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/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ //! Drawing and Dispatching related commands. use crate::__gl; use crate::{Device, Filter, Framebuffer, Pipeline, Region}; use std::{mem, ops::Range}; /// Primitve topology. /// /// Specifies how the input assembler (fixed-function) of the graphics pipeline will /// assemble primitives based on the incoming vertex data. #[repr(u32)] #[derive(Copy, Clone, Debug)] pub enum Primitive { /// Independent vertex points. /// /// One vertex corresponds to one point. The size of a point can be changed /// dynamically in the vertex, geometry or tessellation evaluation stage. /// A point is rendered as square. /// /// GLSL: `gl_PointSize`. Points = __gl::POINTS, /// Lines segment list. /// /// Every two consecutive vertices will form a line segment. Lines = __gl::LINES, /// Lines segment strip. /// /// The vertices will build a connected list of line segments. LineStrip = __gl::LINE_STRIP, /// Triangle list. /// /// Three consecutive vertices will form triangle. Triangles = __gl::TRIANGLES, TriangleStrip = __gl::TRIANGLE_STRIP, LinesAdjacency = __gl::LINES_ADJACENCY, LinesStripAdjacency = __gl::LINE_STRIP_ADJACENCY, TrianglesAdjacency = __gl::TRIANGLES_ADJACENCY, TrianglesStripAdjacency = __gl::TRIANGLE_STRIP_ADJACENCY, Patches = __gl::PATCHES, } /// Index size. /// /// Specifies the size of indices during indexed draw calls. #[repr(u32)] #[derive(Copy, Clone, Debug)] pub enum IndexTy { /// 8-bit unsigned integer. U8 = __gl::UNSIGNED_BYTE, // 16-bit unsigned integer. U16 = __gl::UNSIGNED_SHORT, // 32-bit unsigned integer. U32 = __gl::UNSIGNED_INT, } impl IndexTy { fn size(self) -> u32 { match self { IndexTy::U8 => 1, IndexTy::U16 => 2, IndexTy::U32 => 4, } } } /// Viewport transformation. /// /// Viewport transformation is part of the fixed-function Vertex Post-Processing pipeline. /// The returning vertex positions (GLSL: `gl_Position`) in clip space are transformed to /// normalized device coordinates (NDC) by perspective division. Viewport transformation /// further converts the NDC into framebuffer coordinates. /// /// During the geometry a primitive will be assigned a viewport index (GLSL: `gl_ViewportIndex`) /// either automatically or manually. This index controls which viewport from the bounded /// viewports will be selected for applying the transformation for the current **primitive**. pub struct Viewport { /// Offset (x). pub x: f32, /// Offset (y). pub y: f32, /// Width. pub w: f32, /// Height. pub h: f32, // Near. pub n: f64, // Far. pub f: f64, } /// Uniform constant. /// /// Small values which can be written directly by the API. /// No additional buffers and binding calls are required. /// /// ## Example /// /// GLSL: `layout (location = 0) uniform mat4 u_perspective;` pub enum Constant { /// 32-bit unsigned integer. U32(u32), /// 32-bit single precision floating point. F32(f32), /// 3 elements single precision floating point vector. Vec3([f32; 3]), /// 3x3 elements single precision floating point matrix. Mat3x3([[f32; 3]; 3]), /// 4x4 elements single precision floating point matrix. Mat4x4([[f32; 4]; 4]), } /// Indirect draw command structure. #[repr(C)] #[derive(Copy, Clone, Debug)] pub struct DrawIndirectCmd { /// pub vertex_count: u32, /// pub instance_count: u32, /// pub first_vertex: u32, /// pub first_instance: u32, } /// Indirect (indexed) draw command structure. #[repr(C)] #[derive(Copy, Clone, Debug)] pub struct DrawIndexedIndirectCmd { /// pub index_count: u32, /// pub instance_count: u32, /// pub first_index: u32, /// pub base_vertex: i32, /// pub first_instance: u32, } /// Indirect dispatch command structure. #[repr(C)] #[derive(Copy, Clone, Debug)] pub struct DispatchIndirectCmd { /// Number of local workgroups in x dimension. pub x: u32, /// Number of local workgroups in y dimension. pub y: u32, /// Number of local workgroups in z dimension. pub z: u32, } impl Device { /// Set uniform constants for a pipeline. pub unsafe fn bind_uniform_constants( &self, pipeline: Pipeline, first: u32, constants: &[Constant], ) { for (i, constant) in constants.iter().enumerate() { let location = first as i32 + i as i32; match constant { Constant::U32(val) => { self.0.ProgramUniform1ui(pipeline.0, location, *val as _); } Constant::F32(val) => { self.0.ProgramUniform1f(pipeline.0, location, *val as _); } Constant::Vec3(v) => { self.0 .ProgramUniform3f(pipeline.0, location, v[0], v[1], v[2]); } Constant::Mat3x3(mat) => { self.0.ProgramUniformMatrix3fv( pipeline.0, location, 1, __gl::FALSE, mat.as_ptr() as *const _, ); } Constant::Mat4x4(mat) => { self.0.ProgramUniformMatrix4fv( pipeline.0, location, 1, __gl::FALSE, mat.as_ptr() as *const _, ); } } } } /// Set viewport transformation parameters. /// /// The viewport determines the mapping from NDC (normalized device coordinates) /// into framebuffer coordinates. /// /// See [Viewport](../command/struct.Viewport.html) for more information /// about the viewport transformation. pub unsafe fn set_viewport(&self, first: u32, viewports: &[Viewport]) { let rects = viewports .iter() .flat_map(|viewport| vec![viewport.x, viewport.y, viewport.w, viewport.h]) .collect::<Vec<_>>(); self.0 .ViewportArrayv(first, viewports.len() as _, rects.as_ptr()); let depth_ranges = viewports .iter() .flat_map(|viewport| vec![viewport.n, viewport.f]) .collect::<Vec<_>>(); self.0 .DepthRangeArrayv(first, viewports.len() as _, depth_ranges.as_ptr()); } /// Set scissor rectangles for viewports. /// /// # Valid usage /// /// - Every active viewport needs an associated scissor. pub unsafe fn set_scissor(&self, first: u32, scissors: &[Region]) { let scissors_raw = scissors .iter() .flat_map(|scissor| vec![scissor.x, scissor.y, scissor.w, scissor.h]) .collect::<Vec<_>>(); self.0 .ScissorArrayv(first, scissors.len() as _, scissors_raw.as_ptr()); } /// Submit a (non-indexed) draw call. /// /// # Valid usage /// /// - There must be a valid graphics pipeline currently bound. /// - There must be a calid vertex array currently bound. /// - For each attribute in the bound vertex array there must be a vertex buffer bound /// at the specified binding slot. /// - For each attribute in the bound vertex array there must be a vertex attribute /// specified in the shader with matching format and location. /// - The access vertices must be in bound of the vertex buffers bound. /// - `vertices.end` must be larger than `vertices.start`. /// - `vertices.end - vertices.start` must be allow assembling complete primitives. /// - `instances.end` must be larger than `instances.start`. pub unsafe fn draw(&self, primitive: Primitive, vertices: Range<u32>, instance: Range<u32>) { self.0.DrawArraysInstancedBaseInstance( primitive as _, vertices.start as _, (vertices.end - vertices.start) as _, (instance.end - instance.start) as _, instance.start as _, ); } /// Submit an indexed draw call. /// /// # Valid usage /// /// - There must be a valid graphics pipeline currently bound. /// - There must be a calid vertex array currently bound. /// - For each attribute in the bound vertex array there must be a vertex buffer bound /// at the specified binding slot. /// - For each attribute in the bound vertex array there must be a vertex attribute /// specified in the shader with matching format and location. /// - The access vertices must be in bound of the vertex buffers bound. /// - `indices.end` must be larger than `indices.start`. /// - `indices.end - indices.start` must allow to assemble complete primitives. /// - `instances.end` must be larger than `instances.start`. pub unsafe fn draw_indexed( &self, primitive: Primitive, index_ty: IndexTy, indices: Range<u32>, instance: Range<u32>, base_vertex: i32, ) { self.0.DrawElementsInstancedBaseVertexBaseInstance( primitive as _, (indices.end - indices.start) as _, index_ty as _, (index_ty.size() * indices.start) as _, (instance.end - instance.start) as _, base_vertex, instance.start as _, ); } /// Submit an indirect draw call. /// /// # Valid Usage /// /// - There must be a valid graphics pipeline currently bound. /// - There must be a valid draw indirect buffer currently bound. pub unsafe fn draw_indirect(&self, primitive: Primitive, offset: u64, count: u32, stride: u32) { self.0 .MultiDrawArraysIndirect(primitive as _, offset as _, count as _, stride as _); } /// Submit an indirect draw call. pub unsafe fn draw_indirect_from_host(&self, primitive: Primitive, data: &[DrawIndirectCmd]) { self.0.MultiDrawArraysIndirect( primitive as _, data.as_ptr() as *const _, data.len() as _, mem::size_of::<DrawIndirectCmd>() as _, ); } /// Indirect draw call. pub unsafe fn draw_indexed_indirect( &self, primitive: Primitive, index_ty: IndexTy, offset: u64, count: u32, stride: u32, ) { self.0.MultiDrawElementsIndirect( primitive as _, index_ty as _, offset as _, count as _, stride as _, ); } /// Indirect (indexed) draw call. pub unsafe fn draw_indexed_indirect_from_host( &self, primitive: Primitive, index_ty: IndexTy, data: &[DrawIndexedIndirectCmd], ) { self.0.MultiDrawElementsIndirect( primitive as _, index_ty as _, data.as_ptr() as *const _, data.len() as _, mem::size_of::<DrawIndirectCmd>() as _, ); } /// Dispatch a workgroup for computation. /// /// # Valid usage /// /// - There must be a valid compute shader currently bound. pub unsafe fn dispatch(&self, x: u32, y: u32, z: u32) { self.0.DispatchCompute(x, y, z); } /// pub unsafe fn dispatch_indirect(&self, offset: u64) { self.0.DispatchComputeIndirect(offset as _); } /// pub unsafe fn blit( &self, src: Framebuffer, src_region: Region, dst: Framebuffer, dst_region: Region, filter: Filter, ) { self.0.BlitNamedFramebuffer( src.0, dst.0, src_region.x, src_region.x, src_region.w, src_region.h, dst_region.x, dst_region.x, dst_region.w, dst_region.h, __gl::COLOR_BUFFER_BIT, filter as _, ); } /// pub unsafe fn draw_mesh_tasks_nv(&self, task_count: u32, first_task: u32) { self.0.DrawMeshTasksNV(first_task, task_count); } /// pub unsafe fn draw_mesh_tasks_indirect_nv(&self, offset: u64, draw_count: u32, stride: u32) { self.0 .MultiDrawMeshTasksIndirectNV(offset as _, draw_count as _, stride as _); } /// pub unsafe fn draw_mesh_tasks_indirect_count_nv( &self, offset: u64, count_buffer_offset: u64, max_draw_count: u32, stride: u32, ) { self.0.MultiDrawMeshTasksIndirectCountNV( offset as _, count_buffer_offset as _, max_draw_count as _, stride as _, ); } }