diff options
Diffstat (limited to 'src/platform/opengl')
| -rw-r--r-- | src/platform/opengl/opengl_device.cpp | 23 | ||||
| -rw-r--r-- | src/platform/opengl/shader.cpp | 16 | ||||
| -rw-r--r-- | src/platform/opengl/shader.h | 2 | ||||
| -rw-r--r-- | src/platform/opengl/texture.cpp | 18 |
4 files changed, 27 insertions, 32 deletions
diff --git a/src/platform/opengl/opengl_device.cpp b/src/platform/opengl/opengl_device.cpp index 614e515..dd5581d 100644 --- a/src/platform/opengl/opengl_device.cpp +++ b/src/platform/opengl/opengl_device.cpp @@ -21,7 +21,6 @@ namespace Donut::RHI auto gl_filter(Filter f) -> GLint { return f == Filter::Nearest ? GL_NEAREST : GL_LINEAR; } auto gl_internal(Format f) -> GLint { return f == Format::RGBA16F ? GL_RGBA16F : f == Format::RGBA32F ? GL_RGBA32F : f == Format::D32 ? GL_DEPTH_COMPONENT32F : GL_RGBA8; } - // ---- Buffer ------------------------------------------------------- class GLBuffer : public Buffer { public: @@ -42,7 +41,6 @@ namespace Donut::RHI GLuint m_id = 0; GLenum m_target = GL_ARRAY_BUFFER; }; - // ---- Texture ------------------------------------------------------ class GLTexture : public Texture { public: @@ -69,7 +67,6 @@ namespace Donut::RHI Ref<CubemapTexture> m_cube; // keepalive for cubemaps }; - // ---- RenderTarget ------------------------------------------------- class GLRenderTarget : public RenderTarget { public: @@ -102,7 +99,6 @@ namespace Donut::RHI GLuint m_fbo = 0, m_depth = 0; int m_w, m_h; Scope<GLTexture> m_color; }; - // ---- Pipeline ----------------------------------------------------- class GLPipeline : public Pipeline { public: @@ -120,12 +116,12 @@ namespace Donut::RHI { GLuint bi = glGetUniformBlockIndex(m_prog, r.name.c_str()); if (bi != GL_INVALID_INDEX) glUniformBlockBinding(m_prog, bi, r.binding); - // Not found: the ConstantBuffer<> type name in the shader no longer + // not found: the ConstantBuffer<> type name in the shader no longer // matches this resource string, so the UBO silently won't bind. else DONUT_WARN("GL RHI: shader '{}' has no uniform block '{}' (binding {})", d.shader, r.name, r.binding); } - else // Texture: point the sampler at texture unit == binding + else // texture: point the sampler at texture unit == binding { GLint loc = glGetUniformLocation(m_prog, r.name.c_str()); if (loc >= 0) glUniform1i(loc, (GLint)r.binding); @@ -138,7 +134,7 @@ namespace Donut::RHI PipelineDesc m_desc; Ref<Shader> m_shader; GLuint m_prog = 0; }; - // ---- CommandList (immediate) -------------------------------------- + // GL has no command buffers, so every call here executes immediately. class GLCommandList : public CommandList { public: @@ -155,7 +151,7 @@ namespace Donut::RHI glClearColor(clear.r, clear.g, clear.b, clear.a); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } - auto end_render_pass() -> void override {} + auto end_render_pass() -> void override {} // GL passes are a fiction; nothing to close auto bind_pipeline(Pipeline* p) -> void override { @@ -208,7 +204,6 @@ namespace Donut::RHI GLuint m_vao; GLPipeline* m_pipe = nullptr; int m_default_w = 1, m_default_h = 1; }; - // ---- Device ------------------------------------------------------- class GLDevice : public Device { public: @@ -220,17 +215,17 @@ namespace Donut::RHI m_width = window.width; m_height = window.height; const char* name = (const char*)glGetString(GL_RENDERER); m_name = name ? name : "OpenGL"; - glGenVertexArrays(1, &m_vao); glBindVertexArray(m_vao); // GL core needs one bound VAO + glGenVertexArrays(1, &m_vao); glBindVertexArray(m_vao); // GL core wants one VAO bound at all times, so like, here's one m_cmds = create_scope<GLCommandList>(m_vao); DONUT_INFO("GL RHI device: {} ({}x{})", m_name, m_width, m_height); return true; } auto shutdown() -> void override { - // Free the HDRIManager's cached GL cubemaps while our context is - // still current (they are static-singleton-owned; letting them - // destruct at program exit would glDeleteTextures after the context - // is gone and crash on close). + // nuke the HDRIManager's cached GL cubemaps while our context is + // still alive. they're static-singleton-owned, so if we let them + // destruct at program exit they'd glDeleteTextures into a dead + // context and crash on close. no thanks. HDRIManager::get().clear_cache(); if (m_imgui) { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); m_imgui = false; } if (m_vao) { glDeleteVertexArrays(1, &m_vao); m_vao = 0; } diff --git a/src/platform/opengl/shader.cpp b/src/platform/opengl/shader.cpp index 80015e6..757382b 100644 --- a/src/platform/opengl/shader.cpp +++ b/src/platform/opengl/shader.cpp @@ -19,8 +19,8 @@ namespace Donut return 0; } - // Shaders are authored in Slang and compiled to assets/shaders/generated/ - // <name>.glsl by tools/compile-shaders.sh. Given a legacy ".../<name>.glsl" + // shaders are authored in Slang and compiled to assets/shaders/generated/ + // <name>.glsl by tools/compile-shaders.sh. given a legacy ".../<name>.glsl" // path, prefer that generated file when present; otherwise fall back to the // hand-written GLSL (e.g. shaders not yet ported to Slang). static std::string ResolveShaderPath(const std::string& filepath) @@ -145,9 +145,9 @@ namespace Donut glDeleteShader(id); glDeleteProgram(program); m_renderer_id = 0; - // info_log.data() is null when the driver returns an empty log - // (e.g. macOS rejecting a compute shader); streaming a null - // char* into std::cout calls strlen(NULL) and crashes. + // info_log.data() is null when the driver hands back an empty log + // (e.g. macOS rejecting a compute shader). streaming a null char* + // into std::cout does strlen(NULL) and just explodes. cool cool cool. const char* log = info_log.empty() ? "" : info_log.data(); std::cout << "Shader compilation failure!" << std::endl << log << std::endl; return; @@ -278,9 +278,9 @@ namespace Donut auto Shader::dispatch(uint32_t x, uint32_t y, uint32_t z) -> void { - // Compute shaders require OpenGL 4.3+. On drivers that cap out earlier - // (e.g. macOS, which is frozen at 4.1) glDispatchCompute is never - // loaded and the pointer is null. Guard so we no-op instead of crash. + // compute shaders want OpenGL 4.3+ and macOS is frozen at 4.1, so + // glDispatchCompute never even loads and the pointer is null. guard it + // and quietly no-op instead of face-planting. if (m_renderer_id == 0 || glDispatchCompute == nullptr) return; glDispatchCompute(x, y, z); diff --git a/src/platform/opengl/shader.h b/src/platform/opengl/shader.h index 409aca3..89963c7 100644 --- a/src/platform/opengl/shader.h +++ b/src/platform/opengl/shader.h @@ -59,7 +59,7 @@ namespace Donut uint32_t m_renderer_id = 0; std::string m_name; - // True when loaded from a Slang-compiled GLSL. Slang expects row-major + // true when loaded from a Slang-compiled GLSL. Slang expects row-major // matrix data, so matrix uniforms are transposed on upload (glm is // column-major) to keep all matrix math correct. bool m_is_slang = false; diff --git a/src/platform/opengl/texture.cpp b/src/platform/opengl/texture.cpp index 12e07f1..d2d2233 100644 --- a/src/platform/opengl/texture.cpp +++ b/src/platform/opengl/texture.cpp @@ -11,10 +11,10 @@ #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp> -// NOTE: This file targets OpenGL 4.1 (the maximum macOS exposes). It uses the +// this file targets OpenGL 4.1 (the maximum macOS exposes). it uses the // classic bind-based texture API rather than 4.5 Direct State Access // (glCreateTextures / glTextureStorage2D / glTextureParameteri / glBindTextureUnit), -// none of which exist on macOS. It also hosts the single STB_IMAGE_IMPLEMENTATION +// none of which exist on macOS. it also hosts the single STB_IMAGE_IMPLEMENTATION // for the whole build (the Vulkan backend links stbi_loadf from here too). namespace Donut @@ -84,7 +84,7 @@ namespace Donut auto Texture2D::bind_as_image(uint32_t slot, bool read_only) const -> void { - // Image load/store is OpenGL 4.2 and unavailable on macOS. Guard the + // image load/store is OpenGL 4.2 and unavailable on macOS. guard the // function pointer so this degrades to a no-op instead of crashing. if (glBindImageTexture == nullptr) return; @@ -148,12 +148,12 @@ namespace Donut DONUT_ERROR("Failed to load HDRI: {}", path); float default_sky[6 * 4] = { - 0.5f, 0.7f, 1.0f, 1.0f, // Right - 0.5f, 0.7f, 1.0f, 1.0f, // Left - 0.5f, 0.7f, 1.0f, 1.0f, // Top - 0.5f, 0.7f, 1.0f, 1.0f, // Bottom - 0.5f, 0.7f, 1.0f, 1.0f, // Front - 0.5f, 0.7f, 1.0f, 1.0f // Back + 0.5f, 0.7f, 1.0f, 1.0f, // right + 0.5f, 0.7f, 1.0f, 1.0f, // left + 0.5f, 0.7f, 1.0f, 1.0f, // top + 0.5f, 0.7f, 1.0f, 1.0f, // bottom + 0.5f, 0.7f, 1.0f, 1.0f, // front + 0.5f, 0.7f, 1.0f, 1.0f // back }; glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id); |
