platform/android.sx: `sx_android_bootstrap(app)` now also reads the ANativeActivity's `assetManager` (offset 64) and `internalDataPath` (offset 32) into module globals so consumers can route file I/O through the APK's bundled `assets/` tree. target.zig (`createApk`): also zips the project's `./assets/` directory into the APK alongside `lib/<arch>/`. Resolves relative to the user's CWD at invoke time — matches the convention chess uses (assets/ next to main.sx). gles3.sx: scissor is currently a no-op on Android. The renderer's ScrollView clip_push path feeds bounds that land outside the framebuffer (clipping everything off-screen). With scissor disabled the chess board + pieces render correctly. TODO recorded in the file to fix the bounds path properly.
333 lines
13 KiB
Plaintext
333 lines
13 KiB
Plaintext
// GLES3 backend for the GPU protocol. Android today.
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//
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// We use opengl.sx's runtime-loaded function-pointer variables for every
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// GL call, populated via `load_gl(@eglGetProcAddress)` in `init()`.
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// `#foreign` decls for the same names would collide with opengl.sx's
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// global variables and silently win — that produces NULL function-
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// pointer calls (PC=0 crash) because the variables are uninitialized.
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//
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// Conventions:
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// - One shared VAO with the renderer's fixed 12-float layout
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// (pos2 / uv2 / color4 / params4 = 48 bytes, attribute locations 0-3).
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// `set_vertex_buffer` rebinds the VBO against this VAO each time.
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// - `set_vertex_constants(slot=1, data, 64)` is treated as the 4x4
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// projection matrix and uploaded via `glUniformMatrix4fv(uProj)`,
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// matching the renderer.sx shader contract. Other slots are no-ops
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// for now.
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// - `set_texture(slot=0, tex)` binds texture unit 0 and sets
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// `uniform sampler2D uTex` to 0. Other slots are no-ops.
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// - The shader sources passed to `create_shader(vsrc, fsrc)` must be
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// a GLES vertex + fragment pair (NOT the Metal MSL combined source
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// the Metal backend takes — caller branches on OS).
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#import "modules/std.sx";
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#import "modules/compiler.sx";
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#import "modules/opengl.sx";
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#import "modules/gpu/types.sx";
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#import "modules/gpu/api.sx";
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// EGL bootstrap helper — used to populate opengl.sx's fn pointers once
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// the EGL context is current. We declare only the loader here; EGL
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// surface/context creation lives in platform/android.sx.
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eglGetProcAddress :: (name: [*]u8) -> *void #foreign;
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// Functions absent from opengl.sx (it was authored against the SDL
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// desktop subset). We don't currently call these — destroy_* is best
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// effort here; future work can wire `glDeleteProgram` etc. through
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// load_gl if needed.
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// ── State + resource tables ────────────────────────────────────────────
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Gles3TextureSlot :: struct {
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tex: u32 = 0;
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bytes_per_pixel: u32 = 0;
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}
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Gles3ShaderSlot :: struct {
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program: u32 = 0;
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proj_loc: s32 = 0 - 1;
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tex_loc: s32 = 0 - 1;
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}
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Gles3Gpu :: struct {
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pixel_w: s32 = 0;
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pixel_h: s32 = 0;
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// The renderer's vertex layout is fixed (see file header). One VAO,
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// reused across every set_vertex_buffer.
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vao: u32 = 0;
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current_shader: u32 = 0;
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gl_loaded: bool = false;
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shaders: List(Gles3ShaderSlot) = .{};
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buffers: List(u32) = .{};
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textures: List(Gles3TextureSlot) = .{};
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}
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// ── GPU impl ───────────────────────────────────────────────────────────
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impl GPU for Gles3Gpu {
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// EGL is owned by AndroidPlatform; init() here populates the GL
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// function pointers (via opengl.sx's load_gl) and sets up the
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// single shared VAO. Must be called once the EGL context is
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// current (AndroidPlatform.run_frame_loop ensures this before
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// invoking the user's per-frame closure). `target` is unused.
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init :: (self: *Gles3Gpu, target: *void, pixel_w: s32, pixel_h: s32) -> bool {
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inline if OS != .android { return false; }
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self.pixel_w = pixel_w;
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self.pixel_h = pixel_h;
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if !self.gl_loaded {
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load_gl(@eglGetProcAddress);
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self.gl_loaded = true;
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}
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// Create the VAO. Attribute layout is deferred to set_vertex_buffer
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// because `glVertexAttribPointer` captures the currently-bound
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// GL_ARRAY_BUFFER into the VAO state — we don't know which VBO
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// the renderer wants until it tells us via set_vertex_buffer.
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glGenVertexArrays(1, @self.vao);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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true;
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}
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shutdown :: (self: *Gles3Gpu) {
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// GLES objects clean up when the EGL context is destroyed (which
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// happens when the NativeActivity tears down).
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}
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resize :: (self: *Gles3Gpu, pixel_w: s32, pixel_h: s32) {
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self.pixel_w = pixel_w;
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self.pixel_h = pixel_h;
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}
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// The render-target setup (eglMakeCurrent + glViewport) lives in
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// AndroidPlatform.run_frame_loop; begin_frame here just clears the
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// active framebuffer. Returns true so callers don't bail out.
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begin_frame :: (self: *Gles3Gpu, clear: ClearColor) -> bool {
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inline if OS != .android { return false; }
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glViewport(0, 0, self.pixel_w, self.pixel_h);
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glClearColor(clear.r, clear.g, clear.b, clear.a);
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glClear(GL_COLOR_BUFFER_BIT);
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true;
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}
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// eglSwapBuffers happens in AndroidPlatform.end_frame; nothing for us.
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end_frame :: (self: *Gles3Gpu, target_time: f64) { }
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// ── Resources ────────────────────────────────────────────────────────
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create_shader :: (self: *Gles3Gpu, vsrc: string, fsrc: string) -> ShaderHandle {
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inline if OS != .android { return 0; }
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prog := create_program(xx vsrc, xx fsrc);
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if prog == 0 { return 0; }
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slot : Gles3ShaderSlot = .{
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program = prog,
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proj_loc = glGetUniformLocation(prog, "uProj".ptr),
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tex_loc = glGetUniformLocation(prog, "uTex".ptr),
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};
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self.shaders.append(slot);
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xx self.shaders.len;
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}
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create_buffer :: (self: *Gles3Gpu, size_bytes: s64) -> BufferHandle {
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inline if OS != .android { return 0; }
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if size_bytes <= 0 { return 0; }
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b : u32 = 0;
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glGenBuffers(1, @b);
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glBindBuffer(GL_ARRAY_BUFFER, b);
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glBufferData(GL_ARRAY_BUFFER, xx size_bytes, null, GL_DYNAMIC_DRAW);
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self.buffers.append(b);
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xx self.buffers.len;
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}
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update_buffer :: (self: *Gles3Gpu, handle: BufferHandle, data: *void, size_bytes: s64) {
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inline if OS != .android { return; }
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buf := gles3_lookup_buffer(self, handle);
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if buf == 0 { return; }
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if data == null { return; }
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if size_bytes <= 0 { return; }
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glBindBuffer(GL_ARRAY_BUFFER, buf);
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glBufferSubData(GL_ARRAY_BUFFER, 0, xx size_bytes, data);
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}
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update_buffer_at :: (self: *Gles3Gpu, handle: BufferHandle, data: *void, size_bytes: s64, byte_offset: s64) {
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inline if OS != .android { return; }
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buf := gles3_lookup_buffer(self, handle);
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if buf == 0 { return; }
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if data == null { return; }
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if size_bytes <= 0 { return; }
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if byte_offset < 0 { return; }
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glBindBuffer(GL_ARRAY_BUFFER, buf);
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glBufferSubData(GL_ARRAY_BUFFER, xx byte_offset, xx size_bytes, data);
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}
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create_texture :: (self: *Gles3Gpu, w: s32, h: s32, format: TextureFormat, pixels: *void) -> TextureHandle {
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inline if OS != .android { return 0; }
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if w <= 0 { return 0; }
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if h <= 0 { return 0; }
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internal_fmt : s32 = 0;
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ext_fmt : u32 = 0;
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bpp : u32 = 0;
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if format == .rgba8 {
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internal_fmt = xx GL_RGBA;
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ext_fmt = GL_RGBA;
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bpp = 4;
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} else {
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internal_fmt = xx GL_R8;
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ext_fmt = GL_RED;
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bpp = 1;
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}
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t : u32 = 0;
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glGenTextures(1, @t);
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glBindTexture(GL_TEXTURE_2D, t);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_fmt, w, h, 0, ext_fmt, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, xx GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, xx GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, xx GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, xx GL_CLAMP_TO_EDGE);
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slot : Gles3TextureSlot = .{ tex = t, bytes_per_pixel = bpp };
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self.textures.append(slot);
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xx self.textures.len;
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}
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update_texture_region :: (self: *Gles3Gpu, handle: TextureHandle, x: s32, y: s32, w: s32, h: s32, pixels: *void) {
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inline if OS != .android { return; }
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if handle == 0 { return; }
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h64 : s64 = xx handle;
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if h64 > self.textures.len { return; }
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slot := self.textures.items[handle - 1];
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if slot.tex == 0 { return; }
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if pixels == null { return; }
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if w <= 0 { return; }
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if h <= 0 { return; }
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ext_fmt : u32 = if slot.bytes_per_pixel == 4 then GL_RGBA else GL_RED;
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glBindTexture(GL_TEXTURE_2D, slot.tex);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, ext_fmt, GL_UNSIGNED_BYTE, pixels);
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}
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// glDeleteProgram / glDeleteBuffers aren't in opengl.sx's loader yet.
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// For now destroy_* is a no-op on Android — resources free on EGL
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// context teardown. Worth adding the loader entries when atlas grow
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// starts to matter in practice.
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destroy_shader :: (self: *Gles3Gpu, sh: ShaderHandle) { }
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destroy_buffer :: (self: *Gles3Gpu, buf: BufferHandle) { }
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destroy_texture :: (self: *Gles3Gpu, tex: TextureHandle) {
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inline if OS != .android { return; }
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if tex == 0 { return; }
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h64 : s64 = xx tex;
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if h64 > self.textures.len { return; }
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t := self.textures.items[tex - 1].tex;
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if t == 0 { return; }
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glDeleteTextures(1, @t);
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self.textures.items[tex - 1].tex = 0;
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}
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// ── Per-draw state ───────────────────────────────────────────────────
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set_shader :: (self: *Gles3Gpu, handle: ShaderHandle) {
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inline if OS != .android { return; }
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if handle == 0 { return; }
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h64 : s64 = xx handle;
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if h64 > self.shaders.len { return; }
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prog := self.shaders.items[handle - 1].program;
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if prog == 0 { return; }
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glUseProgram(prog);
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self.current_shader = handle;
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}
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set_vertex_buffer :: (self: *Gles3Gpu, handle: BufferHandle) {
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inline if OS != .android { return; }
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buf := gles3_lookup_buffer(self, handle);
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if buf == 0 { return; }
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glBindVertexArray(self.vao);
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glBindBuffer(GL_ARRAY_BUFFER, buf);
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// glVertexAttribPointer captures the currently-bound
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// GL_ARRAY_BUFFER into the VAO state. Reconfigure each frame
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// so the VAO knows about the live buffer; otherwise drawing
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// sources attribs from the zero-buffer (invisible geometry).
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glVertexAttribPointer(0, 2, GL_FLOAT, 0, 48, xx 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, 48, xx 8);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 4, GL_FLOAT, 0, 48, xx 16);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(3, 4, GL_FLOAT, 0, 48, xx 32);
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glEnableVertexAttribArray(3);
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}
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set_texture :: (self: *Gles3Gpu, slot: u32, handle: TextureHandle) {
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inline if OS != .android { return; }
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if slot != 0 { return; } // renderer only uses unit 0
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if handle == 0 { return; }
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h64 : s64 = xx handle;
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if h64 > self.textures.len { return; }
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t := self.textures.items[handle - 1].tex;
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if t == 0 { return; }
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, t);
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if self.current_shader != 0 {
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cs64 : s64 = xx self.current_shader;
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if cs64 <= self.shaders.len {
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loc := self.shaders.items[self.current_shader - 1].tex_loc;
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if loc >= 0 { glUniform1i(loc, 0); }
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}
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}
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}
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// For slot 1 + 64 bytes the renderer is uploading the 4x4 projection
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// matrix into `uniform mat4 uProj`. Look up via the current shader's
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// cached uniform location.
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set_vertex_constants :: (self: *Gles3Gpu, slot: u32, data: *void, size_bytes: s64) {
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inline if OS != .android { return; }
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if slot != 1 { return; }
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if size_bytes != 64 { return; }
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if self.current_shader == 0 { return; }
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cs64 : s64 = xx self.current_shader;
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if cs64 > self.shaders.len { return; }
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loc := self.shaders.items[self.current_shader - 1].proj_loc;
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if loc < 0 { return; }
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glUniformMatrix4fv(loc, 1, 0, xx data);
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}
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set_scissor :: (self: *Gles3Gpu, x: s32, y: s32, w: s32, h: s32) {
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inline if OS != .android { return; }
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// TODO: re-enable once we figure out why the renderer passes
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// a 0×0 clip rect on Android (chess's ScrollView path). The
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// bounds the renderer feeds us land outside the framebuffer
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// and clip everything off-screen.
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// glEnable(GL_SCISSOR_TEST);
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// glScissor(x, self.pixel_h - (y + h), w, h);
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}
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disable_scissor :: (self: *Gles3Gpu) {
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inline if OS != .android { return; }
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glDisable(GL_SCISSOR_TEST);
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}
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draw_triangles :: (self: *Gles3Gpu, vertex_offset: s32, vertex_count: s32) {
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inline if OS != .android { return; }
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if vertex_count <= 0 { return; }
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glDrawArrays(GL_TRIANGLES, vertex_offset, vertex_count);
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}
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}
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gles3_lookup_buffer :: (self: *Gles3Gpu, handle: u32) -> u32 {
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inline if OS != .android { return 0; }
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if handle == 0 { return 0; }
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h64 : s64 = xx handle;
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if h64 > self.buffers.len { return 0; }
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self.buffers.items[handle - 1];
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}
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