Review comments

This commit is contained in:
Ray 2021-10-18 00:23:26 +02:00
parent a6fb2dafc6
commit ccf4329792

View File

@ -662,20 +662,20 @@ RLAPI void rlSetShader(unsigned int id, int *locs);
#if defined(GRAPHICS_API_OPENGL_43)
// Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId);
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ);
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 pilepine)
// Shader buffer storage object management (ssbo)
RLAPI unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint);
RLAPI void rlUnloadShaderBuffer(unsigned int ssboId);
RLAPI void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset);
RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id);
RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset);
RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);
RLAPI unsigned int rlLoadShaderBuffer(unsigned long long 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 rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset); // Update SSBO buffer data
RLAPI unsigned long long rlGetShaderBufferSize(unsigned int id); // Get SSBO buffer size
RLAPI void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset); // Bind SSBO buffer
RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index); // Copy SSBO buffer data
// Buffer management
RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count);
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly);
RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture
#endif
// Matrix state management
@ -3755,11 +3755,12 @@ void rlSetShader(unsigned int id, int *locs)
#endif
}
#if defined(GRAPHICS_API_OPENGL_43)
// 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);
@ -3798,16 +3799,17 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
}
#endif
return program;
}
#if defined(GRAPHICS_API_OPENGL_43)
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
{
glDispatchCompute(groupX, groupY, groupZ);
}
// Load shader storage buffer object (SSBO)
unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
{
unsigned int ssbo = 0;
@ -3819,17 +3821,20 @@ unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int u
return ssbo;
}
// Unload shader storage buffer object (SSBO)
void rlUnloadShaderBuffer(unsigned int ssboId)
{
glDeleteBuffers(1, &ssboId);
}
// Update SSBO buffer data
void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
{
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
}
// Get SSBO buffer size
unsigned long long rlGetShaderBufferSize(unsigned int id)
{
long long size = 0;
@ -3840,17 +3845,20 @@ unsigned long long rlGetShaderBufferSize(unsigned int id)
return (size > 0)? size : 0;
}
// Read SSBO buffer data
void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
{
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
}
// Bind SSBO buffer
void rlBindShaderBuffer(unsigned int id, unsigned int index)
{
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
}
// Copy SSBO buffer data
void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
{
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
@ -3858,6 +3866,7 @@ void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned lon
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
}
// Bind image texture
void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
{
int glInternalFormat = 0, glFormat = 0, glType = 0;