNC_REVERSE_SUBTRACT +#define RL_BLEND_EQUATION 0x8009 // GL_BLEND_EQUATION +#define RL_BLEND_EQUATION_RGB 0x8009 // GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION) +#define RL_BLEND_EQUATION_ALPHA 0x883D // GL_BLEND_EQUATION_ALPHA +#define RL_BLEND_DST_RGB 0x80C8 // GL_BLEND_DST_RGB +#define RL_BLEND_SRC_RGB 0x80C9 // GL_BLEND_SRC_RGB +#define RL_BLEND_DST_ALPHA 0x80CA // GL_BLEND_DST_ALPHA +#define RL_BLEND_SRC_ALPHA 0x80CB // GL_BLEND_SRC_ALPHA +#define RL_BLEND_COLOR 0x8005 // GL_BLEND_COLOR + +#define RL_READ_FRAMEBUFFER 0x8CA8 // GL_READ_FRAMEBUFFER +#define RL_DRAW_FRAMEBUFFER 0x8CA9 // GL_DRAW_FRAMEBUFFER + +// Default shader vertex attribute locations +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3 +#endif + #ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT +#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6 +#endif +#ifdef RL_SUPPORT_MESH_GPU_SKINNING +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS + #define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8 +#endif +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#if (defined(__STDC__) && __STDC_VERSION__ >= 199901L) || (defined(_MSC_VER) && _MSC_VER >= 1800) + #include +#elif !defined(__cplusplus) && !defined(bool) && !defined(RL_BOOL_TYPE) + // Boolean type +typedef enum bool { false = 0, true = !false } bool; +#endif + +#if !defined(RL_MATRIX_TYPE) +// Matrix, 4x4 components, column major, OpenGL style, right handed +typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) +} Matrix; +#define RL_MATRIX_TYPE +#endif + +// Dynamic vertex buffers (position + texcoords + colors + indices arrays) +typedef struct rlVertexBuffer { + int elementCount; // Number of elements in the buffer (QUADS) + + float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *normals; // Vertex normal (XYZ - 3 components per vertex) (shader-location = 2) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + unsigned int *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + unsigned short *indices; // Vertex indices (in case vertex data comes indexed) (6 indices per quad) +#endif + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[5]; // OpenGL Vertex Buffer Objects id (5 types of vertex data) +} rlVertexBuffer; + +// Draw call type +// NOTE: Only texture changes register a new draw, other state-change-related elements are not +// used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any +// of those state-change happens (this is done in core module) +typedef struct rlDrawCall { + int mode; // Drawing mode: LINES, TRIANGLES, QUADS + int vertexCount; // Number of vertex of the draw + int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) + //unsigned int vaoId; // Vertex array id to be used on the draw -> Using RLGL.currentBatch->vertexBuffer.vaoId + //unsigned int shaderId; // Shader id to be used on the draw -> Using RLGL.currentShaderId + unsigned int textureId; // Texture id to be used on the draw -> Use to create new draw call if changes + + //Matrix projection; // Projection matrix for this draw -> Using RLGL.projection by default + //Matrix modelview; // Modelview matrix for this draw -> Using RLGL.modelview by default +} rlDrawCall; + +// rlRenderBatch type +typedef struct rlRenderBatch { + int bufferCount; // Number of vertex buffers (multi-buffering support) + int currentBuffer; // Current buffer tracking in case of multi-buffering + rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data + + rlDrawCall *draws; // Draw calls array, depends on textureId + int drawCounter; // Draw calls counter + float currentDepth; // Current depth value for next draw +} rlRenderBatch; + +// OpenGL version +typedef enum { + RL_OPENGL_11 = 1, // OpenGL 1.1 + RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) + RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) + RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) + RL_OPENGL_ES_20, // OpenGL ES 2.0 (GLSL 100) + RL_OPENGL_ES_30 // OpenGL ES 3.0 (GLSL 300 es) +} rlGlVersion; + +// Trace log level +// NOTE: Organized by priority level +typedef enum { + RL_LOG_ALL = 0, // Display all logs + RL_LOG_TRACE, // Trace logging, intended for internal use only + RL_LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds + RL_LOG_INFO, // Info logging, used for program execution info + RL_LOG_WARNING, // Warning logging, used on recoverable failures + RL_LOG_ERROR, // Error logging, used on unrecoverable failures + RL_LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) + RL_LOG_NONE // Disable logging +} rlTraceLogLevel; + +// Texture pixel formats +// NOTE: Support depends on OpenGL version +typedef enum { + RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + RL_PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + RL_PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float) + RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float) + RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float) + RL_PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} rlPixelFormat; + +// Texture parameters: filter mode +// NOTE 1: Filtering considers mipmaps if available in the texture +// NOTE 2: Filter is accordingly set for minification and magnification +typedef enum { + RL_TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation + RL_TEXTURE_FILTER_BILINEAR, // Linear filtering + RL_TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + RL_TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + RL_TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + RL_TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} rlTextureFilter; + +// Color blending modes (pre-defined) +typedef enum { + RL_BLEND_ALPHA = 0, // Blend textures considering alpha (default) + RL_BLEND_ADDITIVE, // Blend textures adding colors + RL_BLEND_MULTIPLIED, // Blend textures multiplying colors + RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + RL_BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha + RL_BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) + RL_BLEND_CUSTOM_SEPARATE // Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate()) +} rlBlendMode; + +// Shader location point type +typedef enum { + RL_SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position + RL_SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 + RL_SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 + RL_SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal + RL_SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent + RL_SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color + RL_SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection + RL_SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) + RL_SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection + RL_SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) + RL_SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal + RL_SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view + RL_SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color + RL_SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color + RL_SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color + RL_SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE) + RL_SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR) + RL_SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal + RL_SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness + RL_SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion + RL_SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission + RL_SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height + RL_SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap + RL_SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance + RL_SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter + RL_SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf +} rlShaderLocationIndex; + +#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO +#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS + +// Shader uniform data type +typedef enum { + RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float + RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) + RL_SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) + RL_SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) + RL_SHADER_UNIFORM_INT, // Shader uniform type: int + RL_SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) + RL_SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) + RL_SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) + RL_SHADER_UNIFORM_UINT, // Shader uniform type: unsigned int + RL_SHADER_UNIFORM_UIVEC2, // Shader uniform type: uivec2 (2 unsigned int) + RL_SHADER_UNIFORM_UIVEC3, // Shader uniform type: uivec3 (3 unsigned int) + RL_SHADER_UNIFORM_UIVEC4, // Shader uniform type: uivec4 (4 unsigned int) + RL_SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d +} rlShaderUniformDataType; + +// Shader attribute data types +typedef enum { + RL_SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float + RL_SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) + RL_SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) + RL_SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) +} rlShaderAttributeDataType; + +// Framebuffer attachment type +// NOTE: By default up to 8 color channels defined, but it can be more +typedef enum { + RL_ATTACHMENT_COLOR_CHANNEL0 = 0, // Framebuffer attachment type: color 0 + RL_ATTACHMENT_COLOR_CHANNEL1 = 1, // Framebuffer attachment type: color 1 + RL_ATTACHMENT_COLOR_CHANNEL2 = 2, // Framebuffer attachment type: color 2 + RL_ATTACHMENT_COLOR_CHANNEL3 = 3, // Framebuffer attachment type: color 3 + RL_ATTACHMENT_COLOR_CHANNEL4 = 4, // Framebuffer attachment type: color 4 + RL_ATTACHMENT_COLOR_CHANNEL5 = 5, // Framebuffer attachment type: color 5 + RL_ATTACHMENT_COLOR_CHANNEL6 = 6, // Framebuffer attachment type: color 6 + RL_ATTACHMENT_COLOR_CHANNEL7 = 7, // Framebuffer attachment type: color 7 + RL_ATTACHMENT_DEPTH = 100, // Framebuffer attachment type: depth + RL_ATTACHMENT_STENCIL = 200, // Framebuffer attachment type: stencil +} rlFramebufferAttachType; + +// Framebuffer texture attachment type +typedef enum { + RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0, // Framebuffer texture attachment type: cubemap, +X side + RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1, // Framebuffer texture attachment type: cubemap, -X side + RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2, // Framebuffer texture attachment type: cubemap, +Y side + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3, // Framebuffer texture attachment type: cubemap, -Y side + RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4, // Framebuffer texture attachment type: cubemap, +Z side + RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5, // Framebuffer texture attachment type: cubemap, -Z side + RL_ATTACHMENT_TEXTURE2D = 100, // Framebuffer texture attachment type: texture2d + RL_ATTACHMENT_RENDERBUFFER = 200, // Framebuffer texture attachment type: renderbuffer +} rlFramebufferAttachTextureType; + +// Face culling mode +typedef enum { + RL_CULL_FACE_FRONT = 0, + RL_CULL_FACE_BACK +} rlCullMode; + +//------------------------------------------------------------------------------------ +// Functions Declaration - Matrix operations +//------------------------------------------------------------------------------------ + +#if defined(__cplusplus) +extern "C" { // Prevents name mangling of functions +#endif + +RLAPI void rlMatrixMode(int mode); // Choose the current matrix to be transformed +RLAPI void rlPushMatrix(void); // Push the current matrix to stack +RLAPI void rlPopMatrix(void); // Pop latest inserted matrix from stack +RLAPI void rlLoadIdentity(void); // Reset current matrix to identity matrix +RLAPI void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix +RLAPI void rlRotatef(float angle, float x, float y, float z); // Multiply the current matrix by a rotation matrix +RLAPI void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix +RLAPI void rlMultMatrixf(const float *matf); // Multiply the current matrix by another matrix +RLAPI void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar); +RLAPI void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar); +RLAPI void rlViewport(int x, int y, int width, int height); // Set the viewport area +RLAPI void rlSetClipPlanes(double nearPlane, double farPlane); // Set clip planes distances +RLAPI double rlGetCullDistanceNear(void); // Get cull plane distance near +RLAPI double rlGetCullDistanceFar(void); // Get cull plane distance far + +//------------------------------------------------------------------------------------ +// Functions Declaration - Vertex level operations +//------------------------------------------------------------------------------------ +RLAPI void rlBegin(int mode); // Initialize drawing mode (how to organize vertex) +RLAPI void rlEnd(void); // Finish vertex providing +RLAPI void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int +RLAPI void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float +RLAPI void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float +RLAPI void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float +RLAPI void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float +RLAPI void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Define one vertex (color) - 4 byte +RLAPI void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float +RLAPI void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float + +//------------------------------------------------------------------------------------ +// Functions Declaration - OpenGL style functions (common to 1.1, 3.3+, ES2) +// NOTE: This functions are used to completely abstract raylib code from OpenGL layer, +// some of them are direct wrappers over OpenGL calls, some others are custom +//------------------------------------------------------------------------------------ + +// Vertex buffers state +RLAPI bool rlEnableVertexArray(unsigned int vaoId); // Enable vertex array (VAO, if supported) +RLAPI void rlDisableVertexArray(void); // Disable vertex array (VAO, if supported) +RLAPI void rlEnableVertexBuffer(unsigned int id); // Enable vertex buffer (VBO) +RLAPI void rlDisableVertexBuffer(void); // Disable vertex buffer (VBO) +RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer element (VBO element) +RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) +RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index +RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index +#if defined(GRAPHICS_API_OPENGL_11) +RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer +RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer +#endif + +// Textures state +RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot +RLAPI void rlEnableTexture(unsigned int id); // Enable texture +RLAPI void rlDisableTexture(void); // Disable texture +RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap +RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap +RLAPI void rlTextureParameters(unsigned int id, int param, int value); // Set texture parameters (filter, wrap) +RLAPI void rlCubemapParameters(unsigned int id, int param, int value); // Set cubemap parameters (filter, wrap) + +// Shader state +RLAPI void rlEnableShader(unsigned int id); // Enable shader program +RLAPI void rlDisableShader(void); // Disable shader program + +// Framebuffer state +RLAPI void rlEnableFramebuffer(unsigned int id); // Enable render texture (fbo) +RLAPI void rlDisableFramebuffer(void); // Disable render texture (fbo), return to default framebuffer +RLAPI unsigned int rlGetActiveFramebuffer(void); // Get the currently active render texture (fbo), 0 for default framebuffer +RLAPI void rlActiveDrawBuffers(int count); // Activate multiple draw color buffers +RLAPI void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask); // Blit active framebuffer to main framebuffer +RLAPI void rlBindFramebuffer(unsigned int target, unsigned int framebuffer); // Bind framebuffer (FBO) + +// General render state +RLAPI void rlEnableColorBlend(void); // Enable color blending +RLAPI void rlDisableColorBlend(void); // Disable color blending +RLAPI void rlEnableDepthTest(void); // Enable depth test +RLAPI void rlDisableDepthTest(void); // Disable depth test +RLAPI void rlEnableDepthMask(void); // Enable depth write +RLAPI void rlDisableDepthMask(void); // Disable depth write +RLAPI void rlEnableBackfaceCulling(void); // Enable backface culling +RLAPI void rlDisableBackfaceCulling(void); // Disable backface culling +RLAPI void rlColorMask(bool r, bool g, bool b, bool a); // Color mask control +RLAPI void rlSetCullFace(int mode); // Set face culling mode +RLAPI void rlEnableScissorTest(void); // Enable scissor test +RLAPI void rlDisableScissorTest(void); // Disable scissor test +RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test +RLAPI void rlEnableWireMode(void); // Enable wire mode +RLAPI void rlEnablePointMode(void); // Enable point mode +RLAPI void rlDisableWireMode(void); // Disable wire (and point) mode +RLAPI void rlSetLineWidth(float width); // Set the line drawing width +RLAPI float rlGetLineWidth(void); // Get the line drawing width +RLAPI void rlEnableSmoothLines(void); // Enable line aliasing +RLAPI void rlDisableSmoothLines(void); // Disable line aliasing +RLAPI void rlEnableStereoRender(void); // Enable stereo rendering +RLAPI void rlDisableStereoRender(void); // Disable stereo rendering +RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled + +RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color +RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth) +RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes +RLAPI void rlSetBlendMode(int mode); // Set blending mode +RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors) +RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors) + +//------------------------------------------------------------------------------------ +// Functions Declaration - rlgl functionality +//------------------------------------------------------------------------------------ +// rlgl initialization functions +RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states) +RLAPI void rlglClose(void); // De-initialize rlgl (buffers, shaders, textures) +RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required) +RLAPI int rlGetVersion(void); // Get current OpenGL version +RLAPI void rlSetFramebufferWidth(int width); // Set current framebuffer width +RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width +RLAPI void rlSetFramebufferHeight(int height); // Set current framebuffer height +RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height + +RLAPI unsigned int rlGetTextureIdDefault(void); // Get default texture id +RLAPI unsigned int rlGetShaderIdDefault(void); // Get default shader id +RLAPI int *rlGetShaderLocsDefault(void); // Get default shader locations + +// Render batch management +// NOTE: rlgl provides a default render batch to behave like OpenGL 1.1 immediate mode +// but this render batch API is exposed in case of custom batches are required +RLAPI rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements); // Load a render batch system +RLAPI void rlUnloadRenderBatch(rlRenderBatch batch); // Unload render batch system +RLAPI void rlDrawRenderBatch(rlRenderBatch *batch); // Draw render batch data (Update->Draw->Reset) +RLAPI void rlSetRenderBatchActive(rlRenderBatch *batch); // Set the active render batch for rlgl (NULL for default internal) +RLAPI void rlDrawRenderBatchActive(void); // Update and draw internal render batch +RLAPI bool rlCheckRenderBatchLimit(int vCount); // Check internal buffer overflow for a given number of vertex + +RLAPI void rlSetTexture(unsigned int id); // Set current texture for render batch and check buffers limits + +//------------------------------------------------------------------------------------------------------------------------ + +// Vertex buffers management +RLAPI unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported +RLAPI unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer object +RLAPI unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load vertex buffer elements object +RLAPI void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update vertex buffer object data on GPU buffer +RLAPI void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements data on GPU buffer +RLAPI void rlUnloadVertexArray(unsigned int vaoId); // Unload vertex array (vao) +RLAPI void rlUnloadVertexBuffer(unsigned int vboId); // Unload vertex buffer object +RLAPI void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset); // Set vertex attribute data configuration +RLAPI void rlSetVertexAttributeDivisor(unsigned int index, int divisor); // Set vertex attribute data divisor +RLAPI void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value, when attribute to provided +RLAPI void rlDrawVertexArray(int offset, int count); // Draw vertex array (currently active vao) +RLAPI void rlDrawVertexArrayElements(int offset, int count, const void *buffer); // Draw vertex array elements +RLAPI void rlDrawVertexArrayInstanced(int offset, int count, int instances); // Draw vertex array (currently active vao) with instancing +RLAPI void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances); // Draw vertex array elements with instancing + +// Textures management +RLAPI unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data +RLAPI unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) +RLAPI unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data +RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU +RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats +RLAPI const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format +RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory +RLAPI void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps); // Generate mipmap data for selected texture +RLAPI void *rlReadTexturePixels(unsigned int id, int width, int height, int format); // Read texture pixel data +RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) + +// Framebuffer management (fbo) +RLAPI unsigned int rlLoadFramebuffer(void); // Load an empty framebuffer +RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer +RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete +RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU + +// Shaders management +RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings +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) +RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program +RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program +RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform +RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute +RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform +RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix +RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices +RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler +RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations) + +// Compute shader management +RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program +RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pipeline) + +// Shader buffer storage object management (ssbo) +RLAPI unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint); // Load shader storage buffer object (SSBO) +RLAPI void rlUnloadShaderBuffer(unsigned int ssboId); // Unload shader storage buffer object (SSBO) +RLAPI void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset); // Update SSBO buffer data +RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Bind SSBO buffer +RLAPI void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset); // Read SSBO buffer data (GPU->CPU) +RLAPI void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count); // Copy SSBO data between buffers +RLAPI unsigned int rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size + +// Buffer management +RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly); // Bind image texture + +// Matrix state management +RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix +RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix +RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix +RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye) +RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye) +RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering +RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering + +// Quick and dirty cube/quad buffers load->draw->unload +RLAPI void rlLoadDrawCube(void); // Load and draw a cube +RLAPI void rlLoadDrawQuad(void); // Load and draw a quad + +#if defined(__cplusplus) +} +#endif + +#endif // RLGL_H + +/*********************************************************************************** +* +* RLGL IMPLEMENTATION +* +************************************************************************************/ + +#if defined(RLGL_IMPLEMENTATION) + +// Expose OpenGL functions from glad in raylib +#if defined(BUILD_LIBTYPE_SHARED) + #define GLAD_API_CALL_EXPORT + #define GLAD_API_CALL_EXPORT_BUILD +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + #if defined(__APPLE__) + #include // OpenGL 1.1 library for OSX + #include // OpenGL extensions library + #else + // APIENTRY for OpenGL function pointer declarations is required + #if !defined(APIENTRY) + #if defined(_WIN32) + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif + #endif + // WINGDIAPI definition. Some Windows OpenGL headers need it + #if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #endif + + #include // OpenGL 1.1 library + #endif +#endif + +#if defined(GRAPHICS_API_OPENGL_33) + #define GLAD_MALLOC RL_MALLOC + #define GLAD_FREE RL_FREE + + #define GLAD_GL_IMPLEMENTATION + #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers +#endif + +#if defined(GRAPHICS_API_OPENGL_ES3) + #include // OpenGL ES 3.0 library + #define GL_GLEXT_PROTOTYPES + #include // OpenGL ES 2.0 extensions library +#elif defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: OpenGL ES 2.0 can be enabled on Desktop platforms, + // in that case, functions are loaded from a custom glad for OpenGL ES 2.0 + #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) + #define GLAD_GLES2_IMPLEMENTATION + #include "external/glad_gles2.h" + #else + #define GL_GLEXT_PROTOTYPES + //#include // EGL library -> not required, platform layer + #include // OpenGL ES 2.0 library + #include // OpenGL ES 2.0 extensions library + #endif + + // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi + // provided headers (despite being defined in official Khronos GLES2 headers) + #if defined(PLATFORM_DRM) + typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); + typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); + typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); + #endif +#endif + +#include // Required for: malloc(), free() +#include // Required for: strcmp(), strlen() [Used in rlglInit(), on extensions loading] +#include // Required for: sqrtf(), sinf(), cosf(), floor(), log() + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +#ifndef PI + #define PI 3.14159265358979323846f +#endif +#ifndef DEG2RAD + #define DEG2RAD (PI/180.0f) +#endif +#ifndef RAD2DEG + #define RAD2DEG (180.0f/PI) +#endif + +#ifndef GL_SHADING_LANGUAGE_VERSION + #define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#endif + +#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#endif +#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT + #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif +#ifndef GL_ETC1_RGB8_OES + #define GL_ETC1_RGB8_OES 0x8D64 +#endif +#ifndef GL_COMPRESSED_RGB8_ETC2 + #define GL_COMPRESSED_RGB8_ETC2 0x9274 +#endif +#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC + #define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#endif +#ifndef GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#endif +#ifndef GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG + #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#endif +#ifndef GL_COMPRESSED_RGBA_ASTC_4x4_KHR + #define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93b0 +#endif +#ifndef GL_COMPRESSED_RGBA_ASTC_8x8_KHR + #define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93b7 +#endif + +#ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif +#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#endif + +#ifndef GL_PROGRAM_POINT_SIZE + #define GL_PROGRAM_POINT_SIZE 0x8642 +#endif + +#ifndef GL_LINE_WIDTH + #define GL_LINE_WIDTH 0x0B21 +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + #define GL_UNSIGNED_SHORT_5_6_5 0x8363 + #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 + #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#endif + +#if defined(GRAPHICS_API_OPENGL_21) + #define GL_LUMINANCE 0x1909 + #define GL_LUMINANCE_ALPHA 0x190A +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + #define glClearDepth glClearDepthf + #if !defined(GRAPHICS_API_OPENGL_ES3) + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER + #endif +#endif + +// Default shader vertex attribute names to set location points +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION + #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL + #define RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR + #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 + #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS + #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS +#endif +#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS + #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS +#endif + +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP + #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW + #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION + #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL + #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL + #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)) +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR + #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color) +#endif +#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES + #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices +#endif +#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 + #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0) +#endif +#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 + #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1) +#endif +#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 + #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2) +#endif + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +typedef struct rlglData { + rlRenderBatch *currentBatch; // Current render batch + rlRenderBatch defaultBatch; // Default internal render batch + + struct { + int vertexCounter; // Current active render batch vertex counter (generic, used for all batches) + float texcoordx, texcoordy; // Current active texture coordinate (added on glVertex*()) + float normalx, normaly, normalz; // Current active normal (added on glVertex*()) + unsigned char colorr, colorg, colorb, colora; // Current active color (added on glVertex*()) + + int currentMatrixMode; // Current matrix mode + Matrix *currentMatrix; // Current matrix pointer + Matrix modelview; // Default modelview matrix + Matrix projection; // Default projection matrix + Matrix transform; // Transform matrix to be used with rlTranslate, rlRotate, rlScale + bool transformRequired; // Require transform matrix application to current draw-call vertex (if required) + Matrix stack[RL_MAX_MATRIX_STACK_SIZE];// Matrix stack for push/pop + int stackCounter; // Matrix stack counter + + unsigned int defaultTextureId; // Default texture used on shapes/poly drawing (required by shader) + unsigned int activeTextureId[RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS]; // Active texture ids to be enabled on batch drawing (0 active by default) + unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) + unsigned int defaultFShaderId; // Default fragment shader id (used by default shader program) + unsigned int defaultShaderId; // Default shader program id, supports vertex color and diffuse texture + int *defaultShaderLocs; // Default shader locations pointer to be used on rendering + unsigned int currentShaderId; // Current shader id to be used on rendering (by default, defaultShaderId) + int *currentShaderLocs; // Current shader locations pointer to be used on rendering (by default, defaultShaderLocs) + + bool stereoRender; // Stereo rendering flag + Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices + Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices + + // Blending variables + int currentBlendMode; // Blending mode active + int glBlendSrcFactor; // Blending source factor + int glBlendDstFactor; // Blending destination factor + int glBlendEquation; // Blending equation + int glBlendSrcFactorRGB; // Blending source RGB factor + int glBlendDestFactorRGB; // Blending destination RGB factor + int glBlendSrcFactorAlpha; // Blending source alpha factor + int glBlendDestFactorAlpha; // Blending destination alpha factor + int glBlendEquationRGB; // Blending equation for RGB + int glBlendEquationAlpha; // Blending equation for alpha + bool glCustomBlendModeModified; // Custom blending factor and equation modification status + + int framebufferWidth; // Current framebuffer width + int framebufferHeight; // Current framebuffer height + + } State; // Renderer state + struct { + bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object) + bool instancing; // Instancing supported (GL_ANGLE_instanced_arrays, GL_EXT_draw_instanced + GL_EXT_instanced_arrays) + bool texNPOT; // NPOT textures full support (GL_ARB_texture_non_power_of_two, GL_OES_texture_npot) + bool texDepth; // Depth textures supported (GL_ARB_depth_texture, GL_OES_depth_texture) + bool texDepthWebGL; // Depth textures supported WebGL specific (GL_WEBGL_depth_texture) + bool texFloat32; // float textures support (32 bit per channel) (GL_OES_texture_float) + bool texFloat16; // half float textures support (16 bit per channel) (GL_OES_texture_half_float) + bool texCompDXT; // DDS texture compression support (GL_EXT_texture_compression_s3tc, GL_WEBGL_compressed_texture_s3tc, GL_WEBKIT_WEBGL_compressed_texture_s3tc) + bool texCompETC1; // ETC1 texture compression support (GL_OES_compressed_ETC1_RGB8_texture, GL_WEBGL_compressed_texture_etc1) + bool texCompETC2; // ETC2/EAC texture compression support (GL_ARB_ES3_compatibility) + bool texCompPVRT; // PVR texture compression support (GL_IMG_texture_compression_pvrtc) + bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) + bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) + bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) + bool computeShader; // Compute shaders support (GL_ARB_compute_shader) + bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) + + float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f) + int maxDepthBits; // Maximum bits for depth component + + } ExtSupported; // Extensions supported flags +} rlglData; + +typedef void *(*rlglLoadProc)(const char *name); // OpenGL extension functions loader signature (same as GLADloadproc) + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +static double rlCullDistanceNear = RL_CULL_DISTANCE_NEAR; +static double rlCullDistanceFar = RL_CULL_DISTANCE_FAR; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +static rlglData RLGL = { 0 }; +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +#if defined(GRAPHICS_API_OPENGL_ES2) && !defined(GRAPHICS_API_OPENGL_ES3) +// NOTE: VAO functionality is exposed through extensions (OES) +static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays = NULL; +static PFNGLBINDVERTEXARRAYOESPROC glBindVertexArray = NULL; +static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays = NULL; + +// NOTE: Instancing functionality could also be available through extension +static PFNGLDRAWARRAYSINSTANCEDEXTPROC glDrawArraysInstanced = NULL; +static PFNGLDRAWELEMENTSINSTANCEDEXTPROC glDrawElementsInstanced = NULL; +static PFNGLVERTEXATTRIBDIVISOREXTPROC glVertexAttribDivisor = NULL; +#endif + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +static void rlLoadShaderDefault(void); // Load default shader +static void rlUnloadShaderDefault(void); // Unload default shader +#if defined(RLGL_SHOW_GL_DETAILS_INFO) +static const char *rlGetCompressedFormatName(int format); // Get compressed format official GL identifier name +#endif // RLGL_SHOW_GL_DETAILS_INFO +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +static int rlGetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) + +// Auxiliar matrix math functions +typedef struct rl_float16 { + float v[16]; +} rl_float16; +static rl_float16 rlMatrixToFloatV(Matrix mat); // Get float array of matrix data +#define rlMatrixToFloat(mat) (rlMatrixToFloatV(mat).v) // Get float vector for Matrix +static Matrix rlMatrixIdentity(void); // Get identity matrix +static Matrix rlMatrixMultiply(Matrix left, Matrix right); // Multiply two matrices +static Matrix rlMatrixTranspose(Matrix mat); // Transposes provided matrix +static Matrix rlMatrixInvert(Matrix mat); // Invert provided matrix + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Matrix operations +//---------------------------------------------------------------------------------- + +#if defined(GRAPHICS_API_OPENGL_11) +// Fallback to OpenGL 1.1 function calls +//--------------------------------------- +void rlMatrixMode(int mode) +{ + switch (mode) + { + case RL_PROJECTION: glMatrixMode(GL_PROJECTION); break; + case RL_MODELVIEW: glMatrixMode(GL_MODELVIEW); break; + case RL_TEXTURE: glMatrixMode(GL_TEXTURE); break; + default: break; + } +} + +void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) +{ + glFrustum(left, right, bottom, top, znear, zfar); +} + +void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) +{ + glOrtho(left, right, bottom, top, znear, zfar); +} + +void rlPushMatrix(void) { glPushMatrix(); } +void rlPopMatrix(void) { glPopMatrix(); } +void rlLoadIdentity(void) { glLoadIdentity(); } +void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); } +void rlRotatef(float angle, float x, float y, float z) { glRotatef(angle, x, y, z); } +void rlScalef(float x, float y, float z) { glScalef(x, y, z); } +void rlMultMatrixf(const float *matf) { glMultMatrixf(matf); } +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Choose the current matrix to be transformed +void rlMatrixMode(int mode) +{ + if (mode == RL_PROJECTION) RLGL.State.currentMatrix = &RLGL.State.projection; + else if (mode == RL_MODELVIEW) RLGL.State.currentMatrix = &RLGL.State.modelview; + //else if (mode == RL_TEXTURE) // Not supported + + RLGL.State.currentMatrixMode = mode; +} + +// Push the current matrix into RLGL.State.stack +void rlPushMatrix(void) +{ + if (RLGL.State.stackCounter >= RL_MAX_MATRIX_STACK_SIZE) TRACELOG(RL_LOG_ERROR, "RLGL: Matrix stack overflow (RL_MAX_MATRIX_STACK_SIZE)"); + + if (RLGL.State.currentMatrixMode == RL_MODELVIEW) + { + RLGL.State.transformRequired = true; + RLGL.State.currentMatrix = &RLGL.State.transform; + } + + RLGL.State.stack[RLGL.State.stackCounter] = *RLGL.State.currentMatrix; + RLGL.State.stackCounter++; +} + +// Pop lattest inserted matrix from RLGL.State.stack +void rlPopMatrix(void) +{ + if (RLGL.State.stackCounter > 0) + { + Matrix mat = RLGL.State.stack[RLGL.State.stackCounter - 1]; + *RLGL.State.currentMatrix = mat; + RLGL.State.stackCounter--; + } + + if ((RLGL.State.stackCounter == 0) && (RLGL.State.currentMatrixMode == RL_MODELVIEW)) + { + RLGL.State.currentMatrix = &RLGL.State.modelview; + RLGL.State.transformRequired = false; + } +} + +// Reset current matrix to identity matrix +void rlLoadIdentity(void) +{ + *RLGL.State.currentMatrix = rlMatrixIdentity(); +} + +// Multiply the current matrix by a translation matrix +void rlTranslatef(float x, float y, float z) +{ + Matrix matTranslation = { + 1.0f, 0.0f, 0.0f, x, + 0.0f, 1.0f, 0.0f, y, + 0.0f, 0.0f, 1.0f, z, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + // NOTE: We transpose matrix with multiplication order + *RLGL.State.currentMatrix = rlMatrixMultiply(matTranslation, *RLGL.State.currentMatrix); +} + +// Multiply the current matrix by a rotation matrix +// NOTE: The provided angle must be in degrees +void rlRotatef(float angle, float x, float y, float z) +{ + Matrix matRotation = rlMatrixIdentity(); + + // Axis vector (x, y, z) normalization + float lengthSquared = x*x + y*y + z*z; + if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) + { + float inverseLength = 1.0f/sqrtf(lengthSquared); + x *= inverseLength; + y *= inverseLength; + z *= inverseLength; + } + + // Rotation matrix generation + float sinres = sinf(DEG2RAD*angle); + float cosres = cosf(DEG2RAD*angle); + float t = 1.0f - cosres; + + matRotation.m0 = x*x*t + cosres; + matRotation.m1 = y*x*t + z*sinres; + matRotation.m2 = z*x*t - y*sinres; + matRotation.m3 = 0.0f; + + matRotation.m4 = x*y*t - z*sinres; + matRotation.m5 = y*y*t + cosres; + matRotation.m6 = z*y*t + x*sinres; + matRotation.m7 = 0.0f; + + matRotation.m8 = x*z*t + y*sinres; + matRotation.m9 = y*z*t - x*sinres; + matRotation.m10 = z*z*t + cosres; + matRotation.m11 = 0.0f; + + matRotation.m12 = 0.0f; + matRotation.m13 = 0.0f; + matRotation.m14 = 0.0f; + matRotation.m15 = 1.0f; + + // NOTE: We transpose matrix with multiplication order + *RLGL.State.currentMatrix = rlMatrixMultiply(matRotation, *RLGL.State.currentMatrix); +} + +// Multiply the current matrix by a scaling matrix +void rlScalef(float x, float y, float z) +{ + Matrix matScale = { + x, 0.0f, 0.0f, 0.0f, + 0.0f, y, 0.0f, 0.0f, + 0.0f, 0.0f, z, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + // NOTE: We transpose matrix with multiplication order + *RLGL.State.currentMatrix = rlMatrixMultiply(matScale, *RLGL.State.currentMatrix); +} + +// Multiply the current matrix by another matrix +void rlMultMatrixf(const float *matf) +{ + // Matrix creation from array + Matrix mat = { matf[0], matf[4], matf[8], matf[12], + matf[1], matf[5], matf[9], matf[13], + matf[2], matf[6], matf[10], matf[14], + matf[3], matf[7], matf[11], matf[15] }; + + *RLGL.State.currentMatrix = rlMatrixMultiply(mat, *RLGL.State.currentMatrix); +} + +// Multiply the current matrix by a perspective matrix generated by parameters +void rlFrustum(double left, double right, double bottom, double top, double znear, double zfar) +{ + Matrix matFrustum = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(zfar - znear); + + matFrustum.m0 = ((float) znear*2.0f)/rl; + matFrustum.m1 = 0.0f; + matFrustum.m2 = 0.0f; + matFrustum.m3 = 0.0f; + + matFrustum.m4 = 0.0f; + matFrustum.m5 = ((float) znear*2.0f)/tb; + matFrustum.m6 = 0.0f; + matFrustum.m7 = 0.0f; + + matFrustum.m8 = ((float)right + (float)left)/rl; + matFrustum.m9 = ((float)top + (float)bottom)/tb; + matFrustum.m10 = -((float)zfar + (float)znear)/fn; + matFrustum.m11 = -1.0f; + + matFrustum.m12 = 0.0f; + matFrustum.m13 = 0.0f; + matFrustum.m14 = -((float)zfar*(float)znear*2.0f)/fn; + matFrustum.m15 = 0.0f; + + *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matFrustum); +} + +// Multiply the current matrix by an orthographic matrix generated by parameters +void rlOrtho(double left, double right, double bottom, double top, double znear, double zfar) +{ + // NOTE: If left-right and top-botton values are equal it could create a division by zero, + // response to it is platform/compiler dependant + Matrix matOrtho = { 0 }; + + float rl = (float)(right - left); + float tb = (float)(top - bottom); + float fn = (float)(zfar - znear); + + matOrtho.m0 = 2.0f/rl; + matOrtho.m1 = 0.0f; + matOrtho.m2 = 0.0f; + matOrtho.m3 = 0.0f; + matOrtho.m4 = 0.0f; + matOrtho.m5 = 2.0f/tb; + matOrtho.m6 = 0.0f; + matOrtho.m7 = 0.0f; + matOrtho.m8 = 0.0f; + matOrtho.m9 = 0.0f; + matOrtho.m10 = -2.0f/fn; + matOrtho.m11 = 0.0f; + matOrtho.m12 = -((float)left + (float)right)/rl; + matOrtho.m13 = -((float)top + (float)bottom)/tb; + matOrtho.m14 = -((float)zfar + (float)znear)/fn; + matOrtho.m15 = 1.0f; + + *RLGL.State.currentMatrix = rlMatrixMultiply(*RLGL.State.currentMatrix, matOrtho); +} +#endif + +// Set the viewport area (transformation from normalized device coordinates to window coordinates) +// NOTE: We store current viewport dimensions +void rlViewport(int x, int y, int width, int height) +{ + glViewport(x, y, width, height); +} + +// Set clip planes distances +void rlSetClipPlanes(double nearPlane, double farPlane) +{ + rlCullDistanceNear = nearPlane; + rlCullDistanceFar = farPlane; +} + +// Get cull plane distance near +double rlGetCullDistanceNear(void) +{ + return rlCullDistanceNear; +} + +// Get cull plane distance far +double rlGetCullDistanceFar(void) +{ + return rlCullDistanceFar; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - Vertex level operations +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_11) +// Fallback to OpenGL 1.1 function calls +//--------------------------------------- +void rlBegin(int mode) +{ + switch (mode) + { + case RL_LINES: glBegin(GL_LINES); break; + case RL_TRIANGLES: glBegin(GL_TRIANGLES); break; + case RL_QUADS: glBegin(GL_QUADS); break; + default: break; + } +} + +void rlEnd(void) { glEnd(); } +void rlVertex2i(int x, int y) { glVertex2i(x, y); } +void rlVertex2f(float x, float y) { glVertex2f(x, y); } +void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); } +void rlTexCoord2f(float x, float y) { glTexCoord2f(x, y); } +void rlNormal3f(float x, float y, float z) { glNormal3f(x, y, z); } +void rlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) { glColor4ub(r, g, b, a); } +void rlColor3f(float x, float y, float z) { glColor3f(x, y, z); } +void rlColor4f(float x, float y, float z, float w) { glColor4f(x, y, z, w); } +#endif +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Initialize drawing mode (how to organize vertex) +void rlBegin(int mode) +{ + // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS + // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode != mode) + { + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) + { + // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, + // that way, following QUADS drawing will keep aligned with index processing + // It implies adding some extra alignment vertex at the end of the draw, + // those vertex are not processed but they are considered as an additional offset + // for the next set of vertex to be drawn + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; + + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) + { + RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + RLGL.currentBatch->drawCounter++; + } + } + + if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = mode; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = RLGL.State.defaultTextureId; + } +} + +// Finish vertex providing +void rlEnd(void) +{ + // NOTE: Depth increment is dependant on rlOrtho(): z-near and z-far values, + // as well as depth buffer bit-depth (16bit or 24bit or 32bit) + // Correct increment formula would be: depthInc = (zfar - znear)/pow(2, bits) + RLGL.currentBatch->currentDepth += (1.0f/20000.0f); +} + +// Define one vertex (position) +// NOTE: Vertex position data is the basic information required for drawing +void rlVertex3f(float x, float y, float z) +{ + float tx = x; + float ty = y; + float tz = z; + + // Transform provided vector if required + if (RLGL.State.transformRequired) + { + tx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z + RLGL.State.transform.m12; + ty = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z + RLGL.State.transform.m13; + tz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z + RLGL.State.transform.m14; + } + + // WARNING: We can't break primitives when launching a new batch + // RL_LINES comes in pairs, RL_TRIANGLES come in groups of 3 vertices and RL_QUADS come in groups of 4 vertices + // We must check current draw.mode when a new vertex is required and finish the batch only if the draw.mode draw.vertexCount is %2, %3 or %4 + if (RLGL.State.vertexCounter > (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) + { + if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) && + (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%2 == 0)) + { + // Reached the maximum number of vertices for RL_LINES drawing + // Launch a draw call but keep current state for next vertices comming + // NOTE: We add +1 vertex to the check for security + rlCheckRenderBatchLimit(2 + 1); + } + else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) && + (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%3 == 0)) + { + rlCheckRenderBatchLimit(3 + 1); + } + else if ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_QUADS) && + (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4 == 0)) + { + rlCheckRenderBatchLimit(4 + 1); + } + } + + // Add vertices + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter] = tx; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 1] = ty; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.State.vertexCounter + 2] = tz; + + // Add current texcoord + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter] = RLGL.State.texcoordx; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].texcoords[2*RLGL.State.vertexCounter + 1] = RLGL.State.texcoordy; + + // Add current normal + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter] = RLGL.State.normalx; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 1] = RLGL.State.normaly; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].normals[3*RLGL.State.vertexCounter + 2] = RLGL.State.normalz; + + // Add current color + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter] = RLGL.State.colorr; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 1] = RLGL.State.colorg; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 2] = RLGL.State.colorb; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].colors[4*RLGL.State.vertexCounter + 3] = RLGL.State.colora; + + RLGL.State.vertexCounter++; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount++; +} + +// Define one vertex (position) +void rlVertex2f(float x, float y) +{ + rlVertex3f(x, y, RLGL.currentBatch->currentDepth); +} + +// Define one vertex (position) +void rlVertex2i(int x, int y) +{ + rlVertex3f((float)x, (float)y, RLGL.currentBatch->currentDepth); +} + +// Define one vertex (texture coordinate) +// NOTE: Texture coordinates are limited to QUADS only +void rlTexCoord2f(float x, float y) +{ + RLGL.State.texcoordx = x; + RLGL.State.texcoordy = y; +} + +// Define one vertex (normal) +// NOTE: Normals limited to TRIANGLES only? +void rlNormal3f(float x, float y, float z) +{ + float normalx = x; + float normaly = y; + float normalz = z; + if (RLGL.State.transformRequired) + { + normalx = RLGL.State.transform.m0*x + RLGL.State.transform.m4*y + RLGL.State.transform.m8*z; + normaly = RLGL.State.transform.m1*x + RLGL.State.transform.m5*y + RLGL.State.transform.m9*z; + normalz = RLGL.State.transform.m2*x + RLGL.State.transform.m6*y + RLGL.State.transform.m10*z; + } + float length = sqrtf(normalx*normalx + normaly*normaly + normalz*normalz); + if (length != 0.0f) + { + float ilength = 1.0f/length; + normalx *= ilength; + normaly *= ilength; + normalz *= ilength; + } + RLGL.State.normalx = normalx; + RLGL.State.normaly = normaly; + RLGL.State.normalz = normalz; +} + +// Define one vertex (color) +void rlColor4ub(unsigned char x, unsigned char y, unsigned char z, unsigned char w) +{ + RLGL.State.colorr = x; + RLGL.State.colorg = y; + RLGL.State.colorb = z; + RLGL.State.colora = w; +} + +// Define one vertex (color) +void rlColor4f(float r, float g, float b, float a) +{ + rlColor4ub((unsigned char)(r*255), (unsigned char)(g*255), (unsigned char)(b*255), (unsigned char)(a*255)); +} + +// Define one vertex (color) +void rlColor3f(float x, float y, float z) +{ + rlColor4ub((unsigned char)(x*255), (unsigned char)(y*255), (unsigned char)(z*255), 255); +} + +#endif + +//-------------------------------------------------------------------------------------- +// Module Functions Definition - OpenGL style functions (common to 1.1, 3.3+, ES2) +//-------------------------------------------------------------------------------------- + +// Set current texture to use +void rlSetTexture(unsigned int id) +{ + if (id == 0) + { +#if defined(GRAPHICS_API_OPENGL_11) + rlDisableTexture(); +#else + // NOTE: If quads batch limit is reached, we force a draw call and next batch starts + if (RLGL.State.vertexCounter >= + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) + { + rlDrawRenderBatch(RLGL.currentBatch); + } +#endif + } + else + { +#if defined(GRAPHICS_API_OPENGL_11) + rlEnableTexture(id); +#else + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId != id) + { + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount > 0) + { + // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, + // that way, following QUADS drawing will keep aligned with index processing + // It implies adding some extra alignment vertex at the end of the draw, + // those vertex are not processed but they are considered as an additional offset + // for the next set of vertex to be drawn + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment = 0; + + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment)) + { + RLGL.State.vertexCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexAlignment; + + RLGL.currentBatch->drawCounter++; + } + } + + if (RLGL.currentBatch->drawCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = id; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].vertexCount = 0; + } +#endif + } +} + +// Select and active a texture slot +void rlActiveTextureSlot(int slot) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glActiveTexture(GL_TEXTURE0 + slot); +#endif +} + +// Enable texture +void rlEnableTexture(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_TEXTURE_2D); +#endif + glBindTexture(GL_TEXTURE_2D, id); +} + +// Disable texture +void rlDisableTexture(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + glDisable(GL_TEXTURE_2D); +#endif + glBindTexture(GL_TEXTURE_2D, 0); +} + +// Enable texture cubemap +void rlEnableTextureCubemap(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindTexture(GL_TEXTURE_CUBE_MAP, id); +#endif +} + +// Disable texture cubemap +void rlDisableTextureCubemap(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +#endif +} + +// Set texture parameters (wrap mode/filter mode) +void rlTextureParameters(unsigned int id, int param, int value) +{ + glBindTexture(GL_TEXTURE_2D, id); + +#if !defined(GRAPHICS_API_OPENGL_11) + // Reset anisotropy filter, in case it was set + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); +#endif + + switch (param) + { + case RL_TEXTURE_WRAP_S: + case RL_TEXTURE_WRAP_T: + { + if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP) + { +#if !defined(GRAPHICS_API_OPENGL_11) + if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_2D, param, value); + else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)"); +#endif + } + else glTexParameteri(GL_TEXTURE_2D, param, value); + + } break; + case RL_TEXTURE_MAG_FILTER: + case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_2D, param, value); break; + case RL_TEXTURE_FILTER_ANISOTROPIC: + { +#if !defined(GRAPHICS_API_OPENGL_11) + if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f) + { + TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + } + else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported"); +#endif + } break; +#if defined(GRAPHICS_API_OPENGL_33) + case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, value/100.0f); +#endif + default: break; + } + + glBindTexture(GL_TEXTURE_2D, 0); +} + +// Set cubemap parameters (wrap mode/filter mode) +void rlCubemapParameters(unsigned int id, int param, int value) +{ +#if !defined(GRAPHICS_API_OPENGL_11) + glBindTexture(GL_TEXTURE_CUBE_MAP, id); + + // Reset anisotropy filter, in case it was set + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f); + + switch (param) + { + case RL_TEXTURE_WRAP_S: + case RL_TEXTURE_WRAP_T: + { + if (value == RL_TEXTURE_WRAP_MIRROR_CLAMP) + { + if (RLGL.ExtSupported.texMirrorClamp) glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); + else TRACELOG(RL_LOG_WARNING, "GL: Clamp mirror wrap mode not supported (GL_MIRROR_CLAMP_EXT)"); + } + else glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); + + } break; + case RL_TEXTURE_MAG_FILTER: + case RL_TEXTURE_MIN_FILTER: glTexParameteri(GL_TEXTURE_CUBE_MAP, param, value); break; + case RL_TEXTURE_FILTER_ANISOTROPIC: + { + if (value <= RLGL.ExtSupported.maxAnisotropyLevel) glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + else if (RLGL.ExtSupported.maxAnisotropyLevel > 0.0f) + { + TRACELOG(RL_LOG_WARNING, "GL: Maximum anisotropic filter level supported is %iX", id, (int)RLGL.ExtSupported.maxAnisotropyLevel); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)value); + } + else TRACELOG(RL_LOG_WARNING, "GL: Anisotropic filtering not supported"); + } break; +#if defined(GRAPHICS_API_OPENGL_33) + case RL_TEXTURE_MIPMAP_BIAS_RATIO: glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, value/100.0f); +#endif + default: break; + } + + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +#endif +} + +// Enable shader program +void rlEnableShader(unsigned int id) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + glUseProgram(id); +#endif +} + +// Disable shader program +void rlDisableShader(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + glUseProgram(0); +#endif +} + +// Enable rendering to texture (fbo) +void rlEnableFramebuffer(unsigned int id) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, id); +#endif +} + +// return the active render texture (fbo) +unsigned int rlGetActiveFramebuffer(void) +{ + GLint fboId = 0; +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT) + glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fboId); +#endif + return fboId; +} + +// Disable rendering to texture +void rlDisableFramebuffer(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif +} + +// Blit active framebuffer to main framebuffer +void rlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask, GL_NEAREST); +#endif +} + +// Bind framebuffer object (fbo) +void rlBindFramebuffer(unsigned int target, unsigned int framebuffer) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(target, framebuffer); +#endif +} + +// Activate multiple draw color buffers +// NOTE: One color buffer is always active by default +void rlActiveDrawBuffers(int count) +{ +#if ((defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES3)) && defined(RLGL_RENDER_TEXTURES_HINT)) + // NOTE: Maximum number of draw buffers supported is implementation dependant, + // it can be queried with glGet*() but it must be at least 8 + //GLint maxDrawBuffers = 0; + //glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers); + + if (count > 0) + { + if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8"); + else + { + unsigned int buffers[8] = { +#if defined(GRAPHICS_API_OPENGL_ES3) + GL_COLOR_ATTACHMENT0_EXT, + GL_COLOR_ATTACHMENT1_EXT, + GL_COLOR_ATTACHMENT2_EXT, + GL_COLOR_ATTACHMENT3_EXT, + GL_COLOR_ATTACHMENT4_EXT, + GL_COLOR_ATTACHMENT5_EXT, + GL_COLOR_ATTACHMENT6_EXT, + GL_COLOR_ATTACHMENT7_EXT, +#else + GL_COLOR_ATTACHMENT0, + GL_COLOR_ATTACHMENT1, + GL_COLOR_ATTACHMENT2, + GL_COLOR_ATTACHMENT3, + GL_COLOR_ATTACHMENT4, + GL_COLOR_ATTACHMENT5, + GL_COLOR_ATTACHMENT6, + GL_COLOR_ATTACHMENT7, +#endif + }; + +#if defined(GRAPHICS_API_OPENGL_ES3) + glDrawBuffersEXT(count, buffers); +#else + glDrawBuffers(count, buffers); +#endif + } + } + else TRACELOG(LOG_WARNING, "GL: One color buffer active by default"); +#endif +} + +//---------------------------------------------------------------------------------- +// General render state configuration +//---------------------------------------------------------------------------------- + +// Enable color blending +void rlEnableColorBlend(void) { glEnable(GL_BLEND); } + +// Disable color blending +void rlDisableColorBlend(void) { glDisable(GL_BLEND); } + +// Enable depth test +void rlEnableDepthTest(void) { glEnable(GL_DEPTH_TEST); } + +// Disable depth test +void rlDisableDepthTest(void) { glDisable(GL_DEPTH_TEST); } + +// Enable depth write +void rlEnableDepthMask(void) { glDepthMask(GL_TRUE); } + +// Disable depth write +void rlDisableDepthMask(void) { glDepthMask(GL_FALSE); } + +// Enable backface culling +void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); } + +// Disable backface culling +void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); } + +// Set color mask active for screen read/draw +void rlColorMask(bool r, bool g, bool b, bool a) { glColorMask(r, g, b, a); } + +// Set face culling mode +void rlSetCullFace(int mode) +{ + switch (mode) + { + case RL_CULL_FACE_BACK: glCullFace(GL_BACK); break; + case RL_CULL_FACE_FRONT: glCullFace(GL_FRONT); break; + default: break; + } +} + +// Enable scissor test +void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); } + +// Disable scissor test +void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); } + +// Scissor test +void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } + +// Enable wire mode +void rlEnableWireMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); +#endif +} + +// Enable point mode +void rlEnablePointMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); + glEnable(GL_PROGRAM_POINT_SIZE); +#endif +} + +// Disable wire mode +void rlDisableWireMode(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glPolygonMode() not available on OpenGL ES + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif +} + +// Set the line drawing width +void rlSetLineWidth(float width) { glLineWidth(width); } + +// Get the line drawing width +float rlGetLineWidth(void) +{ + float width = 0; + glGetFloatv(GL_LINE_WIDTH, &width); + return width; +} + +// Enable line aliasing +void rlEnableSmoothLines(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) + glEnable(GL_LINE_SMOOTH); +#endif +} + +// Disable line aliasing +void rlDisableSmoothLines(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_11) + glDisable(GL_LINE_SMOOTH); +#endif +} + +// Enable stereo rendering +void rlEnableStereoRender(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + RLGL.State.stereoRender = true; +#endif +} + +// Disable stereo rendering +void rlDisableStereoRender(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + RLGL.State.stereoRender = false; +#endif +} + +// Check if stereo render is enabled +bool rlIsStereoRenderEnabled(void) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) + return RLGL.State.stereoRender; +#else + return false; +#endif +} + +// Clear color buffer with color +void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a) +{ + // Color values clamp to 0.0f(0) and 1.0f(255) + float cr = (float)r/255; + float cg = (float)g/255; + float cb = (float)b/255; + float ca = (float)a/255; + + glClearColor(cr, cg, cb, ca); +} + +// Clear used screen buffers (color and depth) +void rlClearScreenBuffers(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D) + //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used... +} + +// Check and log OpenGL error codes +void rlCheckErrors(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + int check = 1; + while (check) + { + const GLenum err = glGetError(); + switch (err) + { + case GL_NO_ERROR: check = 0; break; + case 0x0500: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break; + case 0x0501: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_VALUE"); break; + case 0x0502: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_OPERATION"); break; + case 0x0503: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_OVERFLOW"); break; + case 0x0504: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_STACK_UNDERFLOW"); break; + case 0x0505: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_OUT_OF_MEMORY"); break; + case 0x0506: TRACELOG(RL_LOG_WARNING, "GL: Error detected: GL_INVALID_FRAMEBUFFER_OPERATION"); break; + default: TRACELOG(RL_LOG_WARNING, "GL: Error detected: Unknown error code: %x", err); break; + } + } +#endif +} + +// Set blend mode +void rlSetBlendMode(int mode) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((RLGL.State.currentBlendMode != mode) || ((mode == RL_BLEND_CUSTOM || mode == RL_BLEND_CUSTOM_SEPARATE) && RLGL.State.glCustomBlendModeModified)) + { + rlDrawRenderBatch(RLGL.currentBatch); + + switch (mode) + { + case RL_BLEND_ALPHA: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break; + case RL_BLEND_ALPHA_PREMULTIPLY: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break; + case RL_BLEND_CUSTOM: + { + // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() + glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); + + } break; + case RL_BLEND_CUSTOM_SEPARATE: + { + // NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() + glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha); + glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha); + + } break; + default: break; + } + + RLGL.State.currentBlendMode = mode; + RLGL.State.glCustomBlendModeModified = false; + } +#endif +} + +// Set blending mode factor and equation +void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((RLGL.State.glBlendSrcFactor != glSrcFactor) || + (RLGL.State.glBlendDstFactor != glDstFactor) || + (RLGL.State.glBlendEquation != glEquation)) + { + RLGL.State.glBlendSrcFactor = glSrcFactor; + RLGL.State.glBlendDstFactor = glDstFactor; + RLGL.State.glBlendEquation = glEquation; + + RLGL.State.glCustomBlendModeModified = true; + } +#endif +} + +// Set blending mode factor and equation separately for RGB and alpha +void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((RLGL.State.glBlendSrcFactorRGB != glSrcRGB) || + (RLGL.State.glBlendDestFactorRGB != glDstRGB) || + (RLGL.State.glBlendSrcFactorAlpha != glSrcAlpha) || + (RLGL.State.glBlendDestFactorAlpha != glDstAlpha) || + (RLGL.State.glBlendEquationRGB != glEqRGB) || + (RLGL.State.glBlendEquationAlpha != glEqAlpha)) + { + RLGL.State.glBlendSrcFactorRGB = glSrcRGB; + RLGL.State.glBlendDestFactorRGB = glDstRGB; + RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha; + RLGL.State.glBlendDestFactorAlpha = glDstAlpha; + RLGL.State.glBlendEquationRGB = glEqRGB; + RLGL.State.glBlendEquationAlpha = glEqAlpha; + + RLGL.State.glCustomBlendModeModified = true; + } +#endif +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition - OpenGL Debug +//---------------------------------------------------------------------------------- +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) +static void GLAPIENTRY rlDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) +{ + // Ignore non-significant error/warning codes (NVidia drivers) + // NOTE: Here there are the details with a sample output: + // - #131169 - Framebuffer detailed info: The driver allocated storage for renderbuffer 2. (severity: low) + // - #131185 - Buffer detailed info: Buffer object 1 (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_ENUM_88e4) + // will use VIDEO memory as the source for buffer object operations. (severity: low) + // - #131218 - Program/shader state performance warning: Vertex shader in program 7 is being recompiled based on GL state. (severity: medium) + // - #131204 - Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have + // a defined base level and cannot be used for texture mapping. (severity: low) + if ((id == 131169) || (id == 131185) || (id == 131218) || (id == 131204)) return; + + const char *msgSource = NULL; + switch (source) + { + case GL_DEBUG_SOURCE_API: msgSource = "API"; break; + case GL_DEBUG_SOURCE_WINDOW_SYSTEM: msgSource = "WINDOW_SYSTEM"; break; + case GL_DEBUG_SOURCE_SHADER_COMPILER: msgSource = "SHADER_COMPILER"; break; + case GL_DEBUG_SOURCE_THIRD_PARTY: msgSource = "THIRD_PARTY"; break; + case GL_DEBUG_SOURCE_APPLICATION: msgSource = "APPLICATION"; break; + case GL_DEBUG_SOURCE_OTHER: msgSource = "OTHER"; break; + default: break; + } + + const char *msgType = NULL; + switch (type) + { + case GL_DEBUG_TYPE_ERROR: msgType = "ERROR"; break; + case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: msgType = "DEPRECATED_BEHAVIOR"; break; + case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: msgType = "UNDEFINED_BEHAVIOR"; break; + case GL_DEBUG_TYPE_PORTABILITY: msgType = "PORTABILITY"; break; + case GL_DEBUG_TYPE_PERFORMANCE: msgType = "PERFORMANCE"; break; + case GL_DEBUG_TYPE_MARKER: msgType = "MARKER"; break; + case GL_DEBUG_TYPE_PUSH_GROUP: msgType = "PUSH_GROUP"; break; + case GL_DEBUG_TYPE_POP_GROUP: msgType = "POP_GROUP"; break; + case GL_DEBUG_TYPE_OTHER: msgType = "OTHER"; break; + default: break; + } + + const char *msgSeverity = "DEFAULT"; + switch (severity) + { + case GL_DEBUG_SEVERITY_LOW: msgSeverity = "LOW"; break; + case GL_DEBUG_SEVERITY_MEDIUM: msgSeverity = "MEDIUM"; break; + case GL_DEBUG_SEVERITY_HIGH: msgSeverity = "HIGH"; break; + case GL_DEBUG_SEVERITY_NOTIFICATION: msgSeverity = "NOTIFICATION"; break; + default: break; + } + + TRACELOG(LOG_WARNING, "GL: OpenGL debug message: %s", message); + TRACELOG(LOG_WARNING, " > Type: %s", msgType); + TRACELOG(LOG_WARNING, " > Source = %s", msgSource); + TRACELOG(LOG_WARNING, " > Severity = %s", msgSeverity); +} +#endif + +//---------------------------------------------------------------------------------- +// Module Functions Definition - rlgl functionality +//---------------------------------------------------------------------------------- + +// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states +void rlglInit(int width, int height) +{ + // Enable OpenGL debug context if required +#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT) && defined(GRAPHICS_API_OPENGL_43) + if ((glDebugMessageCallback != NULL) && (glDebugMessageControl != NULL)) + { + glDebugMessageCallback(rlDebugMessageCallback, 0); + // glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DEBUG_SEVERITY_HIGH, 0, 0, GL_TRUE); + + // Debug context options: + // - GL_DEBUG_OUTPUT - Faster version but not useful for breakpoints + // - GL_DEBUG_OUTPUT_SYNCHRONUS - Callback is in sync with errors, so a breakpoint can be placed on the callback in order to get a stacktrace for the GL error + glEnable(GL_DEBUG_OUTPUT); + glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); + } +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Init default white texture + unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) + RLGL.State.defaultTextureId = rlLoadTexture(pixels, 1, 1, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1); + + if (RLGL.State.defaultTextureId != 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture loaded successfully", RLGL.State.defaultTextureId); + else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load default texture"); + + // Init default Shader (customized for GL 3.3 and ES2) + // Loaded: RLGL.State.defaultShaderId + RLGL.State.defaultShaderLocs + rlLoadShaderDefault(); + RLGL.State.currentShaderId = RLGL.State.defaultShaderId; + RLGL.State.currentShaderLocs = RLGL.State.defaultShaderLocs; + + // Init default vertex arrays buffers + // Simulate that the default shader has the location RL_SHADER_LOC_VERTEX_NORMAL to bind the normal buffer for the default render batch + RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL; + RLGL.defaultBatch = rlLoadRenderBatch(RL_DEFAULT_BATCH_BUFFERS, RL_DEFAULT_BATCH_BUFFER_ELEMENTS); + RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL] = -1; + RLGL.currentBatch = &RLGL.defaultBatch; + + // Init stack matrices (emulating OpenGL 1.1) + for (int i = 0; i < RL_MAX_MATRIX_STACK_SIZE; i++) RLGL.State.stack[i] = rlMatrixIdentity(); + + // Init internal matrices + RLGL.State.transform = rlMatrixIdentity(); + RLGL.State.projection = rlMatrixIdentity(); + RLGL.State.modelview = rlMatrixIdentity(); + RLGL.State.currentMatrix = &RLGL.State.modelview; +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + + // Initialize OpenGL default states + //---------------------------------------------------------- + // Init state: Depth test + glDepthFunc(GL_LEQUAL); // Type of depth testing to apply + glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) + + // Init state: Blending mode + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) + glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) + + // Init state: Culling + // NOTE: All shapes/models triangles are drawn CCW + glCullFace(GL_BACK); // Cull the back face (default) + glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) + glEnable(GL_CULL_FACE); // Enable backface culling + + // Init state: Cubemap seamless +#if defined(GRAPHICS_API_OPENGL_33) + glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Seamless cubemaps (not supported on OpenGL ES 2.0) +#endif + +#if defined(GRAPHICS_API_OPENGL_11) + // Init state: Color hints (deprecated in OpenGL 3.0+) + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation + glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) +#endif + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Store screen size into global variables + RLGL.State.framebufferWidth = width; + RLGL.State.framebufferHeight = height; + + TRACELOG(RL_LOG_INFO, "RLGL: Default OpenGL state initialized successfully"); + //---------------------------------------------------------- +#endif + + // Init state: Color/Depth buffers clear + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) + glClearDepth(1.0f); // Set clear depth value (default) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) +} + +// Vertex Buffer Object deinitialization (memory free) +void rlglClose(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlUnloadRenderBatch(RLGL.defaultBatch); + + rlUnloadShaderDefault(); // Unload default shader + + glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture + TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId); +#endif +} + +// Load OpenGL extensions +// NOTE: External loader function must be provided +void rlLoadExtensions(void *loader) +{ +#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21 + // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) + if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); + else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); + + // Get number of supported extensions + GLint numExt = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) + // Get supported extensions list + // WARNING: glGetStringi() not available on OpenGL 2.1 + TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); + for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", glGetStringi(GL_EXTENSIONS, i)); +#endif + +#if defined(GRAPHICS_API_OPENGL_21) + // Register supported extensions flags + // Optional OpenGL 2.1 extensions + RLGL.ExtSupported.vao = GLAD_GL_ARB_vertex_array_object; + RLGL.ExtSupported.instancing = (GLAD_GL_EXT_draw_instanced && GLAD_GL_ARB_instanced_arrays); + RLGL.ExtSupported.texNPOT = GLAD_GL_ARB_texture_non_power_of_two; + RLGL.ExtSupported.texFloat32 = GLAD_GL_ARB_texture_float; + RLGL.ExtSupported.texFloat16 = GLAD_GL_ARB_texture_float; + RLGL.ExtSupported.texDepth = GLAD_GL_ARB_depth_texture; + RLGL.ExtSupported.maxDepthBits = 32; + RLGL.ExtSupported.texAnisoFilter = GLAD_GL_EXT_texture_filter_anisotropic; + RLGL.ExtSupported.texMirrorClamp = GLAD_GL_EXT_texture_mirror_clamp; +#else + // Register supported extensions flags + // OpenGL 3.3 extensions supported by default (core) + RLGL.ExtSupported.vao = true; + RLGL.ExtSupported.instancing = true; + RLGL.ExtSupported.texNPOT = true; + RLGL.ExtSupported.texFloat32 = true; + RLGL.ExtSupported.texFloat16 = true; + RLGL.ExtSupported.texDepth = true; + RLGL.ExtSupported.maxDepthBits = 32; + RLGL.ExtSupported.texAnisoFilter = true; + RLGL.ExtSupported.texMirrorClamp = true; +#endif + + // Optional OpenGL 3.3 extensions + RLGL.ExtSupported.texCompASTC = GLAD_GL_KHR_texture_compression_astc_hdr && GLAD_GL_KHR_texture_compression_astc_ldr; + RLGL.ExtSupported.texCompDXT = GLAD_GL_EXT_texture_compression_s3tc; // Texture compression: DXT + RLGL.ExtSupported.texCompETC2 = GLAD_GL_ARB_ES3_compatibility; // Texture compression: ETC2/EAC + #if defined(GRAPHICS_API_OPENGL_43) + RLGL.ExtSupported.computeShader = GLAD_GL_ARB_compute_shader; + RLGL.ExtSupported.ssbo = GLAD_GL_ARB_shader_storage_buffer_object; + #endif + +#endif // GRAPHICS_API_OPENGL_33 + +#if defined(GRAPHICS_API_OPENGL_ES3) + // Register supported extensions flags + // OpenGL ES 3.0 extensions supported by default (or it should be) + RLGL.ExtSupported.vao = true; + RLGL.ExtSupported.instancing = true; + RLGL.ExtSupported.texNPOT = true; + RLGL.ExtSupported.texFloat32 = true; + RLGL.ExtSupported.texFloat16 = true; + RLGL.ExtSupported.texDepth = true; + RLGL.ExtSupported.texDepthWebGL = true; + RLGL.ExtSupported.maxDepthBits = 24; + RLGL.ExtSupported.texAnisoFilter = true; + RLGL.ExtSupported.texMirrorClamp = true; + // TODO: Check for additional OpenGL ES 3.0 supported extensions: + //RLGL.ExtSupported.texCompDXT = true; + //RLGL.ExtSupported.texCompETC1 = true; + //RLGL.ExtSupported.texCompETC2 = true; + //RLGL.ExtSupported.texCompPVRT = true; + //RLGL.ExtSupported.texCompASTC = true; + //RLGL.ExtSupported.maxAnisotropyLevel = true; + //RLGL.ExtSupported.computeShader = true; + //RLGL.ExtSupported.ssbo = true; + +#elif defined(GRAPHICS_API_OPENGL_ES2) + + #if defined(PLATFORM_DESKTOP_GLFW) || defined(PLATFORM_DESKTOP_SDL) + // TODO: Support GLAD loader for OpenGL ES 3.0 + if (gladLoadGLES2((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL ES2.0 functions"); + else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL ES 2.0 loaded successfully"); + #endif + + // Get supported extensions list + GLint numExt = 0; + const char **extList = RL_MALLOC(512*sizeof(const char *)); // Allocate 512 strings pointers (2 KB) + const char *extensions = (const char *)glGetString(GL_EXTENSIONS); // One big const string + + // NOTE: We have to duplicate string because glGetString() returns a const string + int size = strlen(extensions) + 1; // Get extensions string size in bytes + char *extensionsDup = (char *)RL_CALLOC(size, sizeof(char)); + strcpy(extensionsDup, extensions); + extList[numExt] = extensionsDup; + + for (int i = 0; i < size; i++) + { + if (extensionsDup[i] == ' ') + { + extensionsDup[i] = '\0'; + numExt++; + extList[numExt] = &extensionsDup[i + 1]; + } + } + + TRACELOG(RL_LOG_INFO, "GL: Supported extensions count: %i", numExt); + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) + TRACELOG(RL_LOG_INFO, "GL: OpenGL extensions:"); + for (int i = 0; i < numExt; i++) TRACELOG(RL_LOG_INFO, " %s", extList[i]); +#endif + + // Check required extensions + for (int i = 0; i < numExt; i++) + { + // Check VAO support + // NOTE: Only check on OpenGL ES, OpenGL 3.3 has VAO support as core feature + if (strcmp(extList[i], (const char *)"GL_OES_vertex_array_object") == 0) + { + // The extension is supported by our hardware and driver, try to get related functions pointers + // NOTE: emscripten does not support VAOs natively, it uses emulation and it reduces overall performance... + glGenVertexArrays = (PFNGLGENVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glGenVertexArraysOES"); + glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)((rlglLoadProc)loader)("glBindVertexArrayOES"); + glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)((rlglLoadProc)loader)("glDeleteVertexArraysOES"); + //glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)loader("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted + + if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true; + } + + // Check instanced rendering support + if (strstr(extList[i], (const char*)"instanced_arrays") != NULL) // Broad check for instanced_arrays + { + // Specific check + if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedANGLE"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedANGLE"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorANGLE"); + } + else if (strcmp(extList[i], (const char *)"GL_EXT_instanced_arrays") == 0) // EXT + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT"); + } + else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); + glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV"); + } + + // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; + } + else if (strstr(extList[i], (const char *)"draw_instanced") != NULL) + { + // GL_ANGLE_draw_instanced doesn't exist + if (strcmp(extList[i], (const char *)"GL_EXT_draw_instanced") == 0) + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT"); + } + else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0) + { + glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV"); + glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV"); + } + + // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; + } + + // Check NPOT textures support + // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature + if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true; + + // Check texture float support + if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) RLGL.ExtSupported.texFloat32 = true; + if (strcmp(extList[i], (const char *)"GL_OES_texture_half_float") == 0) RLGL.ExtSupported.texFloat16 = true; + + // Check depth texture support + if (strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) RLGL.ExtSupported.texDepth = true; + if (strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0) RLGL.ExtSupported.texDepthWebGL = true; // WebGL requires unsized internal format + if (RLGL.ExtSupported.texDepthWebGL) RLGL.ExtSupported.texDepth = true; + + if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) RLGL.ExtSupported.maxDepthBits = 24; // Not available on WebGL + if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) RLGL.ExtSupported.maxDepthBits = 32; // Not available on WebGL + + // Check texture compression support: DXT + if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) RLGL.ExtSupported.texCompDXT = true; + + // Check texture compression support: ETC1 + if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) || + (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) RLGL.ExtSupported.texCompETC1 = true; + + // Check texture compression support: ETC2/EAC + if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) RLGL.ExtSupported.texCompETC2 = true; + + // Check texture compression support: PVR + if (strcmp(extList[i], (const char *)"GL_IMG_texture_compression_pvrtc") == 0) RLGL.ExtSupported.texCompPVRT = true; + + // Check texture compression support: ASTC + if (strcmp(extList[i], (const char *)"GL_KHR_texture_compression_astc_hdr") == 0) RLGL.ExtSupported.texCompASTC = true; + + // Check anisotropic texture filter support + if (strcmp(extList[i], (const char *)"GL_EXT_texture_filter_anisotropic") == 0) RLGL.ExtSupported.texAnisoFilter = true; + + // Check clamp mirror wrap mode support + if (strcmp(extList[i], (const char *)"GL_EXT_texture_mirror_clamp") == 0) RLGL.ExtSupported.texMirrorClamp = true; + } + + // Free extensions pointers + RL_FREE(extList); + RL_FREE(extensionsDup); // Duplicated string must be deallocated +#endif // GRAPHICS_API_OPENGL_ES2 + + // Check OpenGL information and capabilities + //------------------------------------------------------------------------------ + // Show current OpenGL and GLSL version + TRACELOG(RL_LOG_INFO, "GL: OpenGL device information:"); + TRACELOG(RL_LOG_INFO, " > Vendor: %s", glGetString(GL_VENDOR)); + TRACELOG(RL_LOG_INFO, " > Renderer: %s", glGetString(GL_RENDERER)); + TRACELOG(RL_LOG_INFO, " > Version: %s", glGetString(GL_VERSION)); + TRACELOG(RL_LOG_INFO, " > GLSL: %s", glGetString(GL_SHADING_LANGUAGE_VERSION)); + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Anisotropy levels capability is an extension + #ifndef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT + #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + #endif + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &RLGL.ExtSupported.maxAnisotropyLevel); + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) + // Show some OpenGL GPU capabilities + TRACELOG(RL_LOG_INFO, "GL: OpenGL capabilities:"); + GLint capability = 0; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_SIZE: %i", capability); + glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_CUBE_MAP_TEXTURE_SIZE: %i", capability); + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_IMAGE_UNITS: %i", capability); + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIBS: %i", capability); + #if !defined(GRAPHICS_API_OPENGL_ES2) + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_BLOCK_SIZE: %i", capability); + glGetIntegerv(GL_MAX_DRAW_BUFFERS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_DRAW_BUFFERS: %i", capability); + if (RLGL.ExtSupported.texAnisoFilter) TRACELOG(RL_LOG_INFO, " GL_MAX_TEXTURE_MAX_ANISOTROPY: %.0f", RLGL.ExtSupported.maxAnisotropyLevel); + #endif + glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &capability); + TRACELOG(RL_LOG_INFO, " GL_NUM_COMPRESSED_TEXTURE_FORMATS: %i", capability); + GLint *compFormats = (GLint *)RL_CALLOC(capability, sizeof(GLint)); + glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compFormats); + for (int i = 0; i < capability; i++) TRACELOG(RL_LOG_INFO, " %s", rlGetCompressedFormatName(compFormats[i])); + RL_FREE(compFormats); + +#if defined(GRAPHICS_API_OPENGL_43) + glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_VERTEX_ATTRIB_BINDINGS: %i", capability); + glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &capability); + TRACELOG(RL_LOG_INFO, " GL_MAX_UNIFORM_LOCATIONS: %i", capability); +#endif // GRAPHICS_API_OPENGL_43 +#else // RLGL_SHOW_GL_DETAILS_INFO + + // Show some basic info about GL supported features + if (RLGL.ExtSupported.vao) TRACELOG(RL_LOG_INFO, "GL: VAO extension detected, VAO functions loaded successfully"); + else TRACELOG(RL_LOG_WARNING, "GL: VAO extension not found, VAO not supported"); + if (RLGL.ExtSupported.texNPOT) TRACELOG(RL_LOG_INFO, "GL: NPOT textures extension detected, full NPOT textures supported"); + else TRACELOG(RL_LOG_WARNING, "GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat)"); + if (RLGL.ExtSupported.texCompDXT) TRACELOG(RL_LOG_INFO, "GL: DXT compressed textures supported"); + if (RLGL.ExtSupported.texCompETC1) TRACELOG(RL_LOG_INFO, "GL: ETC1 compressed textures supported"); + if (RLGL.ExtSupported.texCompETC2) TRACELOG(RL_LOG_INFO, "GL: ETC2/EAC compressed textures supported"); + if (RLGL.ExtSupported.texCompPVRT) TRACELOG(RL_LOG_INFO, "GL: PVRT compressed textures supported"); + if (RLGL.ExtSupported.texCompASTC) TRACELOG(RL_LOG_INFO, "GL: ASTC compressed textures supported"); + if (RLGL.ExtSupported.computeShader) TRACELOG(RL_LOG_INFO, "GL: Compute shaders supported"); + if (RLGL.ExtSupported.ssbo) TRACELOG(RL_LOG_INFO, "GL: Shader storage buffer objects supported"); +#endif // RLGL_SHOW_GL_DETAILS_INFO + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 +} + +// Get current OpenGL version +int rlGetVersion(void) +{ + int glVersion = 0; +#if defined(GRAPHICS_API_OPENGL_11) + glVersion = RL_OPENGL_11; +#endif +#if defined(GRAPHICS_API_OPENGL_21) + glVersion = RL_OPENGL_21; +#elif defined(GRAPHICS_API_OPENGL_43) + glVersion = RL_OPENGL_43; +#elif defined(GRAPHICS_API_OPENGL_33) + glVersion = RL_OPENGL_33; +#endif +#if defined(GRAPHICS_API_OPENGL_ES3) + glVersion = RL_OPENGL_ES_30; +#elif defined(GRAPHICS_API_OPENGL_ES2) + glVersion = RL_OPENGL_ES_20; +#endif + + return glVersion; +} + +// Set current framebuffer width +void rlSetFramebufferWidth(int width) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.framebufferWidth = width; +#endif +} + +// Set current framebuffer height +void rlSetFramebufferHeight(int height) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.framebufferHeight = height; +#endif +} + +// Get default framebuffer width +int rlGetFramebufferWidth(void) +{ + int width = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + width = RLGL.State.framebufferWidth; +#endif + return width; +} + +// Get default framebuffer height +int rlGetFramebufferHeight(void) +{ + int height = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + height = RLGL.State.framebufferHeight; +#endif + return height; +} + +// Get default internal texture (white texture) +// NOTE: Default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 +unsigned int rlGetTextureIdDefault(void) +{ + unsigned int id = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + id = RLGL.State.defaultTextureId; +#endif + return id; +} + +// Get default shader id +unsigned int rlGetShaderIdDefault(void) +{ + unsigned int id = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + id = RLGL.State.defaultShaderId; +#endif + return id; +} + +// Get default shader locs +int *rlGetShaderLocsDefault(void) +{ + int *locs = NULL; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + locs = RLGL.State.defaultShaderLocs; +#endif + return locs; +} + +// Render batch management +//------------------------------------------------------------------------------------------------ +// Load render batch +rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) +{ + rlRenderBatch batch = { 0 }; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) + //-------------------------------------------------------------------------------------------- + batch.vertexBuffer = (rlVertexBuffer *)RL_MALLOC(numBuffers*sizeof(rlVertexBuffer)); + + for (int i = 0; i < numBuffers; i++) + { + batch.vertexBuffer[i].elementCount = bufferElements; + + batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad + batch.vertexBuffer[i].normals = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad + batch.vertexBuffer[i].colors = (unsigned char *)RL_MALLOC(bufferElements*4*4*sizeof(unsigned char)); // 4 float by color, 4 colors by quad +#if defined(GRAPHICS_API_OPENGL_33) + batch.vertexBuffer[i].indices = (unsigned int *)RL_MALLOC(bufferElements*6*sizeof(unsigned int)); // 6 int by quad (indices) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + batch.vertexBuffer[i].indices = (unsigned short *)RL_MALLOC(bufferElements*6*sizeof(unsigned short)); // 6 int by quad (indices) +#endif + + for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].vertices[j] = 0.0f; + for (int j = 0; j < (2*4*bufferElements); j++) batch.vertexBuffer[i].texcoords[j] = 0.0f; + for (int j = 0; j < (3*4*bufferElements); j++) batch.vertexBuffer[i].normals[j] = 0.0f; + for (int j = 0; j < (4*4*bufferElements); j++) batch.vertexBuffer[i].colors[j] = 0; + + int k = 0; + + // Indices can be initialized right now + for (int j = 0; j < (6*bufferElements); j += 6) + { + batch.vertexBuffer[i].indices[j] = 4*k; + batch.vertexBuffer[i].indices[j + 1] = 4*k + 1; + batch.vertexBuffer[i].indices[j + 2] = 4*k + 2; + batch.vertexBuffer[i].indices[j + 3] = 4*k; + batch.vertexBuffer[i].indices[j + 4] = 4*k + 2; + batch.vertexBuffer[i].indices[j + 5] = 4*k + 3; + + k++; + } + + RLGL.State.vertexCounter = 0; + } + + TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in RAM (CPU)"); + //-------------------------------------------------------------------------------------------- + + // Upload to GPU (VRAM) vertex data and initialize VAOs/VBOs + //-------------------------------------------------------------------------------------------- + for (int i = 0; i < numBuffers; i++) + { + if (RLGL.ExtSupported.vao) + { + // Initialize Quads VAO + glGenVertexArrays(1, &batch.vertexBuffer[i].vaoId); + glBindVertexArray(batch.vertexBuffer[i].vaoId); + } + + // Quads - Vertex buffers binding and attributes enable + // Vertex position buffer (shader-location = 0) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[0]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[0]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].vertices, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + + // Vertex texcoord buffer (shader-location = 1) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[1]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[1]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*2*4*sizeof(float), batch.vertexBuffer[i].texcoords, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + + // Vertex normal buffer (shader-location = 2) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[2]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[2]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*3*4*sizeof(float), batch.vertexBuffer[i].normals, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); + + // Vertex color buffer (shader-location = 3) + glGenBuffers(1, &batch.vertexBuffer[i].vboId[3]); + glBindBuffer(GL_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[3]); + glBufferData(GL_ARRAY_BUFFER, bufferElements*4*4*sizeof(unsigned char), batch.vertexBuffer[i].colors, GL_DYNAMIC_DRAW); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + + // Fill index buffer + glGenBuffers(1, &batch.vertexBuffer[i].vboId[4]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch.vertexBuffer[i].vboId[4]); +#if defined(GRAPHICS_API_OPENGL_33) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(int), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, bufferElements*6*sizeof(short), batch.vertexBuffer[i].indices, GL_STATIC_DRAW); +#endif + } + + TRACELOG(RL_LOG_INFO, "RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU)"); + + // Unbind the current VAO + if (RLGL.ExtSupported.vao) glBindVertexArray(0); + //-------------------------------------------------------------------------------------------- + + // Init draw calls tracking system + //-------------------------------------------------------------------------------------------- + batch.draws = (rlDrawCall *)RL_MALLOC(RL_DEFAULT_BATCH_DRAWCALLS*sizeof(rlDrawCall)); + + for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) + { + batch.draws[i].mode = RL_QUADS; + batch.draws[i].vertexCount = 0; + batch.draws[i].vertexAlignment = 0; + //batch.draws[i].vaoId = 0; + //batch.draws[i].shaderId = 0; + batch.draws[i].textureId = RLGL.State.defaultTextureId; + //batch.draws[i].RLGL.State.projection = rlMatrixIdentity(); + //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); + } + + batch.bufferCount = numBuffers; // Record buffer count + batch.drawCounter = 1; // Reset draws counter + batch.currentDepth = -1.0f; // Reset depth value + //-------------------------------------------------------------------------------------------- +#endif + + return batch; +} + +// Unload default internal buffers vertex data from CPU and GPU +void rlUnloadRenderBatch(rlRenderBatch batch) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Unbind everything + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + // Unload all vertex buffers data + for (int i = 0; i < batch.bufferCount; i++) + { + // Unbind VAO attribs data + if (RLGL.ExtSupported.vao) + { + glBindVertexArray(batch.vertexBuffer[i].vaoId); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); + glDisableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR); + glBindVertexArray(0); + } + + // Delete VBOs from GPU (VRAM) + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[1]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[2]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[3]); + glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[4]); + + // Delete VAOs from GPU (VRAM) + if (RLGL.ExtSupported.vao) glDeleteVertexArrays(1, &batch.vertexBuffer[i].vaoId); + + // Free vertex arrays memory from CPU (RAM) + RL_FREE(batch.vertexBuffer[i].vertices); + RL_FREE(batch.vertexBuffer[i].texcoords); + RL_FREE(batch.vertexBuffer[i].normals); + RL_FREE(batch.vertexBuffer[i].colors); + RL_FREE(batch.vertexBuffer[i].indices); + } + + // Unload arrays + RL_FREE(batch.vertexBuffer); + RL_FREE(batch.draws); +#endif +} + +// Draw render batch +// NOTE: We require a pointer to reset batch and increase current buffer (multi-buffer) +void rlDrawRenderBatch(rlRenderBatch *batch) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Update batch vertex buffers + //------------------------------------------------------------------------------------------------------------ + // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) + // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (use a change detector flag?) + if (RLGL.State.vertexCounter > 0) + { + // Activate elements VAO + if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); + + // Vertex positions buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer + + // Texture coordinates buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer + + // Normals buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].normals); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].normals, GL_DYNAMIC_DRAW); // Update all buffer + + // Colors buffer + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); + glBufferSubData(GL_ARRAY_BUFFER, 0, RLGL.State.vertexCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer + + // NOTE: glMapBuffer() causes sync issue + // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job + // To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer() + // If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new + // allocated pointer immediately even if GPU is still working with the previous data + + // Another option: map the buffer object into client's memory + // Probably this code could be moved somewhere else... + // batch->vertexBuffer[batch->currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); + // if (batch->vertexBuffer[batch->currentBuffer].vertices) + // { + // Update vertex data + // } + // glUnmapBuffer(GL_ARRAY_BUFFER); + + // Unbind the current VAO + if (RLGL.ExtSupported.vao) glBindVertexArray(0); + } + //------------------------------------------------------------------------------------------------------------ + + // Draw batch vertex buffers (considering VR stereo if required) + //------------------------------------------------------------------------------------------------------------ + Matrix matProjection = RLGL.State.projection; + Matrix matModelView = RLGL.State.modelview; + + int eyeCount = 1; + if (RLGL.State.stereoRender) eyeCount = 2; + + for (int eye = 0; eye < eyeCount; eye++) + { + if (eyeCount == 2) + { + // Setup current eye viewport (half screen width) + rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); + + // Set current eye view offset to modelview matrix + rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye])); + // Set current eye projection matrix + rlSetMatrixProjection(RLGL.State.projectionStereo[eye]); + } + + // Draw buffers + if (RLGL.State.vertexCounter > 0) + { + // Set current shader and upload current MVP matrix + glUseProgram(RLGL.State.currentShaderId); + + // Create modelview-projection matrix and upload to shader + Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection); + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, rlMatrixToFloat(matMVP)); + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_PROJECTION], 1, false, rlMatrixToFloat(RLGL.State.projection)); + } + + // WARNING: For the following setup of the view, model, and normal matrices, it is expected that + // transformations and rendering occur between rlPushMatrix() and rlPopMatrix() + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_VIEW], 1, false, rlMatrixToFloat(RLGL.State.modelview)); + } + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MODEL], 1, false, rlMatrixToFloat(RLGL.State.transform)); + } + + if (RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL] != -1) + { + glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_NORMAL], 1, false, rlMatrixToFloat(rlMatrixTranspose(rlMatrixInvert(RLGL.State.transform)))); + } + + if (RLGL.ExtSupported.vao) glBindVertexArray(batch->vertexBuffer[batch->currentBuffer].vaoId); + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_POSITION]); + + // Bind vertex attrib: texcoord (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01], 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01]); + + // Bind vertex attrib: normal (shader-location = 2) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL], 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_NORMAL]); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[3]); + glVertexAttribPointer(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR], 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(RLGL.State.currentShaderLocs[RL_SHADER_LOC_VERTEX_COLOR]); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[4]); + } + + // Setup some default shader values + glUniform4f(RLGL.State.currentShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE], 0); // Active default sampler2D: texture0 + + // Activate additional sampler textures + // Those additional textures will be common for all draw calls of the batch + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) + { + if (RLGL.State.activeTextureId[i] > 0) + { + glActiveTexture(GL_TEXTURE0 + 1 + i); + glBindTexture(GL_TEXTURE_2D, RLGL.State.activeTextureId[i]); + } + } + + // Activate default sampler2D texture0 (one texture is always active for default batch shader) + // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls + glActiveTexture(GL_TEXTURE0); + + for (int i = 0, vertexOffset = 0; i < batch->drawCounter; i++) + { + // Bind current draw call texture, activated as GL_TEXTURE0 and Bound to sampler2D texture0 by default + glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); + + if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); + else + { + #if defined(GRAPHICS_API_OPENGL_33) + // We need to define the number of indices to be processed: elementCount*6 + // NOTE: The final parameter tells the GPU the offset in bytes from the + // start of the index buffer to the location of the first index to process + glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); + #endif + #if defined(GRAPHICS_API_OPENGL_ES2) + glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); + #endif + } + + vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); + } + + if (!RLGL.ExtSupported.vao) + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + } + + if (RLGL.ExtSupported.vao) glBindVertexArray(0); // Unbind VAO + + glUseProgram(0); // Unbind shader program + } + + // Restore viewport to default measures + if (eyeCount == 2) rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight); + //------------------------------------------------------------------------------------------------------------ + + // Reset batch buffers + //------------------------------------------------------------------------------------------------------------ + // Reset vertex counter for next frame + RLGL.State.vertexCounter = 0; + + // Reset depth for next draw + batch->currentDepth = -1.0f; + + // Restore projection/modelview matrices + RLGL.State.projection = matProjection; + RLGL.State.modelview = matModelView; + + // Reset RLGL.currentBatch->draws array + for (int i = 0; i < RL_DEFAULT_BATCH_DRAWCALLS; i++) + { + batch->draws[i].mode = RL_QUADS; + batch->draws[i].vertexCount = 0; + batch->draws[i].textureId = RLGL.State.defaultTextureId; + } + + // Reset active texture units for next batch + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0; + + // Reset draws counter to one draw for the batch + batch->drawCounter = 1; + //------------------------------------------------------------------------------------------------------------ + + // Change to next buffer in the list (in case of multi-buffering) + batch->currentBuffer++; + if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0; +#endif +} + +// Set the active render batch for rlgl +void rlSetRenderBatchActive(rlRenderBatch *batch) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlDrawRenderBatch(RLGL.currentBatch); + + if (batch != NULL) RLGL.currentBatch = batch; + else RLGL.currentBatch = &RLGL.defaultBatch; +#endif +} + +// Update and draw internal render batch +void rlDrawRenderBatchActive(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside +#endif +} + +// Check internal buffer overflow for a given number of vertex +// and force a rlRenderBatch draw call if required +bool rlCheckRenderBatchLimit(int vCount) +{ + bool overflow = false; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((RLGL.State.vertexCounter + vCount) >= + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) + { + overflow = true; + + // Store current primitive drawing mode and texture id + int currentMode = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode; + int currentTexture = RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId; + + rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside + + // Restore state of last batch so we can continue adding vertices + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].mode = currentMode; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounter - 1].textureId = currentTexture; + } +#endif + + return overflow; +} + +// Textures data management +//----------------------------------------------------------------------------------------- +// Convert image data to OpenGL texture (returns OpenGL valid Id) +unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount) +{ + unsigned int id = 0; + + glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding + + // Check texture format support by OpenGL 1.1 (compressed textures not supported) +#if defined(GRAPHICS_API_OPENGL_11) + if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) + { + TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats"); + return id; + } +#else + if ((!RLGL.ExtSupported.texCompDXT) && ((format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA) || + (format == RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: DXT compressed texture format not supported"); + return id; + } +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if ((!RLGL.ExtSupported.texCompETC1) && (format == RL_PIXELFORMAT_COMPRESSED_ETC1_RGB)) + { + TRACELOG(RL_LOG_WARNING, "GL: ETC1 compressed texture format not supported"); + return id; + } + + if ((!RLGL.ExtSupported.texCompETC2) && ((format == RL_PIXELFORMAT_COMPRESSED_ETC2_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: ETC2 compressed texture format not supported"); + return id; + } + + if ((!RLGL.ExtSupported.texCompPVRT) && ((format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGB) || (format == RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: PVRT compressed texture format not supported"); + return id; + } + + if ((!RLGL.ExtSupported.texCompASTC) && ((format == RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA) || (format == RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA))) + { + TRACELOG(RL_LOG_WARNING, "GL: ASTC compressed texture format not supported"); + return id; + } +#endif +#endif // GRAPHICS_API_OPENGL_11 + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glGenTextures(1, &id); // Generate texture id + + glBindTexture(GL_TEXTURE_2D, id); + + int mipWidth = width; + int mipHeight = height; + int mipOffset = 0; // Mipmap data offset, only used for tracelog + + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned char *dataPtr = NULL; + if (data != NULL) dataPtr = (unsigned char *)data; + + // Load the different mipmap levels + for (int i = 0; i < mipmapCount; i++) + { + unsigned int mipSize = rlGetPixelDataSize(mipWidth, mipHeight, format); + + unsigned int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + + TRACELOGD("TEXTURE: Load mipmap level %i (%i x %i), size: %i, offset: %i", i, mipWidth, mipHeight, mipSize, mipOffset); + + if (glInternalFormat != 0) + { + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, glFormat, glType, dataPtr); +#if !defined(GRAPHICS_API_OPENGL_11) + else glCompressedTexImage2D(GL_TEXTURE_2D, i, glInternalFormat, mipWidth, mipHeight, 0, mipSize, dataPtr); +#endif + +#if defined(GRAPHICS_API_OPENGL_33) + if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) + { + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } + else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) + { +#if defined(GRAPHICS_API_OPENGL_21) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; +#elif defined(GRAPHICS_API_OPENGL_33) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; +#endif + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } +#endif + } + + mipWidth /= 2; + mipHeight /= 2; + mipOffset += mipSize; // Increment offset position to next mipmap + if (data != NULL) dataPtr += mipSize; // Increment data pointer to next mipmap + + // Security check for NPOT textures + if (mipWidth < 1) mipWidth = 1; + if (mipHeight < 1) mipHeight = 1; + } + + // Texture parameters configuration + // NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used +#if defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: OpenGL ES 2.0 with no GL_OES_texture_npot support (i.e. WebGL) has limited NPOT support, so CLAMP_TO_EDGE must be used + if (RLGL.ExtSupported.texNPOT) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis + } + else + { + // NOTE: If using negative texture coordinates (LoadOBJ()), it does not work! + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // Set texture to clamp on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set texture to clamp on y-axis + } +#else + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repeat on x-axis + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repeat on y-axis +#endif + + // Magnification and minification filters + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Alternative: GL_LINEAR + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Alternative: GL_LINEAR + +#if defined(GRAPHICS_API_OPENGL_33) + if (mipmapCount > 1) + { + // Activate Trilinear filtering if mipmaps are available + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + } +#endif + + // At this point we have the texture loaded in GPU and texture parameters configured + + // NOTE: If mipmaps were not in data, they are not generated automatically + + // Unbind current texture + glBindTexture(GL_TEXTURE_2D, 0); + + if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Texture loaded successfully (%ix%i | %s | %i mipmaps)", id, width, height, rlGetPixelFormatName(format), mipmapCount); + else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load texture"); + + return id; +} + +// Load depth texture/renderbuffer (to be attached to fbo) +// WARNING: OpenGL ES 2.0 requires GL_OES_depth_texture and WebGL requires WEBGL_depth_texture extensions +unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // In case depth textures not supported, we force renderbuffer usage + if (!RLGL.ExtSupported.texDepth) useRenderBuffer = true; + + // NOTE: We let the implementation to choose the best bit-depth + // Possible formats: GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32 and GL_DEPTH_COMPONENT32F + unsigned int glInternalFormat = GL_DEPTH_COMPONENT; + +#if (defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_ES3)) + // WARNING: WebGL platform requires unsized internal format definition (GL_DEPTH_COMPONENT) + // while other platforms using OpenGL ES 2.0 require/support sized internal formats depending on the GPU capabilities + if (!RLGL.ExtSupported.texDepthWebGL || useRenderBuffer) + { + if (RLGL.ExtSupported.maxDepthBits == 32) glInternalFormat = GL_DEPTH_COMPONENT32_OES; + else if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES; + else glInternalFormat = GL_DEPTH_COMPONENT16; + } +#endif + + if (!useRenderBuffer && RLGL.ExtSupported.texDepth) + { + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_2D, id); + glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindTexture(GL_TEXTURE_2D, 0); + + TRACELOG(RL_LOG_INFO, "TEXTURE: Depth texture loaded successfully"); + } + else + { + // Create the renderbuffer that will serve as the depth attachment for the framebuffer + // NOTE: A renderbuffer is simpler than a texture and could offer better performance on embedded devices + glGenRenderbuffers(1, &id); + glBindRenderbuffer(GL_RENDERBUFFER, id); + glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height); + + glBindRenderbuffer(GL_RENDERBUFFER, 0); + + TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Depth renderbuffer loaded successfully (%i bits)", id, (RLGL.ExtSupported.maxDepthBits >= 24)? RLGL.ExtSupported.maxDepthBits : 16); + } +#endif + + return id; +} + +// Load texture cubemap +// NOTE: Cubemap data is expected to be 6 images in a single data array (one after the other), +// expected the following convention: +X, -X, +Y, -Y, +Z, -Z +unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + int mipSize = size; + + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned char *dataPtr = NULL; + if (data != NULL) dataPtr = (unsigned char *)data; + + unsigned int dataSize = rlGetPixelDataSize(size, size, format); + + glGenTextures(1, &id); + glBindTexture(GL_TEXTURE_CUBE_MAP, id); + + unsigned int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + + if (glInternalFormat != 0) + { + // Load cubemap faces/mipmaps + for (int i = 0; i < 6*mipmapCount; i++) + { + int mipmapLevel = i/6; + int face = i%6; + + if (data == NULL) + { + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) + { + if ((format == RL_PIXELFORMAT_UNCOMPRESSED_R32) || + (format == RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32) || + (format == RL_PIXELFORMAT_UNCOMPRESSED_R16) || + (format == RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16)) TRACELOG(RL_LOG_WARNING, "TEXTURES: Cubemap requested format not supported"); + else glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, NULL); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURES: Empty cubemap creation does not support compressed format"); + } + else + { + if (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, glFormat, glType, (unsigned char *)dataPtr + face*dataSize); + else glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mipmapLevel, glInternalFormat, mipSize, mipSize, 0, dataSize, (unsigned char *)dataPtr + face*dataSize); + } + +#if defined(GRAPHICS_API_OPENGL_33) + if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) + { + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; + glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } + else if (format == RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) + { +#if defined(GRAPHICS_API_OPENGL_21) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_ALPHA }; +#elif defined(GRAPHICS_API_OPENGL_33) + GLint swizzleMask[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; +#endif + glTexParameteriv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } +#endif + if (face == 5) + { + mipSize /= 2; + if (data != NULL) dataPtr += dataSize*6; // Increment data pointer to next mipmap + + // Security check for NPOT textures + if (mipSize < 1) mipSize = 1; + + dataSize = rlGetPixelDataSize(mipSize, mipSize, format); + } + } + } + + // Set cubemap texture sampling parameters + if (mipmapCount > 1) glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + else glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +#if defined(GRAPHICS_API_OPENGL_33) + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Flag not supported on OpenGL ES 2.0 +#endif + + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); +#endif + + if (id > 0) TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Cubemap texture loaded successfully (%ix%i)", id, size, size); + else TRACELOG(RL_LOG_WARNING, "TEXTURE: Failed to load cubemap texture"); + + return id; +} + +// Update already loaded texture in GPU with new data +// NOTE: We don't know safely if internal texture format is the expected one... +void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data) +{ + glBindTexture(GL_TEXTURE_2D, id); + + unsigned int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + + if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) + { + glTexSubImage2D(GL_TEXTURE_2D, 0, offsetX, offsetY, width, height, glFormat, glType, data); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format); +} + +// Get OpenGL internal formats and data type from raylib PixelFormat +void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType) +{ + *glInternalFormat = 0; + *glFormat = 0; + *glType = 0; + + switch (format) + { + #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: on OpenGL ES 2.0 (WebGL), internalFormat must match format and options allowed are: GL_LUMINANCE, GL_RGB, GL_RGBA + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_LUMINANCE_ALPHA; *glFormat = GL_LUMINANCE_ALPHA; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + #if !defined(GRAPHICS_API_OPENGL_11) + #if defined(GRAPHICS_API_OPENGL_ES3) + case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F_EXT; *glFormat = GL_RED_EXT; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F_EXT; *glFormat = GL_RGB; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F_EXT; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F_EXT; *glFormat = GL_RED_EXT; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F_EXT; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F_EXT; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break; + #else + case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; // NOTE: Requires extension OES_texture_float + #if defined(GRAPHICS_API_OPENGL_21) + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break; + #else // defined(GRAPHICS_API_OPENGL_ES2) + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float + #endif + #endif + #endif + #elif defined(GRAPHICS_API_OPENGL_33) + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: *glInternalFormat = GL_R8; *glFormat = GL_RED; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: *glInternalFormat = GL_RG8; *glFormat = GL_RG; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: *glInternalFormat = GL_RGB565; *glFormat = GL_RGB; *glType = GL_UNSIGNED_SHORT_5_6_5; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: *glInternalFormat = GL_RGB8; *glFormat = GL_RGB; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: *glInternalFormat = GL_RGB5_A1; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_5_5_5_1; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: *glInternalFormat = GL_RGBA4; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_SHORT_4_4_4_4; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: *glInternalFormat = GL_RGBA8; *glFormat = GL_RGBA; *glType = GL_UNSIGNED_BYTE; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_R32F; *glFormat = GL_RED; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGB32F; *glFormat = GL_RGB; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: if (RLGL.ExtSupported.texFloat32) *glInternalFormat = GL_RGBA32F; *glFormat = GL_RGBA; *glType = GL_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_R16F; *glFormat = GL_RED; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB16F; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA16F; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT; break; + #endif + #if !defined(GRAPHICS_API_OPENGL_11) + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break; + case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; + case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: if (RLGL.ExtSupported.texCompDXT) *glInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; + case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: if (RLGL.ExtSupported.texCompETC1) *glInternalFormat = GL_ETC1_RGB8_OES; break; // NOTE: Requires OpenGL ES 2.0 or OpenGL 4.3 + case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGB8_ETC2; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: if (RLGL.ExtSupported.texCompETC2) *glInternalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC; break; // NOTE: Requires OpenGL ES 3.0 or OpenGL 4.3 + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: if (RLGL.ExtSupported.texCompPVRT) *glInternalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; break; // NOTE: Requires PowerVR GPU + case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_4x4_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: if (RLGL.ExtSupported.texCompASTC) *glInternalFormat = GL_COMPRESSED_RGBA_ASTC_8x8_KHR; break; // NOTE: Requires OpenGL ES 3.1 or OpenGL 4.3 + #endif + default: TRACELOG(RL_LOG_WARNING, "TEXTURE: Current format not supported (%i)", format); break; + } +} + +// Unload texture from GPU memory +void rlUnloadTexture(unsigned int id) +{ + glDeleteTextures(1, &id); +} + +// Generate mipmap data for selected texture +// NOTE: Only supports GPU mipmap generation +void rlGenTextureMipmaps(unsigned int id, int width, int height, int format, int *mipmaps) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindTexture(GL_TEXTURE_2D, id); + + // Check if texture is power-of-two (POT) + bool texIsPOT = false; + + if (((width > 0) && ((width & (width - 1)) == 0)) && + ((height > 0) && ((height & (height - 1)) == 0))) texIsPOT = true; + + if ((texIsPOT) || (RLGL.ExtSupported.texNPOT)) + { + //glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); // Hint for mipmaps generation algorithm: GL_FASTEST, GL_NICEST, GL_DONT_CARE + glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically + + #define MIN(a,b) (((a)<(b))? (a):(b)) + #define MAX(a,b) (((a)>(b))? (a):(b)) + + *mipmaps = 1 + (int)floor(log(MAX(width, height))/log(2)); + TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Mipmaps generated automatically, total: %i", id, *mipmaps); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Failed to generate mipmaps", id); + + glBindTexture(GL_TEXTURE_2D, 0); +#else + TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] GPU mipmap generation not supported", id); +#endif +} + +// Read texture pixel data +void *rlReadTexturePixels(unsigned int id, int width, int height, int format) +{ + void *pixels = NULL; + +#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33) + glBindTexture(GL_TEXTURE_2D, id); + + // NOTE: Using texture id, we can retrieve some texture info (but not on OpenGL ES 2.0) + // Possible texture info: GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE + //int width, height, format; + //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width); + //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height); + //glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); + + // NOTE: Each row written to or read from by OpenGL pixel operations like glGetTexImage are aligned to a 4 byte boundary by default, which may add some padding + // Use glPixelStorei to modify padding with the GL_[UN]PACK_ALIGNMENT setting + // GL_PACK_ALIGNMENT affects operations that read from OpenGL memory (glReadPixels, glGetTexImage, etc.) + // GL_UNPACK_ALIGNMENT affects operations that write to OpenGL memory (glTexImage, etc.) + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + unsigned int glInternalFormat, glFormat, glType; + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + unsigned int size = rlGetPixelDataSize(width, height, format); + + if ((glInternalFormat != 0) && (format < RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)) + { + pixels = RL_MALLOC(size); + glGetTexImage(GL_TEXTURE_2D, 0, glFormat, glType, pixels); + } + else TRACELOG(RL_LOG_WARNING, "TEXTURE: [ID %i] Data retrieval not suported for pixel format (%i)", id, format); + + glBindTexture(GL_TEXTURE_2D, 0); +#endif + +#if defined(GRAPHICS_API_OPENGL_ES2) + // glGetTexImage() is not available on OpenGL ES 2.0 + // Texture width and height are required on OpenGL ES 2.0, there is no way to get it from texture id + // Two possible Options: + // 1 - Bind texture to color fbo attachment and glReadPixels() + // 2 - Create an fbo, activate it, render quad with texture, glReadPixels() + // We are using Option 1, just need to care for texture format on retrieval + // NOTE: This behaviour could be conditioned by graphic driver... + unsigned int fboId = rlLoadFramebuffer(); + + glBindFramebuffer(GL_FRAMEBUFFER, fboId); + glBindTexture(GL_TEXTURE_2D, 0); + + // Attach our texture to FBO + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0); + + // We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format + pixels = (unsigned char *)RL_MALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)); + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + // Clean up temporal fbo + rlUnloadFramebuffer(fboId); +#endif + + return pixels; +} + +// Read screen pixel data (color buffer) +unsigned char *rlReadScreenPixels(int width, int height) +{ + unsigned char *screenData = (unsigned char *)RL_CALLOC(width*height*4, sizeof(unsigned char)); + + // NOTE 1: glReadPixels returns image flipped vertically -> (0,0) is the bottom left corner of the framebuffer + // NOTE 2: We are getting alpha channel! Be careful, it can be transparent if not cleared properly! + glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, screenData); + + // Flip image vertically! + unsigned char *imgData = (unsigned char *)RL_MALLOC(width*height*4*sizeof(unsigned char)); + + for (int y = height - 1; y >= 0; y--) + { + for (int x = 0; x < (width*4); x++) + { + imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line + + // Set alpha component value to 255 (no trasparent image retrieval) + // NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! + if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; + } + } + + RL_FREE(screenData); + + return imgData; // NOTE: image data should be freed +} + +// Framebuffer management (fbo) +//----------------------------------------------------------------------------------------- +// Load a framebuffer to be used for rendering +// NOTE: No textures attached +unsigned int rlLoadFramebuffer(void) +{ + unsigned int fboId = 0; + +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glGenFramebuffers(1, &fboId); // Create the framebuffer object + glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind any framebuffer +#endif + + return fboId; +} + +// Attach color buffer texture to an fbo (unloads previous attachment) +// NOTE: Attach type: 0-Color, 1-Depth renderbuffer, 2-Depth texture +void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, fboId); + + switch (attachType) + { + case RL_ATTACHMENT_COLOR_CHANNEL0: + case RL_ATTACHMENT_COLOR_CHANNEL1: + case RL_ATTACHMENT_COLOR_CHANNEL2: + case RL_ATTACHMENT_COLOR_CHANNEL3: + case RL_ATTACHMENT_COLOR_CHANNEL4: + case RL_ATTACHMENT_COLOR_CHANNEL5: + case RL_ATTACHMENT_COLOR_CHANNEL6: + case RL_ATTACHMENT_COLOR_CHANNEL7: + { + if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, texId, mipLevel); + else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_RENDERBUFFER, texId); + else if (texType >= RL_ATTACHMENT_CUBEMAP_POSITIVE_X) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_CUBE_MAP_POSITIVE_X + texType, texId, mipLevel); + + } break; + case RL_ATTACHMENT_DEPTH: + { + if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); + else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, texId); + + } break; + case RL_ATTACHMENT_STENCIL: + { + if (texType == RL_ATTACHMENT_TEXTURE2D) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texId, mipLevel); + else if (texType == RL_ATTACHMENT_RENDERBUFFER) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, texId); + + } break; + default: break; + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif +} + +// Verify render texture is complete +bool rlFramebufferComplete(unsigned int id) +{ + bool result = false; + +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + glBindFramebuffer(GL_FRAMEBUFFER, id); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + + if (status != GL_FRAMEBUFFER_COMPLETE) + { + switch (status) + { + case GL_FRAMEBUFFER_UNSUPPORTED: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer is unsupported", id); break; + case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete attachment", id); break; +#if defined(GRAPHICS_API_OPENGL_ES2) + case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has incomplete dimensions", id); break; +#endif + case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: TRACELOG(RL_LOG_WARNING, "FBO: [ID %i] Framebuffer has a missing attachment", id); break; + default: break; + } + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + result = (status == GL_FRAMEBUFFER_COMPLETE); +#endif + + return result; +} + +// Unload framebuffer from GPU memory +// NOTE: All attached textures/cubemaps/renderbuffers are also deleted +void rlUnloadFramebuffer(unsigned int id) +{ +#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)) && defined(RLGL_RENDER_TEXTURES_HINT) + // Query depth attachment to automatically delete texture/renderbuffer + int depthType = 0, depthId = 0; + glBindFramebuffer(GL_FRAMEBUFFER, id); // Bind framebuffer to query depth texture type + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &depthType); + + // TODO: Review warning retrieving object name in WebGL + // WARNING: WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name + // https://registry.khronos.org/webgl/specs/latest/1.0/ + glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &depthId); + + unsigned int depthIdU = (unsigned int)depthId; + if (depthType == GL_RENDERBUFFER) glDeleteRenderbuffers(1, &depthIdU); + else if (depthType == GL_TEXTURE) glDeleteTextures(1, &depthIdU); + + // NOTE: If a texture object is deleted while its image is attached to the *currently bound* framebuffer, + // the texture image is automatically detached from the currently bound framebuffer + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteFramebuffers(1, &id); + + TRACELOG(RL_LOG_INFO, "FBO: [ID %i] Unloaded framebuffer from VRAM (GPU)", id); +#endif +} + +// Vertex data management +//----------------------------------------------------------------------------------------- +// Load a new attributes buffer +unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glGenBuffers(1, &id); + glBindBuffer(GL_ARRAY_BUFFER, id); + glBufferData(GL_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); +#endif + + return id; +} + +// Load a new attributes element buffer +unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glGenBuffers(1, &id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, buffer, dynamic? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); +#endif + + return id; +} + +// Enable vertex buffer (VBO) +void rlEnableVertexBuffer(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ARRAY_BUFFER, id); +#endif +} + +// Disable vertex buffer (VBO) +void rlDisableVertexBuffer(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ARRAY_BUFFER, 0); +#endif +} + +// Enable vertex buffer element (VBO element) +void rlEnableVertexBufferElement(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); +#endif +} + +// Disable vertex buffer element (VBO element) +void rlDisableVertexBufferElement(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +#endif +} + +// Update vertex buffer with new data +// NOTE: dataSize and offset must be provided in bytes +void rlUpdateVertexBuffer(unsigned int id, const void *data, int dataSize, int offset) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ARRAY_BUFFER, id); + glBufferSubData(GL_ARRAY_BUFFER, offset, dataSize, data); +#endif +} + +// Update vertex buffer elements with new data +// NOTE: dataSize and offset must be provided in bytes +void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, dataSize, data); +#endif +} + +// Enable vertex array object (VAO) +bool rlEnableVertexArray(unsigned int vaoId) +{ + bool result = false; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) + { + glBindVertexArray(vaoId); + result = true; + } +#endif + return result; +} + +// Disable vertex array object (VAO) +void rlDisableVertexArray(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) glBindVertexArray(0); +#endif +} + +// Enable vertex attribute index +void rlEnableVertexAttribute(unsigned int index) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glEnableVertexAttribArray(index); +#endif +} + +// Disable vertex attribute index +void rlDisableVertexAttribute(unsigned int index) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDisableVertexAttribArray(index); +#endif +} + +// Draw vertex array +void rlDrawVertexArray(int offset, int count) +{ + glDrawArrays(GL_TRIANGLES, offset, count); +} + +// Draw vertex array elements +void rlDrawVertexArrayElements(int offset, int count, const void *buffer) +{ + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned short *bufferPtr = (unsigned short *)buffer; + if (offset > 0) bufferPtr += offset; + + glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr); +} + +// Draw vertex array instanced +void rlDrawVertexArrayInstanced(int offset, int count, int instances) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDrawArraysInstanced(GL_TRIANGLES, 0, count, instances); +#endif +} + +// Draw vertex array elements instanced +void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Added pointer math separately from function to avoid UBSAN complaining + unsigned short *bufferPtr = (unsigned short *)buffer; + if (offset > 0) bufferPtr += offset; + + glDrawElementsInstanced(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (const unsigned short *)bufferPtr, instances); +#endif +} + +#if defined(GRAPHICS_API_OPENGL_11) +// Enable vertex state pointer +void rlEnableStatePointer(int vertexAttribType, void *buffer) +{ + if (buffer != NULL) glEnableClientState(vertexAttribType); + switch (vertexAttribType) + { + case GL_VERTEX_ARRAY: glVertexPointer(3, GL_FLOAT, 0, buffer); break; + case GL_TEXTURE_COORD_ARRAY: glTexCoordPointer(2, GL_FLOAT, 0, buffer); break; + case GL_NORMAL_ARRAY: if (buffer != NULL) glNormalPointer(GL_FLOAT, 0, buffer); break; + case GL_COLOR_ARRAY: if (buffer != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, buffer); break; + //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors + default: break; + } +} + +// Disable vertex state pointer +void rlDisableStatePointer(int vertexAttribType) +{ + glDisableClientState(vertexAttribType); +} +#endif + +// Load vertex array object (VAO) +unsigned int rlLoadVertexArray(void) +{ + unsigned int vaoId = 0; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) + { + glGenVertexArrays(1, &vaoId); + } +#endif + return vaoId; +} + +// Set vertex attribute +void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, int offset) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // NOTE: Data type could be: GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT + // Additional types (depends on OpenGL version or extensions): + // - GL_HALF_FLOAT, GL_FLOAT, GL_DOUBLE, GL_FIXED, + // - GL_INT_2_10_10_10_REV, GL_UNSIGNED_INT_2_10_10_10_REV, GL_UNSIGNED_INT_10F_11F_11F_REV + + size_t offsetNative = offset; + glVertexAttribPointer(index, compSize, type, normalized, stride, (void *)offsetNative); +#endif +} + +// Set vertex attribute divisor +void rlSetVertexAttributeDivisor(unsigned int index, int divisor) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glVertexAttribDivisor(index, divisor); +#endif +} + +// Unload vertex array object (VAO) +void rlUnloadVertexArray(unsigned int vaoId) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.ExtSupported.vao) + { + glBindVertexArray(0); + glDeleteVertexArrays(1, &vaoId); + TRACELOG(RL_LOG_INFO, "VAO: [ID %i] Unloaded vertex array data from VRAM (GPU)", vaoId); + } +#endif +} + +// Unload vertex buffer (VBO) +void rlUnloadVertexBuffer(unsigned int vboId) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteBuffers(1, &vboId); + //TRACELOG(RL_LOG_INFO, "VBO: Unloaded vertex data from VRAM (GPU)"); +#endif +} + +// Shaders management +//----------------------------------------------------------------------------------------------- +// Load shader from code strings +// NOTE: If shader string is NULL, using default vertex/fragment shaders +unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) +{ + unsigned int id = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int vertexShaderId = 0; + unsigned int fragmentShaderId = 0; + + // Compile vertex shader (if provided) + // NOTE: If not vertex shader is provided, use default one + if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); + else vertexShaderId = RLGL.State.defaultVShaderId; + + // Compile fragment shader (if provided) + // NOTE: If not vertex shader is provided, use default one + if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); + else fragmentShaderId = RLGL.State.defaultFShaderId; + + // In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id + if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; + else if ((vertexShaderId > 0) && (fragmentShaderId > 0)) + { + // One of or both shader are new, we need to compile a new shader program + id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId); + + // We can detach and delete vertex/fragment shaders (if not default ones) + // NOTE: We detach shader before deletion to make sure memory is freed + if (vertexShaderId != RLGL.State.defaultVShaderId) + { + // WARNING: Shader program linkage could fail and returned id is 0 + if (id > 0) glDetachShader(id, vertexShaderId); + glDeleteShader(vertexShaderId); + } + if (fragmentShaderId != RLGL.State.defaultFShaderId) + { + // WARNING: Shader program linkage could fail and returned id is 0 + if (id > 0) glDetachShader(id, fragmentShaderId); + glDeleteShader(fragmentShaderId); + } + + // In case shader program loading failed, we assign default shader + if (id == 0) + { + // In case shader loading fails, we return the default shader + TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader"); + id = RLGL.State.defaultShaderId; + } + /* + else + { + // Get available shader uniforms + // NOTE: This information is useful for debug... + int uniformCount = -1; + glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount); + + for (int i = 0; i < uniformCount; i++) + { + int namelen = -1; + int num = -1; + char name[256] = { 0 }; // Assume no variable names longer than 256 + GLenum type = GL_ZERO; + + // Get the name of the uniforms + glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name); + + name[namelen] = 0; + TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name)); + } + } + */ + } +#endif + + return id; +} + +// Compile custom shader and return shader id +unsigned int rlCompileShader(const char *shaderCode, int type) +{ + unsigned int shader = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + shader = glCreateShader(type); + glShaderSource(shader, 1, &shaderCode, NULL); + + GLint success = 0; + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); + + if (success == GL_FALSE) + { + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break; + case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break; + //case GL_GEOMETRY_SHADER: + #if defined(GRAPHICS_API_OPENGL_43) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break; + #elif defined(GRAPHICS_API_OPENGL_33) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break; + #endif + default: break; + } + + int maxLength = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); + glGetShaderInfoLog(shader, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log); + RL_FREE(log); + } + + shader = 0; + } + else + { + switch (type) + { + case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break; + case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break; + //case GL_GEOMETRY_SHADER: + #if defined(GRAPHICS_API_OPENGL_43) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break; + #elif defined(GRAPHICS_API_OPENGL_33) + case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break; + #endif + default: break; + } + } +#endif + + return shader; +} + +// Load custom shader strings and return program id +unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) +{ + unsigned int program = 0; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLint success = 0; + program = glCreateProgram(); + + glAttachShader(program, vShaderId); + glAttachShader(program, fShaderId); + + // NOTE: Default attribute shader locations must be Bound before linking + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + +#ifdef RL_SUPPORT_MESH_GPU_SKINNING + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS); + glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS); +#endif + + // NOTE: If some attrib name is no found on the shader, it locations becomes -1 + + glLinkProgram(program); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program); + + int maxLength = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); + glGetProgramInfoLog(program, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); + RL_FREE(log); + } + + glDeleteProgram(program); + + program = 0; + } + else + { + // Get the size of compiled shader program (not available on OpenGL ES 2.0) + // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero + //GLint binarySize = 0; + //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program); + } +#endif + return program; +} + +// Unload shader program +void rlUnloadShaderProgram(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + glDeleteProgram(id); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", id); +#endif +} + +// Get shader location uniform +int rlGetLocationUniform(unsigned int shaderId, const char *uniformName) +{ + int location = -1; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + location = glGetUniformLocation(shaderId, uniformName); + + //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader uniform: %s", shaderId, uniformName); + //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader uniform (%s) set at location: %i", shaderId, uniformName, location); +#endif + return location; +} + +// Get shader location attribute +int rlGetLocationAttrib(unsigned int shaderId, const char *attribName) +{ + int location = -1; +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + location = glGetAttribLocation(shaderId, attribName); + + //if (location == -1) TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); + //else TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); +#endif + return location; +} + +// Set shader value uniform +void rlSetUniform(int locIndex, const void *value, int uniformType, int count) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + switch (uniformType) + { + case RL_SHADER_UNIFORM_FLOAT: glUniform1fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_VEC2: glUniform2fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_VEC3: glUniform3fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_VEC4: glUniform4fv(locIndex, count, (float *)value); break; + case RL_SHADER_UNIFORM_INT: glUniform1iv(locIndex, count, (int *)value); break; + case RL_SHADER_UNIFORM_IVEC2: glUniform2iv(locIndex, count, (int *)value); break; + case RL_SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break; + case RL_SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break; + #if !defined(GRAPHICS_API_OPENGL_ES2) + case RL_SHADER_UNIFORM_UINT: glUniform1uiv(locIndex, count, (unsigned int *)value); break; + case RL_SHADER_UNIFORM_UIVEC2: glUniform2uiv(locIndex, count, (unsigned int *)value); break; + case RL_SHADER_UNIFORM_UIVEC3: glUniform3uiv(locIndex, count, (unsigned int *)value); break; + case RL_SHADER_UNIFORM_UIVEC4: glUniform4uiv(locIndex, count, (unsigned int *)value); break; + #endif + case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break; + default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized"); + + // TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv() + } +#endif +} + +// Set shader value attribute +void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + switch (attribType) + { + case RL_SHADER_ATTRIB_FLOAT: if (count == 1) glVertexAttrib1fv(locIndex, (float *)value); break; + case RL_SHADER_ATTRIB_VEC2: if (count == 2) glVertexAttrib2fv(locIndex, (float *)value); break; + case RL_SHADER_ATTRIB_VEC3: if (count == 3) glVertexAttrib3fv(locIndex, (float *)value); break; + case RL_SHADER_ATTRIB_VEC4: if (count == 4) glVertexAttrib4fv(locIndex, (float *)value); break; + default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set attrib default value, data type not recognized"); + } +#endif +} + +// Set shader value uniform matrix +void rlSetUniformMatrix(int locIndex, Matrix mat) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + float matfloat[16] = { + mat.m0, mat.m1, mat.m2, mat.m3, + mat.m4, mat.m5, mat.m6, mat.m7, + mat.m8, mat.m9, mat.m10, mat.m11, + mat.m12, mat.m13, mat.m14, mat.m15 + }; + glUniformMatrix4fv(locIndex, 1, false, matfloat); +#endif +} + +// Set shader value uniform matrix +void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count) +{ +#if defined(GRAPHICS_API_OPENGL_33) + glUniformMatrix4fv(locIndex, count, true, (const float *)matrices); +#elif defined(GRAPHICS_API_OPENGL_ES2) + // WARNING: WebGL does not support Matrix transpose ("true" parameter) + // REF: https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/uniformMatrix + glUniformMatrix4fv(locIndex, count, false, (const float *)matrices); +#endif +} + +// Set shader value uniform sampler +void rlSetUniformSampler(int locIndex, unsigned int textureId) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Check if texture is already active + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) + { + if (RLGL.State.activeTextureId[i] == textureId) + { + glUniform1i(locIndex, 1 + i); + return; + } + } + + // Register a new active texture for the internal batch system + // NOTE: Default texture is always activated as GL_TEXTURE0 + for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) + { + if (RLGL.State.activeTextureId[i] == 0) + { + glUniform1i(locIndex, 1 + i); // Activate new texture unit + RLGL.State.activeTextureId[i] = textureId; // Save texture id for binding on drawing + break; + } + } +#endif +} + +// Set shader currently active (id and locations) +void rlSetShader(unsigned int id, int *locs) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (RLGL.State.currentShaderId != id) + { + rlDrawRenderBatch(RLGL.currentBatch); + RLGL.State.currentShaderId = id; + RLGL.State.currentShaderLocs = locs; + } +#endif +} + +// Load compute shader program +unsigned int rlLoadComputeShaderProgram(unsigned int shaderId) +{ + unsigned int program = 0; + +#if defined(GRAPHICS_API_OPENGL_43) + GLint success = 0; + program = glCreateProgram(); + glAttachShader(program, shaderId); + glLinkProgram(program); + + // NOTE: All uniform variables are intitialised to 0 when a program links + + glGetProgramiv(program, GL_LINK_STATUS, &success); + + if (success == GL_FALSE) + { + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program); + + int maxLength = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength > 0) + { + int length = 0; + char *log = (char *)RL_CALLOC(maxLength, sizeof(char)); + glGetProgramInfoLog(program, maxLength, &length, log); + TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log); + RL_FREE(log); + } + + glDeleteProgram(program); + + program = 0; + } + else + { + // Get the size of compiled shader program (not available on OpenGL ES 2.0) + // NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero + //GLint binarySize = 0; + //glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program); + } +#else + TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43"); +#endif + + return program; +} + +// Dispatch compute shader (equivalent to *draw* for graphics pilepine) +void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glDispatchCompute(groupX, groupY, groupZ); +#endif +} + +// Load shader storage buffer object (SSBO) +unsigned int rlLoadShaderBuffer(unsigned int size, const void *data, int usageHint) +{ + unsigned int ssbo = 0; + +#if defined(GRAPHICS_API_OPENGL_43) + glGenBuffers(1, &ssbo); + glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); + glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY); + if (data == NULL) glClearBufferData(GL_SHADER_STORAGE_BUFFER, GL_R8UI, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL); // Clear buffer data to 0 + glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0); +#else + TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43"); +#endif + + return ssbo; +} + +// Unload shader storage buffer object (SSBO) +void rlUnloadShaderBuffer(unsigned int ssboId) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glDeleteBuffers(1, &ssboId); +#else + TRACELOG(RL_LOG_WARNING, "SSBO: SSBO not enabled. Define GRAPHICS_API_OPENGL_43"); +#endif + +} + +// Update SSBO buffer data +void rlUpdateShaderBuffer(unsigned int id, const void *data, unsigned int dataSize, unsigned int offset) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); + glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data); +#endif +} + +// Get SSBO buffer size +unsigned int rlGetShaderBufferSize(unsigned int id) +{ +#if defined(GRAPHICS_API_OPENGL_43) + GLint64 size = 0; + glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); + glGetBufferParameteri64v(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, &size); + return (size > 0)? (unsigned int)size : 0; +#else + return 0; +#endif +} + +// Read SSBO buffer data (GPU->CPU) +void rlReadShaderBuffer(unsigned int id, void *dest, unsigned int count, unsigned int offset) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBuffer(GL_SHADER_STORAGE_BUFFER, id); + glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest); +#endif +} + +// Bind SSBO buffer +void rlBindShaderBuffer(unsigned int id, unsigned int index) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id); +#endif +} + +// Copy SSBO buffer data +void rlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count) +{ +#if defined(GRAPHICS_API_OPENGL_43) + glBindBuffer(GL_COPY_READ_BUFFER, srcId); + glBindBuffer(GL_COPY_WRITE_BUFFER, destId); + glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count); +#endif +} + +// Bind image texture +void rlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly) +{ +#if defined(GRAPHICS_API_OPENGL_43) + unsigned int glInternalFormat = 0, glFormat = 0, glType = 0; + + rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); + glBindImageTexture(index, id, 0, 0, 0, readonly? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat); +#else + TRACELOG(RL_LOG_WARNING, "TEXTURE: Image texture binding not enabled. Define GRAPHICS_API_OPENGL_43"); +#endif +} + +// Matrix state management +//----------------------------------------------------------------------------------------- +// Get internal modelview matrix +Matrix rlGetMatrixModelview(void) +{ + Matrix matrix = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_11) + float mat[16]; + glGetFloatv(GL_MODELVIEW_MATRIX, mat); + matrix.m0 = mat[0]; + matrix.m1 = mat[1]; + matrix.m2 = mat[2]; + matrix.m3 = mat[3]; + matrix.m4 = mat[4]; + matrix.m5 = mat[5]; + matrix.m6 = mat[6]; + matrix.m7 = mat[7]; + matrix.m8 = mat[8]; + matrix.m9 = mat[9]; + matrix.m10 = mat[10]; + matrix.m11 = mat[11]; + matrix.m12 = mat[12]; + matrix.m13 = mat[13]; + matrix.m14 = mat[14]; + matrix.m15 = mat[15]; +#else + matrix = RLGL.State.modelview; +#endif + return matrix; +} + +// Get internal projection matrix +Matrix rlGetMatrixProjection(void) +{ +#if defined(GRAPHICS_API_OPENGL_11) + float mat[16]; + glGetFloatv(GL_PROJECTION_MATRIX,mat); + Matrix m; + m.m0 = mat[0]; + m.m1 = mat[1]; + m.m2 = mat[2]; + m.m3 = mat[3]; + m.m4 = mat[4]; + m.m5 = mat[5]; + m.m6 = mat[6]; + m.m7 = mat[7]; + m.m8 = mat[8]; + m.m9 = mat[9]; + m.m10 = mat[10]; + m.m11 = mat[11]; + m.m12 = mat[12]; + m.m13 = mat[13]; + m.m14 = mat[14]; + m.m15 = mat[15]; + return m; +#else + return RLGL.State.projection; +#endif +} + +// Get internal accumulated transform matrix +Matrix rlGetMatrixTransform(void) +{ + Matrix mat = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // TODO: Consider possible transform matrices in the RLGL.State.stack + // Is this the right order? or should we start with the first stored matrix instead of the last one? + //Matrix matStackTransform = rlMatrixIdentity(); + //for (int i = RLGL.State.stackCounter; i > 0; i--) matStackTransform = rlMatrixMultiply(RLGL.State.stack[i], matStackTransform); + mat = RLGL.State.transform; +#endif + return mat; +} + +// Get internal projection matrix for stereo render (selected eye) +Matrix rlGetMatrixProjectionStereo(int eye) +{ + Matrix mat = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + mat = RLGL.State.projectionStereo[eye]; +#endif + return mat; +} + +// Get internal view offset matrix for stereo render (selected eye) +Matrix rlGetMatrixViewOffsetStereo(int eye) +{ + Matrix mat = rlMatrixIdentity(); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + mat = RLGL.State.viewOffsetStereo[eye]; +#endif + return mat; +} + +// Set a custom modelview matrix (replaces internal modelview matrix) +void rlSetMatrixModelview(Matrix view) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.modelview = view; +#endif +} + +// Set a custom projection matrix (replaces internal projection matrix) +void rlSetMatrixProjection(Matrix projection) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.projection = projection; +#endif +} + +// Set eyes projection matrices for stereo rendering +void rlSetMatrixProjectionStereo(Matrix right, Matrix left) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.projectionStereo[0] = right; + RLGL.State.projectionStereo[1] = left; +#endif +} + +// Set eyes view offsets matrices for stereo rendering +void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + RLGL.State.viewOffsetStereo[0] = right; + RLGL.State.viewOffsetStereo[1] = left; +#endif +} + +// Load and draw a quad in NDC +void rlLoadDrawQuad(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int quadVAO = 0; + unsigned int quadVBO = 0; + + float vertices[] = { + // Positions Texcoords + -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, + }; + + // Gen VAO to contain VBO + glGenVertexArrays(1, &quadVAO); + glBindVertexArray(quadVAO); + + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &quadVBO); + glBindBuffer(GL_ARRAY_BUFFER, quadVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); + + // Bind vertex attributes (position, texcoords) + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)0); // Positions + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void *)(3*sizeof(float))); // Texcoords + + // Draw quad + glBindVertexArray(quadVAO); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glBindVertexArray(0); + + // Delete buffers (VBO and VAO) + glDeleteBuffers(1, &quadVBO); + glDeleteVertexArrays(1, &quadVAO); +#endif +} + +// Load and draw a cube in NDC +void rlLoadDrawCube(void) +{ +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + unsigned int cubeVAO = 0; + unsigned int cubeVBO = 0; + + float vertices[] = { + // Positions Normals Texcoords + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, + -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, + 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, + -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, + -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f + }; + + // Gen VAO to contain VBO + glGenVertexArrays(1, &cubeVAO); + glBindVertexArray(cubeVAO); + + // Gen and fill vertex buffer (VBO) + glGenBuffers(1, &cubeVBO); + glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + // Bind vertex attributes (position, normals, texcoords) + glBindVertexArray(cubeVAO); + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)0); // Positions + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(3*sizeof(float))); // Normals + glEnableVertexAttribArray(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD); + glVertexAttribPointer(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void *)(6*sizeof(float))); // Texcoords + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + + // Draw cube + glBindVertexArray(cubeVAO); + glDrawArrays(GL_TRIANGLES, 0, 36); + glBindVertexArray(0); + + // Delete VBO and VAO + glDeleteBuffers(1, &cubeVBO); + glDeleteVertexArrays(1, &cubeVAO); +#endif +} + +// Get name string for pixel format +const char *rlGetPixelFormatName(unsigned int format) +{ + switch (format) + { + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: return "GRAYSCALE"; break; // 8 bit per pixel (no alpha) + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: return "GRAY_ALPHA"; break; // 8*2 bpp (2 channels) + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: return "R5G6B5"; break; // 16 bpp + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: return "R8G8B8"; break; // 24 bpp + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: return "R5G5B5A1"; break; // 16 bpp (1 bit alpha) + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: return "R4G4B4A4"; break; // 16 bpp (4 bit alpha) + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: return "R8G8B8A8"; break; // 32 bpp + case RL_PIXELFORMAT_UNCOMPRESSED_R32: return "R32"; break; // 32 bpp (1 channel - float) + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: return "R32G32B32"; break; // 32*3 bpp (3 channels - float) + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: return "R32G32B32A32"; break; // 32*4 bpp (4 channels - float) + case RL_PIXELFORMAT_UNCOMPRESSED_R16: return "R16"; break; // 16 bpp (1 channel - half float) + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: return "R16G16B16"; break; // 16*3 bpp (3 channels - half float) + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: return "R16G16B16A16"; break; // 16*4 bpp (4 channels - half float) + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: return "DXT1_RGB"; break; // 4 bpp (no alpha) + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: return "DXT1_RGBA"; break; // 4 bpp (1 bit alpha) + case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: return "DXT3_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: return "DXT5_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: return "ETC1_RGB"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: return "ETC2_RGB"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: return "ETC2_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: return "PVRT_RGB"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: return "PVRT_RGBA"; break; // 4 bpp + case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: return "ASTC_4x4_RGBA"; break; // 8 bpp + case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: return "ASTC_8x8_RGBA"; break; // 2 bpp + default: return "UNKNOWN"; break; + } +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) +// Load default shader (just vertex positioning and texture coloring) +// NOTE: This shader program is used for internal buffers +// NOTE: Loaded: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs +static void rlLoadShaderDefault(void) +{ + RLGL.State.defaultShaderLocs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int)); + + // NOTE: All locations must be reseted to -1 (no location) + for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) RLGL.State.defaultShaderLocs[i] = -1; + + // Vertex shader directly defined, no external file required + const char *defaultVShaderCode = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" + "attribute vec3 vertexPosition; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec3 vertexPosition; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" +#endif + +#if defined(GRAPHICS_API_OPENGL_ES3) + "#version 300 es \n" + "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers) + "in vec3 vertexPosition; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" + "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers) + "attribute vec3 vertexPosition; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#endif + + "uniform mat4 mvp; \n" + "void main() \n" + "{ \n" + " fragTexCoord = vertexTexCoord; \n" + " fragColor = vertexColor; \n" + " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" + "} \n"; + + // Fragment shader directly defined, no external file required + const char *defaultFShaderCode = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#endif + +#if defined(GRAPHICS_API_OPENGL_ES3) + "#version 300 es \n" + "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#elif defined(GRAPHICS_API_OPENGL_ES2) + "#version 100 \n" + "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + "} \n"; +#endif + + // NOTE: Compiled vertex/fragment shaders are not deleted, + // they are kept for re-use as default shaders in case some shader loading fails + RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader + RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader + + RLGL.State.defaultShaderId = rlLoadShaderProgram(RLGL.State.defaultVShaderId, RLGL.State.defaultFShaderId); + + if (RLGL.State.defaultShaderId > 0) + { + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader loaded successfully", RLGL.State.defaultShaderId); + + // Set default shader locations: attributes locations + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_POSITION] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_TEXCOORD01] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); + + // Set default shader locations: uniform locations + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); + RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); + } + else TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to load default shader", RLGL.State.defaultShaderId); +} + +// Unload default shader +// NOTE: Unloads: RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs +static void rlUnloadShaderDefault(void) +{ + glUseProgram(0); + + glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultVShaderId); + glDetachShader(RLGL.State.defaultShaderId, RLGL.State.defaultFShaderId); + glDeleteShader(RLGL.State.defaultVShaderId); + glDeleteShader(RLGL.State.defaultFShaderId); + + glDeleteProgram(RLGL.State.defaultShaderId); + + RL_FREE(RLGL.State.defaultShaderLocs); + + TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Default shader unloaded successfully", RLGL.State.defaultShaderId); +} + +#if defined(RLGL_SHOW_GL_DETAILS_INFO) +// Get compressed format official GL identifier name +static const char *rlGetCompressedFormatName(int format) +{ + switch (format) + { + // GL_EXT_texture_compression_s3tc + case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break; + case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break; + case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break; + case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break; + // GL_3DFX_texture_compression_FXT1 + case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX"; break; + case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX"; break; + // GL_IMG_texture_compression_pvrtc + case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG"; break; + case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG"; break; + case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG"; break; + case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG"; break; + // GL_OES_compressed_ETC1_RGB8_texture + case 0x8D64: return "GL_ETC1_RGB8_OES"; break; + // GL_ARB_texture_compression_rgtc + case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1"; break; + case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1"; break; + case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2"; break; + case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2"; break; + // GL_ARB_texture_compression_bptc + case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break; + case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break; + case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break; + case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break; + // GL_ARB_ES3_compatibility + case 0x9274: return "GL_COMPRESSED_RGB8_ETC2"; break; + case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2"; break; + case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; + case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2"; break; + case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC"; break; + case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC"; break; + case 0x9270: return "GL_COMPRESSED_R11_EAC"; break; + case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC"; break; + case 0x9272: return "GL_COMPRESSED_RG11_EAC"; break; + case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC"; break; + // GL_KHR_texture_compression_astc_hdr + case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR"; break; + case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR"; break; + case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR"; break; + case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR"; break; + case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR"; break; + case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR"; break; + case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR"; break; + case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR"; break; + case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR"; break; + case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR"; break; + case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR"; break; + case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR"; break; + case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR"; break; + case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR"; break; + case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR"; break; + case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR"; break; + case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR"; break; + case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR"; break; + case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR"; break; + case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR"; break; + case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR"; break; + case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR"; break; + case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR"; break; + case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR"; break; + case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR"; break; + case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR"; break; + case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR"; break; + case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR"; break; + default: return "GL_COMPRESSED_UNKNOWN"; break; + } +} +#endif // RLGL_SHOW_GL_DETAILS_INFO + +#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2 + +// Get pixel data size in bytes (image or texture) +// NOTE: Size depends on pixel format +static int rlGetPixelDataSize(int width, int height, int format) +{ + int dataSize = 0; // Size in bytes + int bpp = 0; // Bits per pixel + + switch (format) + { + case RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: bpp = 8; break; + case RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: + case RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: + case RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: + case RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: bpp = 16; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: bpp = 32; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: bpp = 24; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32: bpp = 32; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: bpp = 32*3; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: bpp = 32*4; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16: bpp = 16; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: bpp = 16*3; break; + case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: bpp = 16*4; break; + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: + case RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: + case RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: + case RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: + case RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: bpp = 4; break; + case RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: + case RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: + case RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: + case RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: bpp = 8; break; + case RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: bpp = 2; break; + default: break; + } + + double bytesPerPixel = (double)bpp/8.0; + dataSize = (int)(bytesPerPixel*width*height); // Total data size in bytes + + // Most compressed formats works on 4x4 blocks, + // if texture is smaller, minimum dataSize is 8 or 16 + if ((width < 4) && (height < 4)) + { + if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB) && (format < RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA)) dataSize = 8; + else if ((format >= RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA) && (format < RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA)) dataSize = 16; + } + + return dataSize; +} + +// Auxiliar math functions + +// Get float array of matrix data +static rl_float16 rlMatrixToFloatV(Matrix mat) +{ + rl_float16 result = { 0 }; + + result.v[0] = mat.m0; + result.v[1] = mat.m1; + result.v[2] = mat.m2; + result.v[3] = mat.m3; + result.v[4] = mat.m4; + result.v[5] = mat.m5; + result.v[6] = mat.m6; + result.v[7] = mat.m7; + result.v[8] = mat.m8; + result.v[9] = mat.m9; + result.v[10] = mat.m10; + result.v[11] = mat.m11; + result.v[12] = mat.m12; + result.v[13] = mat.m13; + result.v[14] = mat.m14; + result.v[15] = mat.m15; + + return result; +} + +// Get identity matrix +static Matrix rlMatrixIdentity(void) +{ + Matrix result = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + return result; +} + +// Get two matrix multiplication +// NOTE: When multiplying matrices... the order matters! +static Matrix rlMatrixMultiply(Matrix left, Matrix right) +{ + Matrix result = { 0 }; + + result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; + result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; + result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; + result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; + result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; + result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; + result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; + result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; + result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; + result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; + result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; + result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; + result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; + result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; + result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; + result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; + + return result; +} + +// Transposes provided matrix +static Matrix rlMatrixTranspose(Matrix mat) +{ + Matrix result = { 0 }; + + result.m0 = mat.m0; + result.m1 = mat.m4; + result.m2 = mat.m8; + result.m3 = mat.m12; + result.m4 = mat.m1; + result.m5 = mat.m5; + result.m6 = mat.m9; + result.m7 = mat.m13; + result.m8 = mat.m2; + result.m9 = mat.m6; + result.m10 = mat.m10; + result.m11 = mat.m14; + result.m12 = mat.m3; + result.m13 = mat.m7; + result.m14 = mat.m11; + result.m15 = mat.m15; + + return result; +} + +// Invert provided matrix +static Matrix rlMatrixInvert(Matrix mat) +{ + Matrix result = { 0 }; + + // Cache the matrix values (speed optimization) + float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; + float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; + float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; + float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; + + float b00 = a00*a11 - a01*a10; + float b01 = a00*a12 - a02*a10; + float b02 = a00*a13 - a03*a10; + float b03 = a01*a12 - a02*a11; + float b04 = a01*a13 - a03*a11; + float b05 = a02*a13 - a03*a12; + float b06 = a20*a31 - a21*a30; + float b07 = a20*a32 - a22*a30; + float b08 = a20*a33 - a23*a30; + float b09 = a21*a32 - a22*a31; + float b10 = a21*a33 - a23*a31; + float b11 = a22*a33 - a23*a32; + + // Calculate the invert determinant (inlined to avoid double-caching) + float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); + + result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; + result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; + result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; + result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; + result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; + result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; + result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; + result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; + result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; + result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; + result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; + result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; + result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; + result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; + result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; + result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; + + return result; +} + +#endif // RLGL_IMPLEMENTATION diff --git a/vendor/rlgl/rlgl.flan b/vendor/rlgl/rlgl.flan new file mode 100644 index 00000000..f874508e --- /dev/null +++ b/vendor/rlgl/rlgl.flan @@ -0,0 +1,33 @@ +;;;; rlgl's matrix stack, declared for Flan. (import rlgl "vendor:rlgl") +;;;; qualifies it as rlgl/… +;;;; +;;;; rlgl is raylib's layer over OpenGL, and every raylib draw goes through +;;;; it. The stack is how a draw is moved without moving its arguments: push, +;;;; transform, draw, pop, and everything drawn in between is transformed. +;;;; raylib's own begin-mode-2d and begin-mode-3d load a matrix onto the same +;;;; stack. +;;;; +;;;; Each call needs a window and a GL context, so none of this runs headless. +;;;; +;;;; The names drop rlgl's `rl` prefix, which the package alias already says, +;;;; and the `f` suffix, which says the arguments are floats — the signature +;;;; says that. + +;; Save the current matrix, so the transforms after it can be undone. +(declare-c push-matrix [] "rlPushMatrix") + +;; Restore the matrix the last push-matrix saved. +(declare-c pop-matrix [] "rlPopMatrix") + +;; Replace the current matrix with the identity. +(declare-c load-identity [] "rlLoadIdentity") + +;; Multiply the current matrix by a translation. +(declare-c translate [x f32 y f32 z f32] "rlTranslatef") + +;; Multiply the current matrix by a rotation of `angle` degrees about the axis +;; (x, y, z). +(declare-c rotate [angle f32 x f32 y f32 z f32] "rlRotatef") + +;; Multiply the current matrix by a scale along each axis. +(declare-c scale [x f32 y f32 z f32] "rlScalef") From 05d86b243fedc88ca63cec0689e9855c2e8b780e Mon Sep 17 00:00:00 2001 From: Joseph Ferano Date: Fri, 25 Sep 2026 11:27:41 +0700 Subject: [PATCH 2/2] A library resource is known by its identifying field, a Get or a consuming Load is counted as raylib means it, bare pointers are not resources, the report waits for FLAN_DEV_LEAKS, and a release build emits the code it did before the tracker --- TODO.org | 14 +- docs/BUILT.md | 55 ++++--- lib/check.ml | 175 +++++++++++++++------ lib/emit.ml | 2 + lib/shim.ml | 271 ++++++++++++++++++-------------- runtime/flan_dev.c | 99 +++++++++--- test/programs/pkgs/res/res.c | 42 ++++- test/programs/pkgs/res/res.flan | 10 ++ test/programs/res-leaks.flan | 31 +++- test/test_acceptance.ml | 57 ++++--- 10 files changed, 507 insertions(+), 249 deletions(-) diff --git a/TODO.org b/TODO.org index dc4fa4d1..7ae1693c 100644 --- a/TODO.org +++ b/TODO.org @@ -1795,13 +1795,13 @@ deliberately silent, each for its own reason. ** DONE A debug tracking allocator over the raylib boundary CLOSED: [2026-09-25] A dev build counts calls to bindings named =Unload*= against the bindings that -return the same type (not =Get*=), at the call site, keyed by a hash of the -value's leaf fields, and reports at exit what is still held by type and load -site, and each unload that matched nothing. Release builds drop the notes. Rules -out tracking in the C wrapper, which cannot know the call site, and keying on -the struct's bytes, which include padding. docs/BUILT.md, "A dev build counts a -library's resources". - +return the same struct type (not =Get*=, except =GetClipboardImage=), noting +the release and acquisition in the generated wrapper and the site at the call. +A resource is keyed by its first pointer field, or its =id=, so writing other +fields keeps the match. The report at exit is behind =FLAN_DEV_LEAKS=. Release +builds emit what they did before. Rules out keying on the whole value and +tracking bare pointers. docs/BUILT.md, "A dev build counts a library's +resources". ** DONE --dev --sanitize was unbuildable, and nothing built it CLOSED: [2026-09-21] clang's sanitizer pass faulted on a constructor table naming a function the diff --git a/docs/BUILT.md b/docs/BUILT.md index c0454bf0..fbd18f65 100644 --- a/docs/BUILT.md +++ b/docs/BUILT.md @@ -692,7 +692,7 @@ string. The importer follows `const`. `const char *` returned is text the caller only reads, so it becomes `string`; `char *` without `const` is text the caller owns and releases through the library (`LoadFileText` and `UnloadFileText`), and a copy would leave the original with nothing to release it through, so that one stays refused and a hand-written -`declare-c` saying `(Ptr u8)` binds it. `TextFormat` stays unbound because it is variadic. Twenty raylib functions came +`declare-c` saying `(Ptr u8)` binds it. `TextFormat` stays unbound because it is variadic. Eighteen raylib functions came in with this — the path helpers, the case conversions, `GetClipboardText`, `GetMonitorName`, `GetGamepadName`. `test/programs/cstr-return.flan` runs all three shapes against a package with its own C, so it needs no library: @@ -730,33 +730,42 @@ A texture, an image's pixels, a sound: memory raylib allocated, which ASan does it, and which the allocation registry does not see because no Flan allocator did. What does see it is the call that made it, so a dev build counts there. -**Which calls.** `Shim.resources` reads it off the `declare-c` forms by raylib's naming convention. A type is a resource -when a binding whose C symbol begins with `Unload` takes one of it and nothing else — a struct, or a pointer for the -arrays raylib hands out bare (`LoadFileData`, `LoadImageColors`). Any other binding returning that type acquires one, -except a C symbol beginning with `Get`: `GetFontDefault` and `GetShapesTexture` answer something raylib keeps. A binding -taking a `(Ptr T)` to a resource struct may change it in place — `ImageFormat` reallocates the pixels — and is a re-key. +**Which calls.** `Shim.resources` reads it off the `declare-c` forms by raylib's naming convention. A struct type is a +resource when a binding whose C symbol begins with `Unload` takes one of it and nothing else. Any other binding returning +that type acquires one, except a C symbol beginning with `Get` — `GetFontDefault` and `GetShapesTexture` answer +something raylib keeps. That rule has one exception in raylib 5.5, `GetClipboardImage`, which builds a new image with +`LoadImageFromMemory` and hands it over; `owned_gets` names it. `consumes` names the one call that takes a resource +over: `LoadModelFromMesh` stores the mesh in the model, and `UnloadModel` frees it, so the mesh counts as released at +that call. `LoadTextureFromImage`, `LoadSoundFromWave` and `LoadFontFromImage` copy what they need and leave their +argument to the caller. A binding that takes a `(Ptr T)` to a resource and returns nothing may change it in place — +`ImageFormat` reallocates the pixels — and moves its key. Pointers are not resources: raylib's bare buffers are freed by +calls not named for them (`CompressData` by `MemFree`), and a half-fitting rule would report leaks that are not there. A library that names its pairs differently is not tracked. -**Where.** At the call, in the checker, not in the wrapper: the call site is the only place that knows the source -location, which is what the report is for. Each call to a tracked binding binds its arguments and is wrapped in -`flan_dev_reg_note_res_*` calls, the family a release build drops before building the arguments. A release build keeps -the argument slots and nothing else. +**Where.** The wrapper `Shim` generates for a tracked binding — every one has a wrapper, since each passes or returns a +struct — notes the release of its arguments and the acquisition of its result, over the locals it already binds. The +call site, in `Check`, notes where the call is, because only it knows the source location; the runtime pairs the two by +the binding's name, on a stack, so a tracked call inside another's arguments names its own column. All of it is +`flan_dev_reg_note_*` calls, the family a release build drops before building their arguments, and none of it binds a +slot. A release build therefore emits the same machine code it emitted before the tracker existed: compared function by +function against master over six raylib programs, on both backends, the only differences are string-constant numbering +and the length of the source path baked into a bounds message. -**Identity.** A resource is matched by a hash of its value, because an `Unload` is handed the value a `Load` answered and -not an address. The hash is over each leaf field's own bytes, combined in order — the struct-key walk a `Map` uses — -so padding never reaches it: `Sound`, `Music` and `Model` all have padding, and an LLVM aggregate copy does not preserve -it. Two resources with identical values share a key; a release then removes one of them, the counts stay right, and -only which load site is named can be wrong. Headless textures all have id 0 and are the realistic case of that. +**Identity.** A resource is matched by one field, not its whole value, because a program sets `looping` on a Music or +the `transform` of a Model and still unloads the same resource. The field is the first pointer in the struct, depth +first — an Image's pixels, a Sound's buffer, a Mesh's vertices, a Model's meshes, a Font's rectangles — and in a +struct with no pointer, a field named `id`, which is how a Texture2D or a RenderTexture2D names its GPU object. A +struct with neither is keyed by every leaf field, hashed one at a time so padding never reaches the key. Two resources +with the same identifying field share a key; a release then removes one of them and the count stays right. Headless +textures all have id 0 and are the realistic case of that. -**The report**, at exit and only when there is something to say: what is still held, grouped by type and load site in -the order loaded, and each `Unload` that matched no load — twice over, or of a value raylib keeps. It is registered by -the first note, so a program that touches no tracked binding registers nothing, and it cannot run for a program ended by -a signal, the same limit the block report has. +**The report**, at exit, when `FLAN_DEV_LEAKS` is set — the switch the block report uses: what is still held, grouped by +type and load site in the order loaded, and each `Unload` that matched no load. It cannot run for a program ended by a +signal. A binding reached through a function value opened no site, and its entries say so instead of naming one. -What it cannot see: a call through a function value, which has no name to look up; and a resource whose fields the -program changes itself, whose key no longer matches its load — it reports as held and its unload as unmatched. -`test/programs/res-leaks.flan` runs all of it against a stub package with its own C — padding, a re-key, a pointer -resource, a stray release — so it needs no library and no window. +`test/programs/res-leaks.flan` runs all of it against a stub package with its own C — field writes before an unload, a +pointerless struct keyed by its id, a re-key, the clipboard override, a consumed mesh, a nested load, a stray release — +so it needs no library and no window. ## Packages diff --git a/lib/check.ml b/lib/check.ml index 04cd04a3..ef332350 100644 --- a/lib/check.ml +++ b/lib/check.ml @@ -3343,24 +3343,56 @@ let given_once ~noun ?(known = fun _ _ -> ()) kvs = kvs; seen -(* ── Counting a library's resources at the call ────────────────────── +(* ── Counting a library's resources ───────────────────────────────── [Shim.resources] says which bindings acquire, release or change a resource - in place; this is the call to one of them, with the notes around it. The - arguments are bound first, in order, so each is evaluated once and the notes - read the same values the call is given. + in place. The generated wrapper of each one carries [%res-acquire], + [%res-release] and [%res-done] forms over its own locals — names the reader + cannot produce, so no program can write them — and the call site opens the + note with where it is. The runtime pairs the two by the binding's name. - A resource is known by a hash of its value — every leaf field's own bytes, - combined in order, so a struct's padding never reaches it. That is the - identity an Unload call can be matched on: it is handed the value the Load - answered, not an address. Two resources with identical values share a key, - which costs nothing but the load site the report names for one of them: a - release removes one entry with that key, and the counts stay right. + A resource is known by one field, not by its whole value: a program sets + [looping] on a Music or the [transform] of a Model and still unloads the + same resource. The field is the first pointer in the struct, depth first — + an Image's pixels, a Sound's audio buffer, a Mesh's vertices, a Model's + meshes — and, in a struct that holds no pointer, a field named [id], which + is how a Texture2D or a RenderTexture2D names its GPU object. A struct with + neither is keyed by every leaf field, hashed separately so padding never + reaches the key. - Every note is a [flan_dev_reg_note_] call, which is the family a release - build drops before its arguments are built — the hashes included. What a - release build keeps is the argument slots, which the optimiser folds away. *) -let rec res_key loc env (e : Tast.expr) : Tast.expr = + Every note is a [flan_dev_reg_note_] call. A release build drops that + family before building its arguments, and none of the notes binds a slot, + so what a release build emits is exactly what it emitted before the notes + existed. *) +let res_field env (t : Types.t) : int list option = + let fields n = + match Hashtbl.find_opt env.structs n with + | Some s -> s.Tast.fields + | None -> [] + in + let rec first_ptr t = + match t with + | Types.Named n when Hashtbl.mem env.structs n -> + List.find_map + (fun (i, (f : Tast.field)) -> + match f.Tast.fty with + | Types.Ptr _ -> Some [ i ] + | ft -> Option.map (fun p -> i :: p) (first_ptr ft)) + (List.mapi (fun i f -> (i, f)) (fields n)) + | _ -> None + in + match first_ptr t with + | Some p -> Some p + | None -> + (match t with + | Types.Named n -> + List.find_map + (fun (i, (f : Tast.field)) -> + if String.equal f.Tast.fname "id" then Some [ i ] else None) + (List.mapi (fun i f -> (i, f)) (fields n)) + | _ -> None) + +let rec res_hash loc env (e : Tast.expr) : Tast.expr = let seed = mk loc hash_ty (Tast.Int (0L, Types.U64)) in match e.Tast.ty with | Types.Named n when Hashtbl.mem env.structs n -> @@ -3370,33 +3402,63 @@ let rec res_key loc env (e : Tast.expr) : Tast.expr = (fun (i, acc) (fl : Tast.field) -> let leaf = mk loc fl.Tast.fty (Tast.Field (e, i)) in (i + 1, - rt loc hash_ty "flan_hash_combine" [ acc; res_key loc env leaf ])) + rt loc hash_ty "flan_hash_combine" [ acc; res_hash loc env leaf ])) (0, seed) fields) | t -> rt loc hash_ty "flan_key_hash_flat" [ addr_of loc e; seed; size_of loc t ] -let tracked_call ctx loc name (tr : Shim.track) params ret - (args : Tast.expr list) = - let env = ctx.env in - let binds = List.map2 (fun p a -> (fresh_slot ctx p, a)) params args in - let locals = List.map2 (fun p (s, _) -> mk loc p (Tast.Local s)) params binds in +let res_key loc env (e : Tast.expr) : Tast.expr = + match res_field env e.Tast.ty with + | None -> res_hash loc env e + | Some path -> + let leaf = + List.fold_left + (fun (x : Tast.expr) i -> + match x.Tast.ty with + | Types.Named n -> + let f = List.nth (Hashtbl.find env.structs n).Tast.fields i in + mk loc f.Tast.fty (Tast.Field (x, i)) + | _ -> x) + e path + in + res_hash loc env leaf + +(* An argument that can be evaluated a second time and mean the same thing: + a name, or the address of one or of a field of one. The in-place re-key + reads its argument before and after the call, and anything with an effect + in it is not re-keyed. *) +let rec res_pure (e : Tast.expr) = + match e.Tast.e with + | Tast.Local _ | Tast.Global _ -> true + | Tast.Field (x, _) -> res_pure x + | Tast.Addr p | Tast.Prim (Tast.AddrOf, [ { Tast.e = Tast.Addr p; _ } ]) -> + res_place p + | Tast.Prim (Tast.AddrOf, [ x ]) -> res_pure x + | _ -> false + +and res_place (p : Tast.place) = + match p with + | Tast.Plocal _ | Tast.Pglobal _ -> true + | Tast.Pfield (t, _) -> res_pure t + | _ -> false + +let tracked_call loc env name (tr : Shim.track) ret (args : Tast.expr list) = let str x = mk loc Types.String (Tast.Str x) in - let note sym key ty = - rt loc Types.Unit sym [ key; str (Types.to_string ty); here loc ] - in - let releases = - match (tr.Shim.release, locals) with - | true, [ a ] -> - [ note "flan_dev_reg_note_res_release" (res_key loc env a) a.Tast.ty ] - | _ -> [] + let call = mk loc ret (Tast.Call (name, args)) in + let opened = + if tr.Shim.acquire || tr.Shim.releases <> [] then + [ rt loc Types.Unit "flan_dev_reg_note_res_site" [ str name; here loc ] ] + else [] in let rekeyed = - List.filter_map - (fun i -> - match List.nth_opt locals i with - | Some ({ Tast.ty = Types.Ptr t; _ } as p) -> - Some (mk loc t (Tast.Deref p), t) - | _ -> None) - tr.Shim.rekey + if ret <> Types.Unit then [] + else + List.filter_map + (fun i -> + match List.nth_opt args i with + | Some ({ Tast.ty = Types.Ptr t; _ } as p) when res_pure p -> + Some (mk loc t (Tast.Deref p), t) + | _ -> None) + tr.Shim.rekey in (* The old keys go to the runtime before the call and the new ones after, in the reverse order, so it can pair them on a stack. *) @@ -3413,21 +3475,9 @@ let tracked_call ctx loc name (tr : Shim.track) params ret [ res_key loc env v; str (Types.to_string t) ]) rekeyed in - let call = mk loc ret (Tast.Call (name, locals)) in - let body = - match ret with - | Types.Unit -> (call :: after) @ [ unit_at loc ] - | _ -> - let r = fresh_slot ctx ret in - let rv = mk loc ret (Tast.Local r) in - let acquired = - if tr.Shim.acquire then - [ note "flan_dev_reg_note_res_acquire" (res_key loc env rv) ret ] - else [] - in - [ mk loc ret (Tast.Let ([ (r, call) ], acquired @ after @ [ rv ])) ] - in - mk loc ret (Tast.Let (binds, releases @ before @ body)) + match opened @ before, after with + | [], [] -> call + | pre, post -> mk loc ret (Tast.Do (pre @ [ call ] @ post)) let rec check ctx ?want (e : Ast.expr) : Tast.expr = let loc = e.Ast.loc in @@ -6358,6 +6408,29 @@ and indexed ?place ctx (target : Tast.expr) (idx : Ast.expr list) = and check_call ctx ~want loc (head : Ast.expr) (args : Ast.expr list) = match head.Ast.e with + (* The resource notes [Shim] writes into a tracked binding's wrapper; see + [res_key]. The reader never produces a name beginning with '%'. *) + | Ast.Var (("%res-acquire" | "%res-release") as which) -> + (match args with + | [ v; { Ast.e = Ast.Str owner; _ } ] -> + let v = check ctx v in + let sym = + if which = "%res-acquire" then "flan_dev_reg_note_res_acquire" + else "flan_dev_reg_note_res_release" + in + expect ctx loc ~want + (rt loc Types.Unit sym + [ res_key loc ctx.env v; + mk loc Types.String (Tast.Str (Types.to_string v.Tast.ty)); + mk loc Types.String (Tast.Str owner) ]) + | _ -> fail loc "internal: %s takes a local and a name — a compiler bug" which) + | Ast.Var "%res-done" -> + (match args with + | [ { Ast.e = Ast.Str owner; _ } ] -> + expect ctx loc ~want + (rt loc Types.Unit "flan_dev_reg_note_res_done" + [ mk loc Types.String (Tast.Str owner) ]) + | _ -> fail loc "internal: %%res-done takes a name — a compiler bug") | Ast.Var name -> named_call ctx ~want loc name args (* A computed head: ((choose k) 3). The head is an ordinary expression and the only thing asked of it is that it be a function. *) @@ -9228,7 +9301,7 @@ and ordinary_call ctx ~want loc name args = map2_lr (fun p a -> incr i; check_arg ctx name !i p a) params args in (match Hashtbl.find_opt ctx.env.tracks name with - | Some tr -> expect ctx loc ~want (tracked_call ctx loc name tr params ret args) + | Some tr -> expect ctx loc ~want (tracked_call loc ctx.env name tr ret args) | None -> expect ctx loc ~want (mk loc ret (Tast.Call (name, args)))) | None -> if Hashtbl.mem ctx.env.datas name then diff --git a/lib/emit.ml b/lib/emit.ml index f5ef670d..63e27657 100644 --- a/lib/emit.ml +++ b/lib/emit.ml @@ -4283,6 +4283,8 @@ declare void @flan_dev_reg_note_res_acquire(i64, ptr, i64, ptr, i64) declare void @flan_dev_reg_note_res_release(i64, ptr, i64, ptr, i64) declare void @flan_dev_reg_note_res_rekey_from(i64) declare void @flan_dev_reg_note_res_rekey_to(i64, ptr, i64) +declare void @flan_dev_reg_note_res_site(ptr, i64, ptr, i64) +declare void @flan_dev_reg_note_res_done(ptr, i64) declare i8 @flan_vec_init(ptr, ptr, i64, i64, i64, ptr, i64) declare i8 @flan_vec_reserve(ptr, i64, i64, i64, ptr, i64) declare i8 @flan_vec_push(ptr, ptr, i64, i64, ptr, i64) diff --git a/lib/shim.ml b/lib/shim.ml index 7493f887..2c590440 100644 --- a/lib/shim.ml +++ b/lib/shim.ml @@ -552,6 +552,131 @@ let typedefs env needed = List.iter define all; Buffer.contents b +(* ── Resources a dev build counts ────────────────────────────────── + + TODO.org, "A debug tracking allocator over the raylib boundary". A library + like raylib allocates memory Flan's allocators never see — a texture, an + image's pixels — and hands it back through a Load call that must be paired + with an Unload. ASan does not see that memory and the allocation registry + does not either. What does see every one of those calls is the declaration + of it, so a dev build counts them there. + + Which bindings are tracked is read off the declarations, by the naming + convention raylib keeps throughout: + + - a struct type is a resource when a declare-c whose C symbol begins with + [Unload] takes one of it and nothing else. That call releases one. + - any other declare-c that returns a resource type acquires one, except a + C symbol beginning with [Get]: GetFontDefault and GetShapesTexture answer + something raylib keeps. [owned_gets] names the [Get] calls that do hand + the caller a new one. + - [consumes] names the calls that take a resource over, so the caller no + longer releases it: the argument counts as released at that call. + - a declare-c taking a [(Ptr T)] to a resource struct and returning nothing + may change it in place — ImageFormat reallocates an image's pixels — so + the key it had before the call is moved to the key it has after. + + Pointers are not resources: raylib returns bare buffers from calls whose + pairs are not named the same way (CompressData is freed with MemFree), and + a rule that half-fits them would report leaks that are not there. + + A library that names its pairs some other way is not tracked, and nothing + is reported about it. + + The notes go in two places. The generated Flan wrapper — which every + tracked binding has, since each one passes or returns a struct — notes the + acquisition or the release, because only there are the values in named + locals. The call site, in [Check], says where the call is, because only it + knows. Every note is a [flan_dev_reg_note_] call, which a release build + drops before building its arguments, so a release build's code is what it + was before any of this existed. *) + +type track = { + acquire : bool; (* the result is a new resource *) + releases : int list; (* these arguments stop being the caller's *) + rekey : int list; (* these (Ptr T) arguments may be changed in place *) +} + +let prefixed p s = + String.length s >= String.length p && String.sub s 0 (String.length p) = p + +(* raylib 5.5 builds the clipboard image with LoadImageFromMemory and hands it + over (rcore_desktop_glfw.c); it is the one [Get] that is a load. *) +let owned_gets = [ "GetClipboardImage" ] + +(* The model owns the mesh from here on: UnloadModel frees model.meshes, and + the mesh is model.meshes[0] (rmodels.c). No other raylib 5.5 call that + takes a resource by value keeps it — LoadTextureFromImage, + LoadSoundFromWave and LoadFontFromImage copy what they need and leave the + argument to the caller. *) +let consumes = [ ("LoadModelFromMesh", [ 0 ]) ] + +let resources (decls : Ast.decl list) : (string * track) list = + let env = scan decls in + let struct_name (t : Ast.texpr) = + match (unalias env t).Ast.t with + | Ast.Tname n when Hashtbl.mem env.structs n -> Some n + | _ -> None + in + let decl_cs = + List.filter_map + (fun (d : Ast.decl) -> + match d.Ast.d with + | Ast.DeclareC (fn, csym) -> Some (fn, csym) + | _ -> None) + decls + in + let released = Hashtbl.create 16 in + List.iter + (fun ((fn : Ast.fn), csym) -> + match fn.Ast.params with + | [ p ] when prefixed "Unload" csym -> + Option.iter (fun n -> Hashtbl.replace released n ()) (struct_name p.Ast.fty) + | _ -> ()) + decl_cs; + let resource t = + match struct_name t with Some n -> Hashtbl.mem released n | None -> false + in + List.filter_map + (fun ((fn : Ast.fn), csym) -> + let unload = prefixed "Unload" csym in + let releases = + if unload then + (match fn.Ast.params with + | [ p ] when resource p.Ast.fty -> [ 0 ] + | _ -> []) + else + match List.assoc_opt csym consumes with + | Some is -> + List.filter + (fun i -> + match List.nth_opt fn.Ast.params i with + | Some p -> resource p.Ast.fty + | None -> false) + is + | None -> [] + in + let acquire = + (not unload) + && ((not (prefixed "Get" csym)) || List.mem csym owned_gets) + && (match fn.Ast.ret with Some t -> resource t | None -> false) + in + let rekey = + if unload || fn.Ast.ret <> None then [] + else + List.concat + (List.mapi + (fun i (p : Ast.field) -> + match (unalias env p.Ast.fty).Ast.t with + | Ast.Tapp ("Ptr", [ e ]) when resource e -> [ i ] + | _ -> []) + fn.Ast.params) + in + if acquire || releases <> [] || rekey <> [] then + Some (fn.Ast.name, { acquire; releases; rekey }) + else None) + decl_cs + (* ── The Flan halves ────────────────────────────────────────────────── *) let ty loc t = { Ast.t; tloc = loc } @@ -596,7 +721,7 @@ let flattened (fn : Ast.fn) (s : shim) name : Ast.fn = struct argument into a local — a parameter is not an assignable place, so there is no address to take without one — and, when C returns a struct, zeroes one and hands over its address. *) -let flan_wrapper (fn : Ast.fn) (s : shim) raw : Ast.decl_kind = +let flan_wrapper ?track (fn : Ast.fn) (s : shim) raw : Ast.decl_kind = let loc = fn.Ast.nloc in let binds = ref [] in let args = @@ -648,11 +773,36 @@ let flan_wrapper (fn : Ast.fn) (s : shim) raw : Ast.decl_kind = fn.Ast.ret ) | _ -> ([ call args ], fn.Ast.ret) in + (* The resource notes, when this binding is tracked: each released argument + before the call, the acquired result after it, and the note that closes + the call site [Check] opened. They read the locals the wrapper already + binds and bind none of their own. *) + let body = + match track with + | None -> body + | Some tr -> + let note f xs = ex loc (Ast.Call (ex loc (Ast.Var f), xs)) in + let name = ex loc (Ast.Str fn.Ast.name) in + let released = + List.map (fun i -> note "%res-release" [ ex loc (Ast.Var (tmp i)); name ]) + tr.releases + in + let acquired = + match s.sret with + | `Struct _ when tr.acquire -> + [ note "%res-acquire" [ ex loc (Ast.Var out_tmp); name ] ] + | _ -> [] + in + let fin = acquired @ [ note "%res-done" [ name ] ] in + (match s.sret, List.rev body with + | `Struct _, value :: rest -> released @ List.rev rest @ fin @ [ value ] + | _ -> released @ body @ fin) + in Ast.Defn { fn with Ast.ret; fbody = [ ex loc (Ast.Let (!binds, body)) ] } (* ── Expansion ──────────────────────────────────────────────────────── *) -let one env ~taken (fn : Ast.fn) csym loc = +let one env ~taken ~tracks (fn : Ast.fn) csym loc = let needed = ref [] in let sargs = List.map @@ -700,121 +850,13 @@ let one env ~taken (fn : Ast.fn) csym loc = "the declare-c of %s needs the name %s for the declaration it \ generates, and %s is declared already — rename one of them" fn.Ast.name raw raw - else [ Ast.Declare (flattened fn s raw, s.swrap); flan_wrapper fn s raw ] + else + [ Ast.Declare (flattened fn s raw, s.swrap); + flan_wrapper ?track:(List.assoc_opt fn.Ast.name tracks) fn s raw ] else [ Ast.Declare (flattened fn s fn.Ast.name, s.swrap) ] in (decls, s, !needed) -(* ── Resources a dev build counts ────────────────────────────────── - - TODO.org, "A debug tracking allocator over the raylib boundary". A library - like raylib allocates memory Flan's allocators never see — a texture, an - image's pixels — and hands it back through a Load call that must be paired - with an Unload. ASan does not see that memory and the allocation registry - does not either. What does see every one of those calls is the declaration - of it, so a dev build counts them there: [Check] wraps each call to a - tracked binding in notes the runtime keeps a table of, and a release build - drops the notes before their arguments are built. - - Which bindings are tracked is read off the declarations, by the naming - convention raylib keeps throughout: - - - a type is a resource when a declare-c whose C symbol begins with - [Unload] takes one of it and nothing else — a struct, or a pointer for - the arrays raylib hands out as bare pointers (LoadFileData, - LoadImageColors). That call releases one. - - any other declare-c that returns a resource type acquires one, except a - C symbol beginning with [Get]. GetFontDefault and GetShapesTexture answer - something raylib keeps and frees itself; unloading one of those is a - bug, and it is reported as a release nothing acquired. - - a declare-c taking a [(Ptr T)] to a resource struct may change it in - place — ImageFormat reallocates an image's pixels — so the value it had - before the call is re-keyed to the value it has after. The count does - not change. - - A library that names its pairs some other way is not tracked, and nothing - is reported about it. *) - -type track = { acquire : bool; release : bool; rekey : int list } - -let prefixed p s = - String.length s >= String.length p && String.sub s 0 (String.length p) = p - -let resources (decls : Ast.decl list) : (string * track) list = - let env = scan decls in - (* The spelling a resource type is matched by: a struct's name, or a pointer - to anything. [None] for everything else, which is never a resource. *) - let rec spell (t : Ast.texpr) = - match (unalias env t).Ast.t with - | Ast.Tname n when Hashtbl.mem env.structs n -> Some n - | Ast.Tname n when prim_cty n <> None -> Some n - | Ast.Tapp ("Ptr", [ e ]) -> - Option.map (fun e -> "(Ptr " ^ e ^ ")") (spell e) - | _ -> None - in - let is_resource_type (t : Ast.texpr) = - match (unalias env t).Ast.t with - | Ast.Tname n -> Hashtbl.mem env.structs n - | Ast.Tapp ("Ptr", _) -> true - | _ -> false - in - let decl_cs = - List.filter_map - (fun (d : Ast.decl) -> - match d.Ast.d with - | Ast.DeclareC (fn, csym) -> Some (fn, csym) - | _ -> None) - decls - in - let released = Hashtbl.create 16 in - List.iter - (fun ((fn : Ast.fn), csym) -> - match fn.Ast.params with - | [ p ] when prefixed "Unload" csym && is_resource_type p.Ast.fty -> - Option.iter (fun n -> Hashtbl.replace released n ()) (spell p.Ast.fty) - | _ -> ()) - decl_cs; - List.filter_map - (fun ((fn : Ast.fn), csym) -> - let release = - prefixed "Unload" csym - && (match fn.Ast.params with - | [ p ] -> - (match spell p.Ast.fty with - | Some n -> Hashtbl.mem released n - | None -> false) - | _ -> false) - in - let acquire = - (not (prefixed "Unload" csym)) && (not (prefixed "Get" csym)) - && (match fn.Ast.ret with - | Some t -> - (match spell t with - | Some n -> Hashtbl.mem released n - | None -> false) - | None -> false) - in - let rekey = - if prefixed "Unload" csym then [] - else - List.concat - (List.mapi - (fun i (p : Ast.field) -> - match (unalias env p.Ast.fty).Ast.t with - | Ast.Tapp ("Ptr", [ e ]) -> - (match (unalias env e).Ast.t with - | Ast.Tname n - when Hashtbl.mem env.structs n - && Hashtbl.mem released n -> [ i ] - | _ -> []) - | _ -> []) - fn.Ast.params) - in - if acquire || release || rekey <> [] then - Some (fn.Ast.name, { acquire; release; rekey }) - else None) - decl_cs - (* Every [declare-c] in the program, rewritten, with the one C file they share. The file is [None] when there are none, so a program that binds nothing pays no C compile. *) @@ -836,6 +878,7 @@ let expand (decls : Ast.decl list) : Ast.decl list * (string * string) list = | Some n -> Hashtbl.replace taken n d.Ast.dloc | None -> ()) decls; + let tracks = resources decls in let shims = ref [] in let needed = ref [] in let out = @@ -843,7 +886,7 @@ let expand (decls : Ast.decl list) : Ast.decl list * (string * string) list = (fun (d : Ast.decl) -> match d.Ast.d with | Ast.DeclareC (fn, csym) -> - let ds, s, n = one env ~taken fn csym d.Ast.dloc in + let ds, s, n = one env ~taken ~tracks fn csym d.Ast.dloc in shims := !shims @ [ s ]; List.iter (fun x -> if not (List.mem x !needed) then needed := !needed @ [ x ]) diff --git a/runtime/flan_dev.c b/runtime/flan_dev.c index 06d9330e..e1af5b1f 100644 --- a/runtime/flan_dev.c +++ b/runtime/flan_dev.c @@ -1909,27 +1909,24 @@ static void flan_reg_report(void) { * or an image's pixels is memory raylib allocated, which neither ASan nor the * registry above can see: nothing instrumented made it. What does see it is * the call that made it. lib/shim.ml says which declare-c bindings acquire and - * release a resource, lib/check.ml wraps each call to one in the notes below, - * and this is the table they keep. + * release a resource and writes notes into their wrappers; lib/check.ml opens + * each call to one with where it is. This is the table they keep. * * An entry is one acquisition not yet released: the resource's key — a hash of - * its value, computed by the compiler from its fields — its type and the - * source location of the call that made it. A release removes one entry with - * the same key and type. A release that finds none is a release of something - * this run never loaded — an unload twice over, or of a value raylib keeps for - * itself — and is counted separately, by type and site, because it is a bug of - * its own. + * its identifying field, computed by the compiler — its type and the source + * location of the call that made it. A release removes one entry with the same + * key and type. A release that finds none is a release of something this run + * never loaded — an unload twice over, or of a value raylib keeps for itself — + * and is counted separately, by type and site, because it is a bug of its own. * * Only a dev build calls in here: the notes are [flan_dev_reg_note_] calls, - * which a release build drops. The report at exit is registered by the first - * note, so a program that never touches a tracked binding registers nothing. - * It prints only when something is still held or a release matched nothing, - * and like the block report above it cannot run for a program ended by a - * signal. + * which a release build drops. The report at exit is off unless + * FLAN_DEV_LEAKS is set, the same switch as the block report above, and like + * that one it cannot run for a program ended by a signal. * * One thread, the game's, calls these; nothing reads the table while the - * program runs. The type and site strings are literals the compiler emitted - * beside the call, and a module is never unloaded, so they outlive the table. */ + * program runs. The strings are literals the compiler emitted beside the call, + * and a module is never unloaded, so they outlive the table. */ typedef struct { uint64_t key; @@ -1952,13 +1949,68 @@ static void flan_res_report(void); static void flan_res_arm(void) { if (flan_res_armed) return; flan_res_armed = 1; - atexit(flan_res_report); + if (getenv("FLAN_DEV_LEAKS") != NULL) atexit(flan_res_report); } static int flan_res_same(const char *a, int64_t an, const char *b, int64_t bn) { return an == bn && memcmp(a, b, (size_t)an) == 0; } +/* ── Where the call is ── + * + * The call site opens a note with the binding's name and its location, and + * the wrapper's notes read it and close it. A stack, because a tracked call + * can sit in the arguments of another — (load-texture-from-image + * (gen-image-color ...)) opens the outer site, then the inner one, and the + * inner wrapper runs and closes first. The wrapper names itself, so a site is + * only used by the call it was opened for; a wrapper reached through a + * function value opened none, finds a different name on top, and says it does + * not know where it was called from. A transfer out of a wrapper leaves its + * entry behind, under whatever is pushed next, which is why the depth is + * bounded and the oldest entry is the one dropped. */ +#define FLAN_RES_SITES 64 +static struct { const char *name; int64_t namelen; const char *site; + int64_t sitelen; } flan_res_sites[FLAN_RES_SITES]; +static int flan_res_nsites; + +void flan_dev_reg_note_res_site(const char *name, int64_t namelen, + const char *site, int64_t sitelen) { + if (flan_res_nsites == FLAN_RES_SITES) { + memmove(&flan_res_sites[0], &flan_res_sites[1], + (FLAN_RES_SITES - 1) * sizeof flan_res_sites[0]); + flan_res_nsites--; + } + flan_res_sites[flan_res_nsites].name = name; + flan_res_sites[flan_res_nsites].namelen = namelen; + flan_res_sites[flan_res_nsites].site = site; + flan_res_sites[flan_res_nsites].sitelen = sitelen; + flan_res_nsites++; +} + +static int flan_res_top_is(const char *name, int64_t namelen) { + return flan_res_nsites > 0 + && flan_res_same(flan_res_sites[flan_res_nsites - 1].name, + flan_res_sites[flan_res_nsites - 1].namelen, name, + namelen); +} + +static const char flan_res_unknown[] = "a call through a function value"; + +static void flan_res_site_of(const char *name, int64_t namelen, + const char **site, int64_t *sitelen) { + if (flan_res_top_is(name, namelen)) { + *site = flan_res_sites[flan_res_nsites - 1].site; + *sitelen = flan_res_sites[flan_res_nsites - 1].sitelen; + } else { + *site = flan_res_unknown; + *sitelen = (int64_t)(sizeof flan_res_unknown - 1); + } +} + +void flan_dev_reg_note_res_done(const char *name, int64_t namelen) { + if (flan_res_top_is(name, namelen)) flan_res_nsites--; +} + static flan_res_entry *flan_res_push(flan_res_entry **v, int64_t *n, int64_t *cap) { if (*n == *cap) { @@ -1975,21 +2027,23 @@ static flan_res_entry *flan_res_push(flan_res_entry **v, int64_t *n, } void flan_dev_reg_note_res_acquire(uint64_t key, const char *type, - int64_t typelen, const char *site, - int64_t sitelen) { + int64_t typelen, const char *name, + int64_t namelen) { flan_res_entry *e; flan_res_arm(); e = flan_res_push(&flan_res_held, &flan_res_nheld, &flan_res_capheld); if (e == NULL) return; - e->key = key; e->type = type; e->typelen = typelen; - e->site = site; e->sitelen = sitelen; e->count = 1; + e->key = key; e->type = type; e->typelen = typelen; e->count = 1; + flan_res_site_of(name, namelen, &e->site, &e->sitelen); } void flan_dev_reg_note_res_release(uint64_t key, const char *type, - int64_t typelen, const char *site, - int64_t sitelen) { + int64_t typelen, const char *name, + int64_t namelen) { int64_t i; flan_res_entry *e; + const char *site; + int64_t sitelen; flan_res_arm(); /* Newest first: a resource loaded and unloaded in one frame is the common case, and it is at the end. */ @@ -2004,6 +2058,7 @@ void flan_dev_reg_note_res_release(uint64_t key, const char *type, return; } } + flan_res_site_of(name, namelen, &site, &sitelen); for (i = 0; i < flan_res_nstray; i++) { e = &flan_res_stray[i]; if (flan_res_same(e->type, e->typelen, type, typelen) diff --git a/test/programs/pkgs/res/res.c b/test/programs/pkgs/res/res.c index 77c03812..92394064 100644 --- a/test/programs/pkgs/res/res.c +++ b/test/programs/pkgs/res/res.c @@ -1,10 +1,12 @@ -/* A stand-in for a library that hands out resources the way raylib does — a - * Load that allocates, an Unload that frees, a Get that answers something the - * library keeps — for programs/res-leaks.flan. Nothing here needs a window or - * a library installed. +/* A stand-in for a library that hands out resources the way raylib does, for + * programs/res-leaks.flan. Nothing here needs a window or a library + * installed. Two names are raylib's own — GetClipboardImage and + * LoadModelFromMesh — because the tracker knows those two by name: the first + * is a Get that hands the caller a new resource, the second takes its + * argument over. * - * Thing has padding after `flag` and after `w`, so a key made from its bytes - * would read whatever those bytes happened to hold. */ + * Thing has padding after `flag`, and its pointer is what identifies it. Tex + * holds no pointer, so its `id` does, as a GPU handle would. */ #include #include @@ -36,6 +38,32 @@ Thing GetDefaultThing(void) { return t; } -unsigned char *LoadBytes(int32_t n) { return (unsigned char *)malloc((size_t)n); } +/* A Get that hands over a new one. */ +Thing GetClipboardImage(void) { return LoadThing(99); } +typedef struct { uint32_t id; int32_t width; } Tex; + +static uint32_t next_tex = 1; +Tex LoadTex(int32_t width) { Tex t = { next_tex++, width }; return t; } +void UnloadTex(Tex t) { (void)t; } + +typedef struct { int32_t n; float *v; } Mesh; +typedef struct { int32_t count; Mesh *meshes; } Model; + +Mesh GenMeshThing(void) { Mesh m = { 3, calloc(3, sizeof(float)) }; return m; } +void UnloadMesh(Mesh m) { free(m.v); } + +Model LoadModelFromMesh(Mesh m) { + Model o = { 1, malloc(sizeof(Mesh)) }; + o.meshes[0] = m; + return o; +} + +void UnloadModel(Model o) { + for (int32_t i = 0; i < o.count; i++) UnloadMesh(o.meshes[i]); + free(o.meshes); +} + +/* A bare buffer, freed by a call not named for it: not a resource. */ +unsigned char *LoadBytes(int32_t n) { return (unsigned char *)malloc((size_t)n); } void UnloadBytes(unsigned char *p) { free(p); } diff --git a/test/programs/pkgs/res/res.flan b/test/programs/pkgs/res/res.flan index e0a425b5..f6341ddc 100644 --- a/test/programs/pkgs/res/res.flan +++ b/test/programs/pkgs/res/res.flan @@ -2,10 +2,20 @@ ;;;; makes a dev build count them. (defstruct Thing [id i32 flag u8 w f32 data (Ptr u8)]) +(defstruct Tex [id u32 width i32]) +(defstruct Mesh [n i32 v (Ptr f32)]) +(defstruct Model [count i32 meshes (Ptr Mesh)]) (declare-c load-thing [id i32] Thing "LoadThing") (declare-c unload-thing [t Thing] "UnloadThing") (declare-c thing-grow [t (Ptr Thing)] "ThingGrow") (declare-c get-default-thing [] Thing "GetDefaultThing") +(declare-c get-clipboard-image [] Thing "GetClipboardImage") +(declare-c load-tex [width i32] Tex "LoadTex") +(declare-c unload-tex [t Tex] "UnloadTex") +(declare-c gen-mesh-thing [] Mesh "GenMeshThing") +(declare-c unload-mesh [m Mesh] "UnloadMesh") +(declare-c load-model-from-mesh [m Mesh] Model "LoadModelFromMesh") +(declare-c unload-model [o Model] "UnloadModel") (declare-c load-bytes [n i32] (Ptr u8) "LoadBytes") (declare-c unload-bytes [p (Ptr u8)] "UnloadBytes") diff --git a/test/programs/res-leaks.flan b/test/programs/res-leaks.flan index feb121e9..734125a5 100644 --- a/test/programs/res-leaks.flan +++ b/test/programs/res-leaks.flan @@ -1,23 +1,40 @@ ;;;; A dev build counts what a library's Load calls hand out against its Unload ;;;; calls, and says at exit what was never released and where it was loaded. ;;;; -;;;; Three Things and two byte buffers are loaded. b is changed in place by -;;;; thing-grow before it is unloaded, so its key has to follow it. c and q are -;;;; never unloaded, and the report names their lines. The last unload is of -;;;; the library's own Thing, which nothing loaded, and is reported apart. -;;;; A release build prints "done" and nothing else. +;;;; Released, and so not reported: a, whose fields other than its pointer are +;;;; set before it is unloaded; b, changed in place by thing-grow; tx, a +;;;; pointerless Tex known by its id, whose width is set; the model, which took +;;;; the mesh over, with its count set and set back; and the buffers, which are +;;;; not resources. Reported: c, loaded and never unloaded; the clipboard Thing, +;;;; a Get that hands over a new one; on the last line, a Tex loaded inside +;;;; the arguments of a Thing's load, each named by its own column; and the +;;;; unload of the library's own Thing, which nothing loaded. +;;;; +;;;; The report is off unless FLAN_DEV_LEAKS is set, and a release build has +;;;; nothing to report either way. (import res "pkgs/res") (defn main [] i32 (let [a (res/load-thing 1) b (res/load-thing 2) c (res/load-thing 3) - p (res/load-bytes 8) - q (res/load-bytes 8)] + tx (res/load-tex 8) + clip (res/get-clipboard-image) + m (res/load-model-from-mesh (res/gen-mesh-thing)) + p (res/load-bytes 8)] + (set (.w a) 9.0) + (set (.flag a) 0) + (set (.id a) 7) (res/thing-grow (addr b)) + (set (.width tx) 99) + (set (.count m) 0) + (set (.count m) 1) (res/unload-thing a) (res/unload-thing b) + (res/unload-tex tx) + (res/unload-model m) (res/unload-bytes p) (res/unload-thing (res/get-default-thing)) + (println (.id (res/load-thing (.width (res/load-tex 5))))) (println "done")) 0) diff --git a/test/test_acceptance.ml b/test/test_acceptance.ml index 4e5f9b7a..8c69e834 100644 --- a/test/test_acceptance.ml +++ b/test/test_acceptance.ml @@ -921,27 +921,48 @@ let () = outputs ~dev:true "a string returned from C, dev" "programs/cstr-return.flan" cstr_ret_out; (* A library's resources, counted in a dev build. The package's C stands in - for raylib — Load, Unload, a Get that must not be unloaded and a call - that changes a resource in place — so this runs with no library - installed and through the same generated wrappers raylib's bindings - use. The report names the two loads never unloaded and the unload that - matched nothing; a release build prints none of it, because the notes - are dropped there. *) + for raylib — Load, Unload, a Get that must not be unloaded, one that + must, a call that changes a resource in place and one that takes its + argument over — so this runs with no library installed and through the + same generated wrappers raylib's bindings use. The program says what is + released and what is reported. The report is behind FLAN_DEV_LEAKS, so + the same dev build prints nothing without it; a release build has no + notes at all. *) let res_dev_out = - "done\n\ - flan: 2 resources still held at exit, loaded and never unloaded:\n\ - flan: 1 res/Thing, loaded at programs/res-leaks.flan:14:11\n\ - flan: 1 (Ptr u8), loaded at programs/res-leaks.flan:16:11\n\ - flan: res/Thing released 1 time at programs/res-leaks.flan:21:5 with \ + "5\ndone\n\ + flan: 4 resources still held at exit, loaded and never unloaded:\n\ + flan: 1 res/Thing, loaded at programs/res-leaks.flan:20:11\n\ + flan: 1 res/Thing, loaded at programs/res-leaks.flan:22:14\n\ + flan: 1 res/Tex, loaded at programs/res-leaks.flan:38:43\n\ + flan: 1 res/Thing, loaded at programs/res-leaks.flan:38:19\n\ + flan: res/Thing released 1 time at programs/res-leaks.flan:37:5 with \ nothing loaded to match\n" in - outputs "library resources: a release build counts nothing" - "programs/res-leaks.flan" "done\n"; - outputs ~dev:true "library resources: a dev build reports what is held" - "programs/res-leaks.flan" res_dev_out; - outputs ~dev:true ~x86:true - "library resources: a dev build reports what is held, x86" - "programs/res-leaks.flan" res_dev_out; + let leaks_run ?(x86 = false) ~dev ~env name expected = + let exe = compile ~dev ~x86 "programs/res-leaks.flan" in + let out = exe ^ ".out" in + let code = + Sys.command + (Printf.sprintf "%s%s > %s 2>&1" + (if env then "FLAN_DEV_LEAKS=1 " else "") + (Filename.quote exe) (Filename.quote out)) + in + let text = In_channel.with_open_bin out In_channel.input_all in + (try Sys.remove out; Sys.remove exe with Sys_error _ -> ()); + if code <> 0 || text <> expected then begin + incr failures; + Printf.printf "FAIL %s\n got: %S (exit %d)\n wanted: %S\n" + name text code expected + end + in + leaks_run ~dev:false ~env:true "library resources: a release build counts nothing" + "5\ndone\n"; + leaks_run ~dev:true ~env:false + "library resources: no report without FLAN_DEV_LEAKS" "5\ndone\n"; + leaks_run ~dev:true ~env:true + "library resources: a dev build reports what is held" res_dev_out; + leaks_run ~x86:true ~dev:true ~env:true + "library resources: a dev build reports what is held, x86" res_dev_out; (* handler-bind and signal, spec-conditions.md §1 and §2: signal returns Unit and carries on, an unhandled one is a no-op, a nested frame does not displace the one outside it, and the stack is restored after. *)