1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
use {
    std::{
        fs::File,
        io::prelude::*,
        mem,
        ptr,
        ffi::CStr,
    },
    self::super::gl_sys,
    crate::{
        makepad_live_id::*,
        makepad_error_log::*,
        makepad_shader_compiler::generate_glsl,
        cx::Cx,
        texture::{TextureId, TextureDesc, TextureFormat},
        makepad_math::{Mat4, DVec2, Vec4},
        pass::{PassClearColor, PassClearDepth, PassId},
        draw_list::DrawListId,
        draw_shader::{CxDrawShaderMapping, DrawShaderTextureInput},
    },
};

impl Cx {
    
    pub (crate) fn render_view(
        &mut self,
        pass_id: PassId,
        draw_list_id: DrawListId,
        zbias: &mut f32,
        zbias_step: f32,
    ) {
        // tad ugly otherwise the borrow checker locks 'self' and we can't recur
        let draw_items_len = self.draw_lists[draw_list_id].draw_items.len();
        //self.views[view_id].set_clipping_uniforms();
        self.draw_lists[draw_list_id].uniform_view_transform(&Mat4::identity());
        
        for draw_item_id in 0..draw_items_len {
            if let Some(sub_list_id) = self.draw_lists[draw_list_id].draw_items[draw_item_id].kind.sub_list() {
                self.render_view(
                    pass_id,
                    sub_list_id,
                    zbias,
                    zbias_step,
                );
            }
            else {
                let draw_list = &mut self.draw_lists[draw_list_id];
                let draw_item = &mut draw_list.draw_items[draw_item_id];
                
                let draw_call = if let Some(draw_call) = draw_item.kind.draw_call_mut() {
                    draw_call
                }else {
                    continue;
                };
                
                let sh = &self.draw_shaders.shaders[draw_call.draw_shader.draw_shader_id];
                if sh.os_shader_id.is_none() { // shader didnt compile somehow
                    continue;
                }
                let shp = &mut self.draw_shaders.os_shaders[sh.os_shader_id.unwrap()];
                
                if shp.gl_shader.is_none(){
                    shp.gl_shader = Some(GlShader::new(
                        &shp.vertex,
                        &shp.pixel,
                        &sh.mapping,
                        self.os_type.get_cache_dir().as_ref()
                    ));
                }
                let shgl = shp.gl_shader.as_ref().unwrap();
                
                if draw_call.instance_dirty || draw_item.os.inst_vb.gl_buffer.is_none(){
                    draw_call.instance_dirty = false;
                    draw_item.os.inst_vb.update_with_f32_data(draw_item.instances.as_ref().unwrap());
                }
                
                // update the zbias uniform if we have it.
                draw_call.draw_uniforms.set_zbias(*zbias);
                *zbias += zbias_step;
                
                let instances = (draw_item.instances.as_ref().unwrap().len() / sh.mapping.instances.total_slots) as u64;
                
                if instances == 0 {
                    continue;
                }
                
                let geometry_id = if let Some(geometry_id) = draw_call.geometry_id {geometry_id}
                else {
                    continue;
                };
                
                let geometry = &mut self.geometries[geometry_id];
                if geometry.dirty || geometry.os.vb.gl_buffer.is_none() || geometry.os.ib.gl_buffer.is_none() {
                    geometry.os.vb.update_with_f32_data(&geometry.vertices);
                    geometry.os.ib.update_with_u32_data(&geometry.indices);
                    geometry.dirty = false;
                }
                
                let indices = geometry.indices.len();
                
                if draw_call.uniforms_dirty {
                    draw_call.uniforms_dirty = false;
                }
                
                // update geometry?
                let geometry = &mut self.geometries[geometry_id];
                
                // lets check if our vao is still valid
                if draw_item.os.vao.is_none() {
                    draw_item.os.vao = Some(CxOsDrawCallVao {
                        vao: None,
                        shader_id: None,
                        inst_vb: None,
                        geom_vb: None,
                        geom_ib: None,
                    });
                }
                
                let vao = draw_item.os.vao.as_mut().unwrap();
                if vao.inst_vb != draw_item.os.inst_vb.gl_buffer
                    || vao.geom_vb != geometry.os.vb.gl_buffer
                    || vao.geom_ib != geometry.os.ib.gl_buffer
                    || vao.shader_id != Some(draw_call.draw_shader.draw_shader_id) {
                    
                    if let Some(vao) = vao.vao.take(){
                        unsafe{gl_sys::DeleteVertexArrays(1, &vao)};
                    }
                        
                    vao.vao = Some(unsafe {
                        let mut vao = 0u32;
                        gl_sys::GenVertexArrays(1, &mut vao);
                        vao
                    });    
                    
                    vao.shader_id = Some(draw_call.draw_shader.draw_shader_id);
                    vao.inst_vb = draw_item.os.inst_vb.gl_buffer;
                    vao.geom_vb = geometry.os.vb.gl_buffer;
                    vao.geom_ib = geometry.os.ib.gl_buffer;
                    unsafe {
                        gl_sys::BindVertexArray(vao.vao.unwrap());
                        
                        // bind the vertex and indexbuffers
                        gl_sys::BindBuffer(gl_sys::ARRAY_BUFFER, vao.geom_vb.unwrap());
                        for attr in &shgl.geometries {
                            gl_sys::VertexAttribPointer(attr.loc, attr.size, gl_sys::FLOAT, 0, attr.stride, attr.offset as *const () as *const _);
                            gl_sys::EnableVertexAttribArray(attr.loc);
                        }
                        
                        gl_sys::BindBuffer(gl_sys::ARRAY_BUFFER, vao.inst_vb.unwrap());
                        
                        for attr in &shgl.instances {
                            gl_sys::VertexAttribPointer(attr.loc, attr.size, gl_sys::FLOAT, 0, attr.stride, attr.offset as *const () as *const _);
                            gl_sys::EnableVertexAttribArray(attr.loc);
                            gl_sys::VertexAttribDivisor(attr.loc, 1 as gl_sys::GLuint);
                        }
                        
                        // bind the indexbuffer
                        gl_sys::BindBuffer(gl_sys::ELEMENT_ARRAY_BUFFER, vao.geom_ib.unwrap());
                        gl_sys::BindVertexArray(0);
                    }
                }
                
                unsafe {
                    gl_sys::UseProgram(shgl.program);
                    
                    gl_sys::BindVertexArray(draw_item.os.vao.as_ref().unwrap().vao.unwrap());
                    let instances = (draw_item.instances.as_ref().unwrap().len() / sh.mapping.instances.total_slots) as u64;
                    
                    let pass_uniforms = self.passes[pass_id].pass_uniforms.as_slice();
                    let draw_list_uniforms = draw_list.draw_list_uniforms.as_slice();
                    let draw_uniforms = draw_call.draw_uniforms.as_slice();
                    
                    GlShader::set_uniform_array(&shgl.pass_uniforms, pass_uniforms);
                    GlShader::set_uniform_array(&shgl.view_uniforms, draw_list_uniforms);
                    GlShader::set_uniform_array(&shgl.draw_uniforms, draw_uniforms);
                    GlShader::set_uniform_array(&shgl.user_uniforms, &draw_call.user_uniforms);
                    GlShader::set_uniform_array(&shgl.live_uniforms, &sh.mapping.live_uniforms_buf);
                    
                    let ct = &sh.mapping.const_table.table;
                    if ct.len()>0 {
                        GlShader::set_uniform_array(&shgl.const_table_uniform, ct);
                    }
                    
                    // lets set our textures
                    for i in 0..sh.mapping.textures.len() {
                        let texture_id = if let Some(texture_id) = draw_call.texture_slots[i] {
                            texture_id
                        }else {
                            continue;
                        };
                        let cxtexture = &mut self.textures[texture_id];

                        if cxtexture.update_image || cxtexture.image_u32.len() != 0 && cxtexture.os.gl_texture.is_none(){
                            cxtexture.update_image = false;
                            cxtexture.os.update_platform_texture_image2d(
                                cxtexture.desc.width.unwrap() as u32,
                                cxtexture.desc.height.unwrap() as u32,
                                &cxtexture.image_u32
                            );
                        }
                    }
                    for i in 0..sh.mapping.textures.len() {
                        let texture_id = if let Some(texture_id) = draw_call.texture_slots[i] {
                            texture_id
                        }else {
                            continue;
                        };
                        let cxtexture = &mut self.textures[texture_id];
                        // get the loc
                        gl_sys::ActiveTexture(gl_sys::TEXTURE0 + i as u32);
                        if let Some(texture) = cxtexture.os.gl_texture {
                            gl_sys::BindTexture(gl_sys::TEXTURE_2D, texture);
                        }
                        else {
                            gl_sys::BindTexture(gl_sys::TEXTURE_2D, 0);
                        }
                        gl_sys::Uniform1i(shgl.textures[i].loc, i as i32);
                    }
                    
                    gl_sys::DrawElementsInstanced(
                        gl_sys::TRIANGLES,
                        indices as i32,
                        gl_sys::UNSIGNED_INT,
                        ptr::null(),
                        instances as i32
                    );
                    
                    gl_sys::BindVertexArray(0);
                }
                
            }
        }
    }
    
    pub fn set_default_depth_and_blend_mode() {
        unsafe {
            gl_sys::Enable(gl_sys::DEPTH_TEST);
            gl_sys::DepthFunc(gl_sys::LEQUAL);
            gl_sys::BlendEquationSeparate(gl_sys::FUNC_ADD, gl_sys::FUNC_ADD);
            gl_sys::BlendFuncSeparate(gl_sys::ONE, gl_sys::ONE_MINUS_SRC_ALPHA, gl_sys::ONE, gl_sys::ONE_MINUS_SRC_ALPHA);
            gl_sys::Enable(gl_sys::BLEND);
        }
    }
    
    pub fn setup_render_pass(&mut self, pass_id: PassId,) -> Option<DVec2> {
        
        let dpi_factor = self.passes[pass_id].dpi_factor.unwrap();
        let pass_rect = self.get_pass_rect2(pass_id, dpi_factor).unwrap();
        self.passes[pass_id].paint_dirty = false;
        
        if pass_rect.size.x <0.5 || pass_rect.size.y < 0.5 {
            return None
        }
        
        self.passes[pass_id].set_matrix(pass_rect.pos, pass_rect.size);
        self.passes[pass_id].set_dpi_factor(dpi_factor);
        Some(pass_rect.size)
    }

    pub fn draw_pass_to_texture(&mut self, pass_id: PassId, texture_id: TextureId) {
        self.draw_pass_to_texture_inner(pass_id, Some(texture_id))
    }

    pub fn draw_pass_to_magic_texture(&mut self, pass_id: PassId) {
        self.draw_pass_to_texture_inner(pass_id, None)
    }

    fn draw_pass_to_texture_inner(
        &mut self,
        pass_id: PassId,
        maybe_texture_id: Option<TextureId>,
    ) {
        let draw_list_id = self.passes[pass_id].main_draw_list_id.unwrap();
        
        let pass_size = if let Some(pz) = self.setup_render_pass(pass_id) {
            pz
        }
        else {
            return
        };
        
        let dpi_factor = self.passes[pass_id].dpi_factor.unwrap();
        
        self.passes[pass_id].set_dpi_factor(dpi_factor);
        
        let mut clear_color = Vec4::default();
        let mut clear_depth = 1.0;
        let mut clear_flags = 0;
        
        // make a framebuffer
        if self.passes[pass_id].os.gl_framebuffer.is_none() {
            unsafe {
                let mut gl_framebuffer = std::mem::MaybeUninit::uninit();
                gl_sys::GenFramebuffers(1, gl_framebuffer.as_mut_ptr());
                self.passes[pass_id].os.gl_framebuffer = Some(gl_framebuffer.assume_init());
            }
        }
        
        // bind the framebuffer
        unsafe {
            gl_sys::BindFramebuffer(gl_sys::FRAMEBUFFER, self.passes[pass_id].os.gl_framebuffer.unwrap());
        }

        let color_textures_from_fb_texture = maybe_texture_id.map(|texture_id| {
            [crate::pass::CxPassColorTexture {
                clear_color: PassClearColor::ClearWith(self.passes[pass_id].clear_color),
                texture_id,
            }]
        });
        let color_textures = color_textures_from_fb_texture
            .as_ref().map_or(&self.passes[pass_id].color_textures[..], |xs| &xs[..]);

        for (index, color_texture) in color_textures.iter().enumerate() {
            match color_texture.clear_color {
                PassClearColor::InitWith(_clear_color) => {
                    let cxtexture = &mut self.textures[color_texture.texture_id];
                    if cxtexture.os.update_platform_render_target(&cxtexture.desc, dpi_factor * pass_size, false) {
                        clear_color = _clear_color;
                        clear_flags |= gl_sys::COLOR_BUFFER_BIT;
                    }
                },
                PassClearColor::ClearWith(_clear_color) => {
                    let cxtexture = &mut self.textures[color_texture.texture_id];
                    cxtexture.os.update_platform_render_target(&cxtexture.desc, dpi_factor * pass_size, false);
                    clear_color = _clear_color;
                    clear_flags |= gl_sys::COLOR_BUFFER_BIT;
                }
            }
            if let Some(gl_texture) = self.textures[color_texture.texture_id].os.gl_texture {
                unsafe {
                    gl_sys::FramebufferTexture2D(gl_sys::FRAMEBUFFER, gl_sys::COLOR_ATTACHMENT0 + index as u32, gl_sys::TEXTURE_2D, gl_texture, 0);
                }
            }
        }
        
        // attach/clear depth buffers, if any
        if let Some(depth_texture_id) = self.passes[pass_id].depth_texture {
            match self.passes[pass_id].clear_depth {
                PassClearDepth::InitWith(_clear_depth) => {
                    let cxtexture = &mut self.textures[depth_texture_id];
                    if cxtexture.os.update_platform_render_target(&cxtexture.desc, dpi_factor * pass_size, true) {
                        clear_depth = _clear_depth;
                        clear_flags |= gl_sys::DEPTH_BUFFER_BIT;
                    }
                },
                PassClearDepth::ClearWith(_clear_depth) => {
                    let cxtexture = &mut self.textures[depth_texture_id];
                    cxtexture.os.update_platform_render_target(&cxtexture.desc, dpi_factor * pass_size, true);
                    clear_depth = _clear_depth;
                    clear_flags |= gl_sys::DEPTH_BUFFER_BIT;
                }
            }
        }
        else {
            /* unsafe { // BUGFIX. we have to create a depthbuffer for rtt without depthbuffer use otherwise it fails if there is another pass with depth
                if self.passes[pass_id].os.gl_bugfix_depthbuffer.is_none() {
                    let mut gl_renderbuf = std::mem::MaybeUninit::uninit();
                    gl_sys::GenRenderbuffers(1, gl_renderbuf.as_mut_ptr());
                    let gl_renderbuffer = gl_renderbuf.assume_init();
                    gl_sys::BindRenderbuffer(gl_sys::RENDERBUFFER, gl_renderbuffer);
                    gl_sys::RenderbufferStorage(
                        gl_sys::RENDERBUFFER,
                        gl_sys::DEPTH_COMPONENT16,
                        (pass_size.x * dpi_factor) as i32,
                        (pass_size.y * dpi_factor) as i32
                    );
                    gl_sys::BindRenderbuffer(gl_sys::RENDERBUFFER, 0);
                    self.passes[pass_id].os.gl_bugfix_depthbuffer = Some(gl_renderbuffer);
                }
                clear_depth = 1.0;
                clear_flags |= gl_sys::DEPTH_BUFFER_BIT;
                gl_sys::Disable(gl_sys::DEPTH_TEST);
                gl_sys::FramebufferRenderbuffer(gl_sys::FRAMEBUFFER, gl_sys::DEPTH_ATTACHMENT, gl_sys::RENDERBUFFER, self.passes[pass_id].os.gl_bugfix_depthbuffer.unwrap());
            }*/
        }

        // HACK(eddyb) drain error queue, so that we can check erors below.
        while unsafe { gl_sys::GetError() } != 0 {}

        unsafe {
            let width = (pass_size.x * dpi_factor) as i32;
            let height = (pass_size.y * dpi_factor) as i32;
            gl_sys::Viewport(0, 0, width, height);
            assert_eq!(gl_sys::GetError(), 0, "glTexImage2D(0, 0, {width}, {height}) failed");
        }

        if clear_flags != 0 {
            unsafe {
                if clear_flags & gl_sys::DEPTH_BUFFER_BIT != 0 {
                    gl_sys::ClearDepthf(clear_depth);
                }
                gl_sys::ClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
                gl_sys::Clear(clear_flags);
            }
        }
        Self::set_default_depth_and_blend_mode();
        
        let mut zbias = 0.0;
        let zbias_step = self.passes[pass_id].zbias_step;
        
        self.render_view(
            pass_id,
            draw_list_id,
            &mut zbias,
            zbias_step,
        );
        
        unsafe {
            gl_sys::BindFramebuffer(gl_sys::FRAMEBUFFER, 0);
            //gl_sys::Finish();
        }
    }
    
    pub fn opengl_compile_shaders(&mut self) {
        //let p = profile_start();
        for draw_shader_ptr in &self.draw_shaders.compile_set {
            if let Some(item) = self.draw_shaders.ptr_to_item.get(&draw_shader_ptr) {
                let cx_shader = &mut self.draw_shaders.shaders[item.draw_shader_id];
                let draw_shader_def = self.shader_registry.draw_shader_defs.get(&draw_shader_ptr);
                
                let vertex = generate_glsl::generate_vertex_shader(
                    draw_shader_def.as_ref().unwrap(),
                    &cx_shader.mapping.const_table,
                    &self.shader_registry
                );
                let pixel = generate_glsl::generate_pixel_shader(
                    draw_shader_def.as_ref().unwrap(),
                    &cx_shader.mapping.const_table,
                    &self.shader_registry
                );
                
                if cx_shader.mapping.flags.debug {
                    log!("{}\n{}", vertex, pixel);
                }
                
                // lets see if we have the shader already
                for (index, ds) in self.draw_shaders.os_shaders.iter().enumerate() {
                    if ds.vertex == vertex && ds.pixel == pixel {
                        cx_shader.os_shader_id = Some(index);
                        break;
                    }
                }
                
                if cx_shader.os_shader_id.is_none() {
                    let shp = CxOsDrawShader::new(&vertex, &pixel);
                    cx_shader.os_shader_id = Some(self.draw_shaders.os_shaders.len());
                    self.draw_shaders.os_shaders.push(shp);
                }
            }
        }
        self.draw_shaders.compile_set.clear();
    }
}


#[derive(Clone)]
pub struct CxOsDrawShader {
    pub gl_shader: Option<GlShader>,
    pub vertex: String,
    pub pixel: String,
}

#[derive(Clone)]
pub struct GlShader {
    pub program: u32,
    pub geometries: Vec<OpenglAttribute>,
    pub instances: Vec<OpenglAttribute>,
    pub textures: Vec<OpenglUniform>,
    pub pass_uniforms: OpenglUniform,
    pub view_uniforms: OpenglUniform,
    pub draw_uniforms: OpenglUniform,
    pub user_uniforms: OpenglUniform,
    pub live_uniforms: OpenglUniform,
    pub const_table_uniform: OpenglUniform,
}

impl GlShader{
    pub fn new(vertex: &str, pixel: &str, mapping: &CxDrawShaderMapping, cache_dir: Option<&String>)->Self{
        unsafe fn read_cache(vertex:&str, pixel:&str, cache_dir:Option<&String>)->Option<gl_sys::GLuint>{ 
            if let Some(cache_dir) = cache_dir {
                let shader_hash = live_id!(shader).str_append(&vertex).str_append(&pixel);
                if let Ok(mut cache_file) = File::open(format!("{}/shader_{:08x}.bin", cache_dir, shader_hash.0)) {
                    let mut binary = Vec::new();
                    let mut format_bytes = [0u8; 4];
                    if cache_file.read(&mut format_bytes).is_ok() {
                        let binary_format = u32::from_be_bytes(format_bytes);
                        if cache_file.read_to_end(&mut binary).is_ok() {
                            let program = gl_sys::CreateProgram();
                            gl_sys::ProgramBinary(program, binary_format, binary.as_ptr() as *const _, binary.len() as i32);
                            return Some(program)
                        }
                    }
                }
            }
            None
        }
        
        unsafe {
            let program = if let Some(program) = read_cache(&vertex,&pixel,cache_dir){
                program
            }
            else{ 
                let vs = gl_sys::CreateShader(gl_sys::VERTEX_SHADER);
                gl_sys::ShaderSource(vs, 1, [vertex.as_ptr() as *const _].as_ptr(), ptr::null());
                gl_sys::CompileShader(vs);
                //println!("{}", Self::opengl_get_info_log(true, vs as usize, &vertex));
                if let Some(error) = Self::opengl_has_shader_error(true, vs as usize, &vertex) {
                    panic!("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{}", error);
                }
                let fs = gl_sys::CreateShader(gl_sys::FRAGMENT_SHADER);
                gl_sys::ShaderSource(fs, 1, [pixel.as_ptr() as *const _].as_ptr(), ptr::null());
                gl_sys::CompileShader(fs);
                //println!("{}", Self::opengl_get_info_log(true, fs as usize, &fragment));
                if let Some(error) = Self::opengl_has_shader_error(true, fs as usize, &pixel) {
                    panic!("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{}", error);
                }
                
                let program = gl_sys::CreateProgram();
                gl_sys::AttachShader(program, vs);
                gl_sys::AttachShader(program, fs);
                gl_sys::LinkProgram(program);
                if let Some(error) = Self::opengl_has_shader_error(false, program as usize, "") {
                    panic!("ERROR::SHADER::LINK::COMPILATION_FAILED\n{}", error);
                }
                gl_sys::DeleteShader(vs);
                gl_sys::DeleteShader(fs);
                program
            };
            
            if let Some(cache_dir) = cache_dir {
                let mut binary = Vec::new();
                let mut binary_len = 0;
                gl_sys::GetProgramiv(program, gl_sys::PROGRAM_BINARY_LENGTH, &mut binary_len);
                if binary_len != 0 {
                    binary.resize(binary_len as usize, 0u8);
                    let mut return_size = 0i32;
                    let mut binary_format = 0u32;
                    gl_sys::GetProgramBinary(program, binary.len() as i32, &mut return_size as *mut _, &mut binary_format as *mut _, binary.as_mut_ptr() as *mut _);
                    if return_size != 0 {
                        //log!("GOT FORMAT {}", format);
                        let shader_hash = live_id!(shader).str_append(&vertex).str_append(&pixel);
                        binary.resize(return_size as usize, 0u8);
                        if let Ok(mut cache) = File::create(format!("{}/shader_{:08x}.bin", cache_dir, shader_hash.0)) {
                            let _ = cache.write_all(&binary_format.to_be_bytes());
                            let _ = cache.write_all(&binary);
                        }
                    }
                } 
            }

            Self{
                program,
                geometries:Self::opengl_get_attributes(program, "packed_geometry_", mapping.geometries.total_slots),
                instances: Self::opengl_get_attributes(program, "packed_instance_", mapping.instances.total_slots),
                textures: Self::opengl_get_texture_slots(program, &mapping.textures),
                pass_uniforms: Self::opengl_get_uniform(program, "pass_table"),
                view_uniforms: Self::opengl_get_uniform(program, "view_table"),
                draw_uniforms: Self::opengl_get_uniform(program, "draw_table"),
                user_uniforms: Self::opengl_get_uniform(program, "user_table"),
                live_uniforms: Self::opengl_get_uniform(program, "live_table"),
                const_table_uniform: Self::opengl_get_uniform(program, "const_table"),
            }
        }
    }

    
    pub fn set_uniform_array(loc: &OpenglUniform, array: &[f32]) {
        unsafe {
            gl_sys::Uniform1fv(loc.loc as i32, array.len() as i32, array.as_ptr());
        }
    }
    
    pub fn opengl_get_uniform(program: u32, name: &str) -> OpenglUniform {
        let mut name0 = String::new();
        name0.push_str(name);
        name0.push_str("\0");
        unsafe {
            OpenglUniform {
                loc: gl_sys::GetUniformLocation(program, name0.as_ptr() as *const _),
                //name: name.to_string(),
            }
        }
    }
    
    pub fn opengl_get_info_log(compile: bool, shader: usize, source: &str) -> String {
        unsafe {
            let mut length = 0;
            if compile {
                gl_sys::GetShaderiv(shader as u32, gl_sys::INFO_LOG_LENGTH, &mut length);
            } else {
                gl_sys::GetProgramiv(shader as u32, gl_sys::INFO_LOG_LENGTH, &mut length);
            }
            let mut log = Vec::with_capacity(length as usize);
            if compile {
                gl_sys::GetShaderInfoLog(shader as u32, length, ptr::null_mut(), log.as_mut_ptr());
            } else {
                gl_sys::GetProgramInfoLog(shader as u32, length, ptr::null_mut(), log.as_mut_ptr());
            }
            log.set_len(length as usize);
            let mut r = "".to_string();
            r.push_str(CStr::from_ptr(log.as_ptr()).to_str().unwrap());
            r.push_str("\n");
            let split = source.split("\n");
            for (line, chunk) in split.enumerate() {
                r.push_str(&(line + 1).to_string());
                r.push_str(":");
                r.push_str(chunk);
                r.push_str("\n");
            }
            r
        }
    }
    
    pub fn opengl_has_shader_error(compile: bool, shader: usize, source: &str) -> Option<String> {
        //None
        unsafe {
            
            let mut success = gl_sys::TRUE as i32;
            
            if compile {
                gl_sys::GetShaderiv(shader as u32, gl_sys::COMPILE_STATUS, &mut success);
            }
            else {
                gl_sys::GetProgramiv(shader as u32, gl_sys::LINK_STATUS, &mut success);
            };
            
            if success != gl_sys::TRUE as i32 {
                Some(Self::opengl_get_info_log(compile, shader, source))
            }
            else {
                None
            }
        }
    }
    
    pub fn opengl_get_attributes(program: u32, prefix: &str, slots: usize) -> Vec<OpenglAttribute> {
        let mut attribs = Vec::new();
        
        fn ceil_div4(base: usize) -> usize {
            let r = base >> 2;
            if base & 3 != 0 {
                return r + 1
            }
            r
        }
        
        let stride = (slots * mem::size_of::<f32>()) as i32;
        let num_attr = ceil_div4(slots);
        for i in 0..num_attr {
            let mut name0 = prefix.to_string();
            name0.push_str(&i.to_string());
            name0.push_str("\0");
            
            let mut size = ((slots - i * 4)) as i32;
            if size > 4 {
                size = 4;
            }
            unsafe {
                attribs.push(
                    OpenglAttribute {
                        loc: {
                            let loc = gl_sys::GetAttribLocation(program, name0.as_ptr() as *const _) as u32;
                            loc
                        },
                        offset: (i * 4 * mem::size_of::<f32>()) as usize,
                        size: size,
                        stride: stride
                    }
                )
            }
        }
        attribs
    }
    
    
    pub fn opengl_get_texture_slots(program: u32, texture_slots: &Vec<DrawShaderTextureInput>) -> Vec<OpenglUniform> {
        let mut gl_texture_slots = Vec::new();
        
        for slot in texture_slots {
            let mut name0 = "ds_".to_string();
            name0.push_str(&slot.id.to_string());
            name0.push_str("\0");
            unsafe {
                gl_texture_slots.push(OpenglUniform {
                    loc: gl_sys::GetUniformLocation(program, name0.as_ptr() as *const _),
                })
            }
        }
        gl_texture_slots
    }

    pub fn free_resources(self){
        unsafe{
            gl_sys::DeleteShader(self.program);
        }
    }
}

impl CxOsDrawShader {
    pub fn new(vertex: &str, pixel: &str) -> Self {
        
        let vertex = format!("
            #version 100
            precision highp float;
            precision highp int;
            vec4 sample2d(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, pos.y)).zyxw;}} 
            vec4 sample2d_rt(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, 1.0-pos.y));}}
            mat4 transpose(mat4 m){{return mat4(m[0][0],m[1][0],m[2][0],m[3][0],m[0][1],m[1][1],m[2][1],m[3][1],m[0][2],m[1][2],m[2][2],m[3][3], m[3][0], m[3][1], m[3][2], m[3][3]);}}
            mat3 transpose(mat3 m){{return mat3(m[0][0],m[1][0],m[2][0],m[0][1],m[1][1],m[2][1],m[0][2],m[1][2],m[2][2]);}}
            mat2 transpose(mat2 m){{return mat2(m[0][0],m[1][0],m[0][1],m[1][1]);}}
            {}\0", vertex);
        
        let pixel = format!("
            #version 100
            #extension GL_OES_standard_derivatives : enable
            precision highp float;
            precision highp int;
            vec4 sample2d(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, pos.y)).zyxw;}}
            vec4 sample2d_rt(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, 1.0-pos.y));}}
            mat4 transpose(mat4 m){{return mat4(m[0][0],m[1][0],m[2][0],m[3][0],m[0][1],m[1][1],m[2][1],m[3][1],m[0][2],m[1][2],m[2][2],m[3][3], m[3][0], m[3][1], m[3][2], m[3][3]);}}
            mat3 transpose(mat3 m){{return mat3(m[0][0],m[1][0],m[2][0],m[0][1],m[1][1],m[2][1],m[0][2],m[1][2],m[2][2]);}}
            mat2 transpose(mat2 m){{return mat2(m[0][0],m[1][0],m[0][1],m[1][1]);}}
            {}\0", pixel);
        
            // lets fetch the uniform positions for our uniforms
        CxOsDrawShader {
            vertex,
            pixel,
            gl_shader: None,
        }
    }

    pub fn free_resources(&mut self){
        if let Some(gl_shader) = self.gl_shader.take(){
            gl_shader.free_resources();
        }
    }
}

#[derive(Default, Clone)]
pub struct OpenglAttribute {
    pub loc: u32,
    pub size: i32,
    pub offset: usize,
    pub stride: i32
}

#[derive(Debug, Default, Clone)]
pub struct OpenglUniform {
    pub loc: i32,
    //pub name: String,
}


#[derive(Clone, Default)]
pub struct CxOsGeometry {
    pub vb: OpenglBuffer,
    pub ib: OpenglBuffer,
}

impl CxOsGeometry{
    pub fn free_resources(&mut self){
        self.vb.free_resources();
        self.ib.free_resources();
    }
}
    

/*
#[derive(Default, Clone)]
pub struct OpenglTextureSlot {
    pub loc: isize,
    pub name: String
}
*/
#[derive(Clone, Default)]
pub struct CxOsView {
}

#[derive(Default, Clone)]
pub struct CxOsDrawCallVao {
    pub vao: Option<u32>,
    pub shader_id: Option<usize>,
    pub inst_vb: Option<u32>,
    pub geom_vb: Option<u32>,
    pub geom_ib: Option<u32>,
}

impl CxOsDrawCallVao {
    pub fn free(self){
        if let Some(vao) = self.vao{
            unsafe{gl_sys::DeleteVertexArrays(1, &vao)};
        }
    }    
}

#[derive(Default, Clone)]
pub struct CxOsDrawCall {
    pub inst_vb: OpenglBuffer,
    pub vao: Option<CxOsDrawCallVao>,
}

impl CxOsDrawCall {
    pub fn free_resources(&mut self){
        self.inst_vb.free_resources();
        if let Some(vao) = self.vao.take(){
            vao.free();
        }
    }    
}

#[derive(Clone, Default)]
pub struct CxOsTexture {
    pub alloc_desc: TextureDesc,
    pub width: u64,
    pub height: u64,
    pub gl_texture: Option<u32>,
    pub gl_renderbuffer: Option<u32>,

    #[cfg(target_os = "linux")]
    pub dma_buf_exported_image: Option<Box<super::dma_buf::Image<std::os::fd::OwnedFd>>>,
}

impl CxOsTexture {
    
    pub fn update_platform_texture_image2d(&mut self, width: u32, height: u32, image_u32: &Vec<u32>) {
        
        if image_u32.len() != (width * height) as usize {
            log!("update_platform_texture_image2d with wrong buffer_u32 size! {} {} {}", image_u32.len(), width, height);
            return;
        }
        
        if self.gl_texture.is_none() {
            unsafe {
                let mut gl_texture = std::mem::MaybeUninit::uninit();
                gl_sys::GenTextures(1, gl_texture.as_mut_ptr());
                self.gl_texture = Some(gl_texture.assume_init());
            }
        }
        unsafe {
            gl_sys::BindTexture(gl_sys::TEXTURE_2D, self.gl_texture.unwrap());
            gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MIN_FILTER, gl_sys::LINEAR_MIPMAP_LINEAR as i32);            
            gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAG_FILTER, gl_sys::NEAREST as i32);
            gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_WRAP_S, gl_sys::CLAMP_TO_EDGE as i32);
            gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_WRAP_T, gl_sys::CLAMP_TO_EDGE as i32);
            gl_sys::TexImage2D(
                gl_sys::TEXTURE_2D,
                0,
                gl_sys::RGBA as i32,
                width as i32,
                height as i32,
                0,
                gl_sys::RGBA,
                gl_sys::UNSIGNED_BYTE,
                image_u32.as_ptr() as *const _
            );
            gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_BASE_LEVEL, 0);
            gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAX_LEVEL, 3);
            gl_sys::GenerateMipmap(gl_sys::TEXTURE_2D);  
            gl_sys::BindTexture(gl_sys::TEXTURE_2D, 0);
        }
    }
    
    pub fn update_platform_render_target(&mut self, desc: &TextureDesc, default_size: DVec2, is_depth: bool) -> bool {
        let width = desc.width.unwrap_or(default_size.x as usize) as u64;
        let height = desc.height.unwrap_or(default_size.y as usize) as u64;
        
        if (self.gl_texture.is_some() || self.gl_renderbuffer.is_some()) && self.width == width && self.height == height && self.alloc_desc == *desc {
            return false
        }
        
        unsafe {
            
            self.alloc_desc = desc.clone();
            self.width = width;
            self.height = height;
            
            if !is_depth {
                match desc.format {
                    TextureFormat::Default | TextureFormat::RenderBGRA => {
                        if self.gl_texture.is_none() {
                            let mut gl_texture = std::mem::MaybeUninit::uninit();
                            gl_sys::GenTextures(1, gl_texture.as_mut_ptr());
                            self.gl_texture = Some(gl_texture.assume_init());
                        }
                        
                        gl_sys::BindTexture(gl_sys::TEXTURE_2D, self.gl_texture.unwrap());
                        
                        //self.gl_texture = Some(gl_texture);
                        
                        gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MIN_FILTER, gl_sys::NEAREST as i32);
                        gl_sys::TexParameteri(gl_sys::TEXTURE_2D, gl_sys::TEXTURE_MAG_FILTER, gl_sys::NEAREST as i32);
                        gl_sys::TexImage2D(
                            gl_sys::TEXTURE_2D,
                            0,
                            gl_sys::RGBA as i32,
                            width as i32,
                            height as i32,
                            0,
                            gl_sys::RGBA,
                            gl_sys::UNSIGNED_BYTE,
                            ptr::null()
                        );
                        gl_sys::BindTexture(gl_sys::TEXTURE_2D, 0);
                    },
                    _ => {
                        println!("update_platform_render_target unsupported texture format");
                        return false;
                    }
                }
            }
            else {
                match desc.format {
                    TextureFormat::Default | TextureFormat::Depth32Stencil8 => {
                        
                        if self.gl_renderbuffer.is_none() {
                            let mut gl_renderbuf = std::mem::MaybeUninit::uninit();
                            gl_sys::GenRenderbuffers(1, gl_renderbuf.as_mut_ptr());
                            let gl_renderbuffer = gl_renderbuf.assume_init();
                            self.gl_renderbuffer = Some(gl_renderbuffer);
                        }
                        
                        gl_sys::BindRenderbuffer(gl_sys::RENDERBUFFER, self.gl_renderbuffer.unwrap());
                        gl_sys::RenderbufferStorage(
                            gl_sys::RENDERBUFFER,
                            gl_sys::DEPTH_COMPONENT32F,
                            width as i32,
                            height as i32
                        );
                        gl_sys::BindRenderbuffer(gl_sys::RENDERBUFFER, 0);
                    },
                    _ => {
                        println!("update_platform_render_targete unsupported texture format");
                        return false;
                    }
                }
            }
            
        }
        return true;
    }
    
    pub fn free_resources(&mut self){
        if let Some(gl_texture) = self.gl_texture.take(){
            unsafe{gl_sys::DeleteTextures(1, &gl_texture)};
        }
        if let Some(gl_renderbuffer) = self.gl_renderbuffer.take(){
            unsafe{gl_sys::DeleteRenderbuffers(1, &gl_renderbuffer)};
        }
    }
    
}

#[derive(Default, Clone)]
pub struct CxOsPass {
    pub gl_framebuffer: Option<u32>,
}

impl CxOsPass{
    
    pub fn free_resources(&mut self){
        if let Some(gl_framebuffer) = self.gl_framebuffer.take(){
            unsafe{gl_sys::DeleteFramebuffers(1, &gl_framebuffer)};
        }
    }    
}

#[derive(Default, Clone)]
pub struct OpenglBuffer {
    pub gl_buffer: Option<u32>
}

impl OpenglBuffer {
    
    pub fn alloc_gl_buffer(&mut self) {
        unsafe {
            let mut gl_buffer = std::mem::MaybeUninit::uninit();
            gl_sys::GenBuffers(1, gl_buffer.as_mut_ptr());
            self.gl_buffer = Some(gl_buffer.assume_init());
        }
    }
    
    pub fn update_with_f32_data(&mut self, data: &Vec<f32>) {
        if self.gl_buffer.is_none() {
            self.alloc_gl_buffer();
        }
        unsafe {
            gl_sys::BindBuffer(gl_sys::ARRAY_BUFFER, self.gl_buffer.unwrap());
            gl_sys::BufferData(
                gl_sys::ARRAY_BUFFER,
                (data.len() * mem::size_of::<f32>()) as gl_sys::types::GLsizeiptr,
                data.as_ptr() as *const _,
                gl_sys::STATIC_DRAW
            );
        }
    }
    
    pub fn update_with_u32_data(&mut self, data: &Vec<u32>) {
        if self.gl_buffer.is_none() {
            self.alloc_gl_buffer();
        }
        unsafe {
            gl_sys::BindBuffer(gl_sys::ELEMENT_ARRAY_BUFFER, self.gl_buffer.unwrap());
            gl_sys::BufferData(
                gl_sys::ELEMENT_ARRAY_BUFFER,
                (data.len() * mem::size_of::<u32>()) as gl_sys::types::GLsizeiptr,
                data.as_ptr() as *const _,
                gl_sys::STATIC_DRAW
            );
        }
    }
    
    pub fn free_resources(&mut self){
        if let Some(gl_buffer) = self.gl_buffer.take(){
            unsafe{gl_sys::DeleteBuffers(1, &gl_buffer)};
        }
    }

}

/*
// void shaders to test if we are shader compiletime bottlenecked

                let vertex = "
uniform float const_table[24];
uniform float draw_table[1];
uniform float pass_table[50];
uniform float view_table[16];
attribute vec2 packed_geometry_0;
attribute vec4 packed_instance_0;
attribute vec3 packed_instance_1;

void main() {
    gl_Position = vec4(0.0,0.0,0.0,0.0);
}";

let pixel = "
uniform float const_table[24];
uniform float draw_table[1];
uniform float pass_table[50];
uniform float view_table[16];

void main() {
    gl_FragColor = vec4(0.0,0.0,0.0,0.0);
}";*/