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|
{-# LANGUAGE TupleSections, MonadComprehensions, ViewPatterns #-}
module Backend.GL.Backend where
import Control.Applicative
import Control.Monad
import Control.Monad.State
import Data.Bits
import Data.ByteString.Char8 (ByteString,pack)
import Data.IORef
import Data.IntMap (IntMap)
import Data.Maybe (isNothing)
import Data.Set (Set)
import Data.Trie as T
import Data.Vector (Vector,(!),(//))
import qualified Data.ByteString.Char8 as SB
import qualified Data.Foldable as F
import qualified Data.IntMap as IM
import qualified Data.Map as Map
import qualified Data.List as L
import qualified Data.Set as S
import qualified Data.Vector as V
import qualified Data.Vector.Mutable as MV
import Graphics.Rendering.OpenGL.Raw.Core33
import Foreign
-- LC IR imports
import IR as IR
import Backend.GL.Type
import Backend.GL.Util
import Backend.GL.Input
setupRasterContext :: RasterContext -> IO ()
setupRasterContext = cvt
where
cff :: FrontFace -> GLenum
cff CCW = gl_CCW
cff CW = gl_CW
setProvokingVertex :: ProvokingVertex -> IO ()
setProvokingVertex pv = glProvokingVertex $ case pv of
FirstVertex -> gl_FIRST_VERTEX_CONVENTION
LastVertex -> gl_LAST_VERTEX_CONVENTION
setPointSize :: PointSize -> IO ()
setPointSize ps = case ps of
ProgramPointSize -> glEnable gl_PROGRAM_POINT_SIZE
PointSize s -> do
glDisable gl_PROGRAM_POINT_SIZE
glPointSize $ realToFrac s
cvt :: RasterContext -> IO ()
cvt (PointCtx ps fts sc) = do
setPointSize ps
glPointParameterf gl_POINT_FADE_THRESHOLD_SIZE (realToFrac fts)
glPointParameterf gl_POINT_SPRITE_COORD_ORIGIN $ realToFrac $ case sc of
LowerLeft -> gl_LOWER_LEFT
UpperLeft -> gl_UPPER_LEFT
cvt (LineCtx lw pv) = do
glLineWidth (realToFrac lw)
setProvokingVertex pv
cvt (TriangleCtx cm pm po pv) = do
-- cull mode
case cm of
CullNone -> glDisable gl_CULL_FACE
CullFront f -> do
glEnable gl_CULL_FACE
glCullFace gl_FRONT
glFrontFace $ cff f
CullBack f -> do
glEnable gl_CULL_FACE
glCullFace gl_BACK
glFrontFace $ cff f
-- polygon mode
case pm of
PolygonPoint ps -> do
setPointSize ps
glPolygonMode gl_FRONT_AND_BACK gl_POINT
PolygonLine lw -> do
glLineWidth (realToFrac lw)
glPolygonMode gl_FRONT_AND_BACK gl_LINE
PolygonFill -> glPolygonMode gl_FRONT_AND_BACK gl_FILL
-- polygon offset
glDisable gl_POLYGON_OFFSET_POINT
glDisable gl_POLYGON_OFFSET_LINE
glDisable gl_POLYGON_OFFSET_FILL
case po of
NoOffset -> return ()
Offset f u -> do
glPolygonOffset (realToFrac f) (realToFrac u)
glEnable $ case pm of
PolygonPoint _ -> gl_POLYGON_OFFSET_POINT
PolygonLine _ -> gl_POLYGON_OFFSET_LINE
PolygonFill -> gl_POLYGON_OFFSET_FILL
-- provoking vertex
setProvokingVertex pv
setupAccumulationContext :: AccumulationContext -> IO ()
setupAccumulationContext (AccumulationContext n ops) = cvt ops
where
cvt :: [FragmentOperation] -> IO ()
cvt (StencilOp a b c : DepthOp f m : xs) = do
-- TODO
cvtC 0 xs
cvt (StencilOp a b c : xs) = do
-- TODO
cvtC 0 xs
cvt (DepthOp df dm : xs) = do
-- TODO
glDisable gl_STENCIL_TEST
case df == Always && dm == False of
True -> glDisable gl_DEPTH_TEST
False -> do
glEnable gl_DEPTH_TEST
glDepthFunc $! comparisonFunctionToGLType df
glDepthMask (cvtBool dm)
cvtC 0 xs
cvt xs = do
glDisable gl_DEPTH_TEST
glDisable gl_STENCIL_TEST
cvtC 0 xs
cvtC :: Int -> [FragmentOperation] -> IO ()
cvtC i (ColorOp b m : xs) = do
-- TODO
case b of
NoBlending -> do
-- FIXME: requires GL 3.1
--glDisablei gl_BLEND $ fromIntegral gl_DRAW_BUFFER0 + fromIntegral i
glDisable gl_BLEND -- workaround
glDisable gl_COLOR_LOGIC_OP
BlendLogicOp op -> do
glDisable gl_BLEND
glEnable gl_COLOR_LOGIC_OP
glLogicOp $ logicOperationToGLType op
Blend (cEq,aEq) ((scF,dcF),(saF,daF)) (V4 r g b a) -> do
glDisable gl_COLOR_LOGIC_OP
-- FIXME: requires GL 3.1
--glEnablei gl_BLEND $ fromIntegral gl_DRAW_BUFFER0 + fromIntegral i
glEnable gl_BLEND -- workaround
glBlendEquationSeparate (blendEquationToGLType cEq) (blendEquationToGLType aEq)
glBlendFuncSeparate (blendingFactorToGLType scF) (blendingFactorToGLType dcF)
(blendingFactorToGLType saF) (blendingFactorToGLType daF)
glBlendColor (realToFrac r) (realToFrac g) (realToFrac b) (realToFrac a)
let cvt True = 1
cvt False = 0
(mr,mg,mb,ma) = case m of
VBool r -> (cvt r, 1, 1, 1)
VV2B (V2 r g) -> (cvt r, cvt g, 1, 1)
VV3B (V3 r g b) -> (cvt r, cvt g, cvt b, 1)
VV4B (V4 r g b a) -> (cvt r, cvt g, cvt b, cvt a)
_ -> (1,1,1,1)
glColorMask mr mg mb ma
cvtC (i + 1) xs
cvtC _ [] = return ()
cvtBool :: Bool -> GLboolean
cvtBool True = 1
cvtBool False = 0
clearRenderTarget :: [(ImageSemantic,Value)] -> IO ()
clearRenderTarget values = do
let setClearValue (m,i) value = case value of
(Depth, VFloat v) -> do
glDepthMask 1
glClearDepth $ realToFrac v
return (m .|. gl_DEPTH_BUFFER_BIT, i)
(Stencil, VWord v) -> do
glClearStencil $ fromIntegral v
return (m .|. gl_STENCIL_BUFFER_BIT, i)
(Color, c) -> do
let (r,g,b,a) = case c of
VFloat r -> (realToFrac r, 0, 0, 1)
VV2F (V2 r g) -> (realToFrac r, realToFrac g, 0, 1)
VV3F (V3 r g b) -> (realToFrac r, realToFrac g, realToFrac b, 1)
VV4F (V4 r g b a) -> (realToFrac r, realToFrac g, realToFrac b, realToFrac a)
_ -> (0,0,0,1)
glColorMask 1 1 1 1
glClearColor r g b a
return (m .|. gl_COLOR_BUFFER_BIT, i+1)
_ -> error "internal error (clearRenderTarget)"
(mask,_) <- foldM setClearValue (0,0) values
glClear $ fromIntegral mask
printGLStatus = checkGL >>= print
printFBOStatus = checkFBO >>= print
compileProgram :: Trie InputType -> Program -> IO GLProgram
compileProgram uniTrie p = do
po <- glCreateProgram
putStrLn $ "compile program: " ++ show po
let createAndAttach src t = do
o <- glCreateShader t
compileShader o $ map pack [src]
glAttachShader po o
putStr " + compile shader source: " >> printGLStatus
return o
objs <- sequence $ createAndAttach (vertexShader p) gl_VERTEX_SHADER : createAndAttach (fragmentShader p) gl_FRAGMENT_SHADER : case geometryShader p of
Nothing -> []
Just s -> [createAndAttach s gl_GEOMETRY_SHADER]
forM_ (zip (programOutput p) [0..]) $ \((pack -> n,t),i) -> SB.useAsCString n $ \pn -> do
putStrLn ("variable " ++ show n ++ " attached to color number #" ++ show i)
glBindFragDataLocation po i $ castPtr pn
putStr " + setup shader output mapping: " >> printGLStatus
glLinkProgram po
printProgramLog po
-- check link status
status <- glGetProgramiv1 gl_LINK_STATUS po
when (status /= fromIntegral gl_TRUE) $ fail "link program failed!"
-- check program input
(uniforms,uniformsType) <- queryUniforms po
(attributes,attributesType) <- queryStreams po
print uniforms
print attributes
when (uniformsType /= (toTrie $ programUniforms p) `unionL` (toTrie $ programInTextures p)) $ fail "shader program uniform input mismatch!"
when (attributesType /= fmap snd (toTrie $ programStreams p)) $ fail $ "shader program stream input mismatch! " ++ show (attributesType,fmap snd (toTrie $ programStreams p))
-- the public (user) pipeline and program input is encoded by the slots, therefore the programs does not distinct the render and slot textures input
let inUniNames = toTrie $ programUniforms p
(inUniforms,inTextures) = L.partition (\(n,v) -> T.member n inUniNames) $ T.toList $ uniforms
texUnis = [n | (n,_) <- inTextures, T.member n uniTrie]
return $ GLProgram
{ shaderObjects = objs
, programObject = po
, inputUniforms = T.fromList inUniforms
, inputTextures = T.fromList inTextures
, inputTextureUniforms = S.fromList $ texUnis
, inputStreams = T.fromList [(n,(idx,pack attrName)) | ((n,idx),(_,(attrName,_))) <- zip (T.toList $ attributes) (T.toList $ toTrie $ programStreams p)]
}
compileSampler :: SamplerDescriptor -> IO GLSampler
compileSampler s = return $ GLSampler {}
{-
data ImageIndex
= TextureImage TextureName Int (Maybe Int) -- Texture name, mip index, array index
| Framebuffer ImageSemantic
data ImageSemantic
= Depth
| Stencil
| Color
-}
{-
= RenderTarget
{ renderTargets :: [(ImageSemantic,Maybe ImageIndex)] -- render texture or default framebuffer (semantic, render texture for the program output)
}
-}
{-
glDrawBuffers
GL_NONE
--GL_FRONT_LEFT
--GL_FRONT_RIGHT
GL_BACK_LEFT
--GL_BACK_RIGHT
GL_COLOR_ATTACHMENTn
-}
compileRenderTarget :: Vector TextureDescriptor -> Vector GLTexture -> RenderTarget -> IO GLRenderTarget
compileRenderTarget texs glTexs (RenderTarget targets) = do
let isFB (Framebuffer _) = True
isFB _ = False
images = [img | (_,Just img) <- targets]
case all isFB images of
True -> do
let bufs = [cvt img | (Color,img) <- targets]
cvt a = case a of
Nothing -> gl_NONE
Just (Framebuffer Color) -> gl_BACK_LEFT
_ -> error "internal error (compileRenderTarget)!"
return $ GLRenderTarget
{ framebufferObject = 0
, framebufferDrawbuffers = Just bufs
}
False -> do
when (any isFB images) $ fail "internal error (compileRenderTarget)!"
fbo <- alloca $! \pbo -> glGenFramebuffers 1 pbo >> peek pbo
glBindFramebuffer gl_DRAW_FRAMEBUFFER fbo
{-
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_TEXTURE_1D
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_TEXTURE_2D
GL_TEXTURE_RECTANGLE
GL_TEXTURE_CUBE_MAP_POSITIVE_X
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
GL_TEXTURE_2D_MULTISAMPLE
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
-}
let attach attachment (TextureImage texIdx level (Just layer)) =
glFramebufferTextureLayer gl_DRAW_FRAMEBUFFER attachment (glTextureTarget $ glTexs ! texIdx) (fromIntegral level) (fromIntegral layer)
attach attachment (TextureImage texIdx level Nothing) = do
let glTex = glTexs ! texIdx
tex = texs ! texIdx
txLevel = fromIntegral level
txTarget = glTextureTarget glTex
txObj = glTextureObject glTex
attachArray = glFramebufferTexture gl_DRAW_FRAMEBUFFER attachment txObj txLevel
attach2D = glFramebufferTexture2D gl_DRAW_FRAMEBUFFER attachment txTarget txObj txLevel
case textureType tex of
Texture1D _ n
| n > 1 -> attachArray
| otherwise -> glFramebufferTexture1D gl_DRAW_FRAMEBUFFER attachment txTarget txObj txLevel
Texture2D _ n
| n > 1 -> attachArray
| otherwise -> attach2D
Texture3D _ -> attachArray
TextureCube _ -> attachArray
TextureRect _ -> attach2D
Texture2DMS _ n _ _
| n > 1 -> attachArray
| otherwise -> attach2D
TextureBuffer _ -> fail "internalError (compileRenderTarget/TextureBuffer)!"
go a (Stencil,Just img) = do
fail "Stencil support is not implemented yet!"
return a
go a (Depth,Just img) = do
attach gl_DEPTH_ATTACHMENT img
return a
go (bufs,colorIdx) (Color,Just img) = do
let attachment = gl_COLOR_ATTACHMENT0 + fromIntegral colorIdx
attach attachment img
return (attachment : bufs, colorIdx + 1)
go (bufs,colorIdx) (Color,Nothing) = return (gl_NONE : bufs, colorIdx + 1)
go a _ = return a
(bufs,_) <- foldM go ([],0) targets
withArray (reverse bufs) $ glDrawBuffers (fromIntegral $ length bufs)
return $ GLRenderTarget
{ framebufferObject = fbo
, framebufferDrawbuffers = Nothing
}
allocPipeline :: Pipeline -> IO GLPipeline
allocPipeline p = do
let uniTrie = uniforms $ schemaFromPipeline p
smps <- V.mapM compileSampler $ samplers p
texs <- V.mapM compileTexture $ textures p
trgs <- V.mapM (compileRenderTarget (textures p) texs) $ targets p
prgs <- V.mapM (compileProgram uniTrie) $ programs p
-- texture unit mapping ioref trie
texUnitMapRefs <- T.fromList <$> mapM (\k -> (k,) <$> newIORef 0) (S.toList $ S.fromList $ concat $ V.toList $ V.map (T.keys . toTrie . programInTextures) $ programs p)
let (cmds,st) = runState (mapM (compileCommand texUnitMapRefs smps texs trgs prgs) $ commands p) initCGState
input <- newIORef Nothing
-- default Vertex Array Object
vao <- alloca $! \pvao -> glGenVertexArrays 1 pvao >> peek pvao
return $ GLPipeline
{ glPrograms = prgs
, glTextures = texs
, glSamplers = smps
, glTargets = trgs
, glCommands = cmds
, glSlotPrograms = V.map slotPrograms $ IR.slots p
, glInput = input
, glSlotNames = V.map (pack . slotName) $ IR.slots p
, glVAO = vao
, glTexUnitMapping = texUnitMapRefs
}
disposePipeline :: GLPipeline -> IO ()
disposePipeline p = do
setPipelineInput p Nothing
V.forM_ (glPrograms p) $ \prg -> do
glDeleteProgram $ programObject prg
mapM_ glDeleteShader $ shaderObjects prg
let targets = glTargets p
withArray (map framebufferObject $ V.toList targets) $ (glDeleteFramebuffers $ fromIntegral $ V.length targets)
let textures = glTextures p
withArray (map glTextureObject $ V.toList textures) $ (glDeleteTextures $ fromIntegral $ V.length textures)
with (glVAO p) $ (glDeleteVertexArrays 1)
{-
data SlotSchema
= SlotSchema
{ primitive :: FetchPrimitive
, attributes :: Trie StreamType
}
deriving Show
data PipelineSchema
= PipelineSchema
{ slots :: Trie SlotSchema
, uniforms :: Trie InputType
}
deriving Show
-}
isSubTrie :: (a -> a -> Bool) -> Trie a -> Trie a -> Bool
isSubTrie eqFun universe subset = and [isMember a (T.lookup n universe) | (n,a) <- T.toList subset]
where
isMember a Nothing = False
isMember a (Just b) = eqFun a b
-- TODO: if there is a mismatch thow detailed error message in the excoeption, containing the missing attributes and uniforms
{-
let sch = schema input
forM_ uniformNames $ \n -> case T.lookup n (uniforms sch) of
Nothing -> throw $ userError $ "Unknown uniform: " ++ show n
_ -> return ()
case T.lookup slotName (slots sch) of
Nothing -> throw $ userError $ "Unknown slot: " ++ show slotName
Just (SlotSchema sPrim sAttrs) -> do
when (sPrim /= (primitiveToFetchPrimitive prim)) $ throw $ userError $
"Primitive mismatch for slot (" ++ show slotName ++ ") expected " ++ show sPrim ++ " but got " ++ show prim
let sType = fmap streamToStreamType attribs
when (sType /= sAttrs) $ throw $ userError $ unlines $
[ "Attribute stream mismatch for slot (" ++ show slotName ++ ") expected "
, show sAttrs
, " but got "
, show sType
]
-}
setPipelineInput :: GLPipeline -> Maybe GLPipelineInput -> IO ()
setPipelineInput p input' = do
-- TODO: check matching input schema
{-
case input' of
Nothing -> return ()
Just input -> schemaFromPipeline p
-}
{-
deletion:
- remove pipeline's object commands from used slots
- remove pipeline from attached pipelines vector
-}
ic' <- readIORef $ glInput p
case ic' of
Nothing -> return ()
Just ic -> do
let idx = icId ic
oldInput = icInput ic
slotMask = icSlotMapPipelineToInput ic
slotRefs = slotVector oldInput
modifyIORef (pipelines oldInput) $ \v -> v // [(idx,Nothing)]
V.forM_ slotMask $ \slotIdx -> do
slot <- readIORef (slotRefs ! slotIdx)
forM_ (IM.elems $ objectMap slot) $ \obj -> do
modifyIORef (objCommands obj) $ \v -> v // [(idx,V.empty)]
{-
addition:
- get an id from pipeline input
- add to attached pipelines
- generate slot mappings
- update used slots, and generate object commands for objects in the related slots
-}
case input' of
Nothing -> writeIORef (glInput p) Nothing
Just input -> do
let pipelinesRef = pipelines input
oldPipelineV <- readIORef pipelinesRef
(idx,shouldExtend) <- case V.findIndex isNothing oldPipelineV of
Nothing -> do
-- we don't have empty space, hence we double the vector size
let len = V.length oldPipelineV
modifyIORef pipelinesRef $ \v -> (V.concat [v,V.replicate len Nothing]) // [(len,Just p)]
return (len,Just len)
Just i -> do
modifyIORef pipelinesRef $ \v -> v // [(i,Just p)]
return (i,Nothing)
-- create input connection
let sm = slotMap input
pToI = [i | n <- glSlotNames p, let Just i = T.lookup n sm]
iToP = V.update (V.replicate (T.size sm) Nothing) (V.imap (\i v -> (v, Just i)) pToI)
writeIORef (glInput p) $ Just $ InputConnection idx input pToI iToP
-- generate object commands for related slots
{-
for each slot in pipeline:
map slot name to input slot name
for each object:
generate command program vector => for each dependent program:
generate object commands
-}
let slotV = slotVector input
progV = glPrograms p
texUnitMap = glTexUnitMapping p
topUnis = uniformSetup input
emptyV = V.replicate (V.length progV) []
extend v = case shouldExtend of
Nothing -> v
Just l -> V.concat [v,V.replicate l V.empty]
V.forM_ (V.zip pToI (glSlotPrograms p)) $ \(slotIdx,prgs) -> do
slot <- readIORef $ slotV ! slotIdx
forM_ (IM.elems $ objectMap slot) $ \obj -> do
let cmdV = emptyV // [(prgIdx,createObjectCommands texUnitMap topUnis obj (progV ! prgIdx)) | prgIdx <- prgs]
modifyIORef (objCommands obj) $ \v -> extend v // [(idx,cmdV)]
{-
track state:
- render target
- binded textures
-}
{-
render steps:
- update uniforms
- per uniform setup
- buffer setup (one buffer per object, which has per at least one object uniform)
- new command: set uniform buffer (binds uniform buffer to program's buffer slot)
- render slot steps:
- set uniform buffer or set uniforms separately
- set vertex and index array
- call draw command
-}
{-
storage alternatives:
- interleaved / separated
- VAO or VBOs
-}
{-
strategy:
step 1: generate commands for an object
step 2: sort object merge and do optimization by filtering redundant commands
-}
{-
design:
runtime eleminiation of redundant buffer bind commands and redundant texture bind commands
-}
{-
track:
buffer binding on various targets: gl_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER
glEnable/DisableVertexAttribArray
-}
renderSlot :: [GLObjectCommand] -> IO ()
renderSlot cmds = forM_ cmds $ \cmd -> do
case cmd of
GLSetVertexAttribArray idx buf size typ ptr -> do
glBindBuffer gl_ARRAY_BUFFER buf
glEnableVertexAttribArray idx
glVertexAttribPointer idx size typ (fromIntegral gl_FALSE) 0 ptr
GLSetVertexAttribIArray idx buf size typ ptr -> do
glBindBuffer gl_ARRAY_BUFFER buf
glEnableVertexAttribArray idx
glVertexAttribIPointer idx size typ 0 ptr
GLDrawArrays mode first count -> glDrawArrays mode first count
GLDrawElements mode count typ buf indicesPtr -> do
glBindBuffer gl_ELEMENT_ARRAY_BUFFER buf
glDrawElements mode count typ indicesPtr
GLSetUniform idx (GLUniform ty ref) -> setUniform idx ty ref
GLBindTexture txTarget tuRef (GLUniform _ ref) -> do
txObjVal <- readIORef ref
-- HINT: ugly and hacky
with txObjVal $ \txObjPtr -> do
txObj <- peek $ castPtr txObjPtr :: IO GLuint
texUnit <- readIORef tuRef
glActiveTexture $ gl_TEXTURE0 + fromIntegral texUnit
glBindTexture txTarget txObj
GLSetVertexAttrib idx val -> do
glDisableVertexAttribArray idx
setVertexAttrib idx val
--isOk <- checkGL
--putStrLn $ SB.unpack isOk ++ " - " ++ show cmd
renderPipeline :: GLPipeline -> IO ()
renderPipeline glp = do
glBindVertexArray (glVAO glp)
forM_ (glCommands glp) $ \cmd -> do
case cmd of
GLSetRasterContext rCtx -> setupRasterContext rCtx
GLSetAccumulationContext aCtx -> setupAccumulationContext aCtx
GLSetRenderTarget rt bufs -> do
-- set target viewport
when (rt == 0) $ do -- screen out
ic' <- readIORef $ glInput glp
case ic' of
Nothing -> return ()
Just ic -> do
let input = icInput ic
(w,h) <- readIORef $ screenSize input
glViewport 0 0 (fromIntegral w) (fromIntegral h)
-- TODO: set FBO target viewport
glBindFramebuffer gl_DRAW_FRAMEBUFFER rt
case bufs of
Nothing -> return ()
Just bl -> withArray bl $ glDrawBuffers (fromIntegral $ length bl)
GLSetProgram p -> glUseProgram p
GLSetSamplerUniform i tu ref -> glUniform1i i tu >> writeIORef ref tu
GLSetTexture tu target tx -> glActiveTexture tu >> glBindTexture target tx
GLClearRenderTarget vals -> clearRenderTarget vals
GLGenerateMipMap tu target -> glActiveTexture tu >> glGenerateMipmap target
GLRenderSlot slotIdx progIdx -> do
input <- readIORef (glInput glp)
case input of
Nothing -> putStrLn "Warning: No pipeline input!" >> return ()
Just ic -> do
GLSlot _ objs _ <- readIORef (slotVector (icInput ic) ! (icSlotMapPipelineToInput ic ! slotIdx))
--putStrLn $ "Rendering " ++ show (V.length objs) ++ " objects"
V.forM_ objs $ \(_,obj) -> do
enabled <- readIORef $ objEnabled obj
when enabled $ do
cmd <- readIORef $ objCommands obj
--putStrLn "Render object"
renderSlot ((cmd ! icId ic) ! progIdx)
{-
GLSetSampler
GLSaveImage
GLLoadImage
-}
--isOk <- checkGL
--putStrLn $ SB.unpack isOk ++ " - " ++ show cmd
data CGState
= CGState
{ currentProgram :: ProgramName
, textureBinding :: IntMap GLTexture
}
initCGState = CGState
{ currentProgram = error "CGState: empty currentProgram"
, textureBinding = IM.empty
}
type CG a = State CGState a
compileCommand :: Trie (IORef GLint) -> Vector GLSampler -> Vector GLTexture -> Vector GLRenderTarget -> Vector GLProgram -> Command -> CG GLCommand
compileCommand texUnitMap samplers textures targets programs cmd = case cmd of
SetRasterContext rCtx -> return $ GLSetRasterContext rCtx
SetAccumulationContext aCtx -> return $ GLSetAccumulationContext aCtx
SetRenderTarget rt -> let GLRenderTarget fbo bufs = targets ! rt in return $ GLSetRenderTarget fbo bufs
SetProgram p -> do
modify (\s -> s {currentProgram = p})
return $ GLSetProgram $ programObject $ programs ! p
SetSamplerUniform n tu -> do
p <- currentProgram <$> get
case T.lookup (pack n) (inputTextures $ programs ! p) of
Nothing -> fail "internal error (SetSamplerUniform)!"
Just i -> case T.lookup (pack n) texUnitMap of
Nothing -> fail "internal error (SetSamplerUniform - IORef)!"
Just r -> return $ GLSetSamplerUniform i (fromIntegral tu) r
SetTexture tu t -> do
let tex = textures ! t
modify (\s -> s {textureBinding = IM.insert tu tex $ textureBinding s})
return $ GLSetTexture (gl_TEXTURE0 + fromIntegral tu) (glTextureTarget tex) (glTextureObject tex)
{-
SetSampler tu s -> liftIO $ do
glBindSampler (fromIntegral tu) (samplerObject $ glSamplers glp ! s)
-}
RenderSlot slot -> do
p <- currentProgram <$> get
return $ GLRenderSlot slot p
ClearRenderTarget vals -> return $ GLClearRenderTarget vals
GenerateMipMap tu -> do
tb <- textureBinding <$> get
case IM.lookup tu tb of
Nothing -> fail "internal error (GenerateMipMap)!"
Just tex -> return $ GLGenerateMipMap (gl_TEXTURE0 + fromIntegral tu) (glTextureTarget tex)
{-
SaveImage _ _ -> undefined
LoadImage _ _ -> undefined
-}
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