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opengl_conv.odin
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603 lines (547 loc) · 28.7 KB
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#+build windows, linux
package gpu
// Vendor
import gl "vendor:OpenGL"
Vertex_Format_Info :: struct {
components: i32,
type: u32,
normalized: bool,
is_integer: bool,
}
gl_get_vertex_format_info :: #force_inline proc "contextless" (format: Vertex_Format) -> Vertex_Format_Info {
#partial switch format {
case .Uint8x2: return {2, gl.UNSIGNED_BYTE, false, true}
case .Uint8x4: return {4, gl.UNSIGNED_BYTE, false, true}
case .Sint8x2: return {2, gl.BYTE, false, true}
case .Sint8x4: return {4, gl.BYTE, false, true}
case .Unorm8x2: return {2, gl.UNSIGNED_BYTE, true, false}
case .Unorm8x4: return {4, gl.UNSIGNED_BYTE, true, false}
case .Snorm8x2: return {2, gl.BYTE, true, false}
case .Snorm8x4: return {4, gl.BYTE, true, false}
case .Uint16x2: return {2, gl.UNSIGNED_SHORT, false, true}
case .Uint16x4: return {4, gl.UNSIGNED_SHORT, false, true}
case .Sint16x2: return {2, gl.SHORT, false, true}
case .Sint16x4: return {4, gl.SHORT, false, true}
case .Unorm16x2: return {2, gl.UNSIGNED_SHORT, true, false}
case .Unorm16x4: return {4, gl.UNSIGNED_SHORT, true, false}
case .Snorm16x2: return {2, gl.SHORT, true, false}
case .Snorm16x4: return {4, gl.SHORT, true, false}
case .Float16x2: return {2, gl.HALF_FLOAT, false, false}
case .Float16x4: return {4, gl.HALF_FLOAT, false, false}
case .Float32: return {1, gl.FLOAT, false, false}
case .Float32x2: return {2, gl.FLOAT, false, false}
case .Float32x3: return {3, gl.FLOAT, false, false}
case .Float32x4: return {4, gl.FLOAT, false, false}
case .Uint32: return {1, gl.UNSIGNED_INT, false, true}
case .Uint32x2: return {2, gl.UNSIGNED_INT, false, true}
case .Uint32x3: return {3, gl.UNSIGNED_INT, false, true}
case .Uint32x4: return {4, gl.UNSIGNED_INT, false, true}
case .Sint32: return {1, gl.INT, false, true}
case .Sint32x2: return {2, gl.INT, false, true}
case .Sint32x3: return {3, gl.INT, false, true}
case .Sint32x4: return {4, gl.INT, false, true}
case:
return {4, gl.FLOAT, false, false}
}
}
gl_get_primitive_mode :: #force_inline proc "contextless" (topology: Primitive_Topology) -> u32 {
#partial switch topology {
case .Point_List: return gl.POINTS
case .Line_List: return gl.LINES
case .Line_Strip: return gl.LINE_STRIP
case .Triangle_List: return gl.TRIANGLES
case .Triangle_Strip: return gl.TRIANGLE_STRIP
case:
return gl.TRIANGLES
}
}
gl_get_front_face :: #force_inline proc "contextless" (face: Front_Face) -> u32 {
#partial switch face {
case .Ccw: return gl.CCW
case .Cw: return gl.CW
case:
return gl.CCW
}
}
gl_get_cull_enabled :: #force_inline proc "contextless" (mode: Face) -> bool {
return mode != .Undefined && mode != .None
}
gl_get_cull_face :: #force_inline proc "contextless" (mode: Face) -> u32 {
#partial switch mode {
case .Front: return gl.FRONT
case .Back: return gl.BACK
}
unreachable()
}
gl_depth_test_enabled :: #force_inline proc "contextless" (ds: ^Depth_Stencil_State) -> bool {
return ds.depth_compare != .Always || ds.depth_write_enabled
}
gl_stencil_test_enabled :: #force_inline proc "contextless" (ds: ^Depth_Stencil_State) -> bool {
return ds.stencil.front != {} || ds.stencil.back != {}
}
gl_get_compare_func :: #force_inline proc "contextless" (func: Compare_Function) -> u32 {
#partial switch func {
case .Never: return gl.NEVER
case .Less: return gl.LESS
case .Equal: return gl.EQUAL
case .Less_Equal: return gl.LEQUAL
case .Greater: return gl.GREATER
case .Not_Equal: return gl.NOTEQUAL
case .Greater_Equal: return gl.GEQUAL
case .Always: return gl.ALWAYS
case: return gl.ALWAYS
}
}
gl_get_stencil_op :: #force_inline proc "contextless" (op: Stencil_Operation) -> u32 {
#partial switch op {
case .Keep: return gl.KEEP
case .Zero: return gl.ZERO
case .Replace: return gl.REPLACE
case .Invert: return gl.INVERT
case .Increment_Clamp: return gl.INCR
case .Decrement_Clamp: return gl.DECR
case .Increment_Wrap: return gl.INCR_WRAP
case .Decrement_Wrap: return gl.DECR_WRAP
case: return gl.KEEP
}
}
gl_get_blend_factor :: #force_inline proc "contextless" (factor: Blend_Factor, is_color: bool) -> u32 {
#partial switch factor {
case .Zero: return gl.ZERO
case .One: return gl.ONE
case .Src: return is_color ? gl.SRC_COLOR : gl.SRC_ALPHA
case .One_Minus_Src: return is_color ? gl.ONE_MINUS_SRC_COLOR : gl.ONE_MINUS_SRC_ALPHA
case .Src_Alpha: return gl.SRC_ALPHA
case .One_Minus_Src_Alpha: return gl.ONE_MINUS_SRC_ALPHA
case .Dst: return is_color ? gl.DST_COLOR : gl.DST_ALPHA
case .One_Minus_Dst: return is_color ? gl.ONE_MINUS_DST_COLOR : gl.ONE_MINUS_DST_ALPHA
case .Dst_Alpha: return gl.DST_ALPHA
case .One_Minus_Dst_Alpha: return gl.ONE_MINUS_DST_ALPHA
case .Src_Alpha_Saturated: return gl.SRC_ALPHA_SATURATE
case .Constant: return is_color ? gl.CONSTANT_COLOR : gl.CONSTANT_ALPHA
case .One_Minus_Constant: return is_color ? gl.ONE_MINUS_CONSTANT_COLOR : gl.ONE_MINUS_CONSTANT_ALPHA
case: return gl.ONE
}
}
gl_get_blend_op :: #force_inline proc "contextless" (op: Blend_Operation) -> u32 {
#partial switch op {
case .Add: return gl.FUNC_ADD
case .Subtract: return gl.FUNC_SUBTRACT
case .Reverse_Subtract: return gl.FUNC_REVERSE_SUBTRACT
case .Min: return gl.MIN
case .Max: return gl.MAX
case: return gl.FUNC_ADD
}
}
GL_Format :: struct {
internal_format: u32,
format: u32,
type: u32,
component_type: enum {
Float, Int, Uint, DepthStencil,
},
}
GL_Format_Table :: [Texture_Format]GL_Format
@(rodata)
GL_FORMAT_TABLE := [Texture_Format]GL_Format {
// 8-bit formats
.R8_Unorm = { gl.R8, gl.RED, gl.UNSIGNED_BYTE, .Float },
.R8_Snorm = { gl.R8_SNORM, gl.RED, gl.BYTE, .Float },
.R8_Uint = { gl.R8UI, gl.RED_INTEGER, gl.UNSIGNED_BYTE, .Uint },
.R8_Sint = { gl.R8I, gl.RED_INTEGER, gl.BYTE, .Int },
// 16-bit formats
.R16_Uint = { gl.R16UI, gl.RED_INTEGER, gl.UNSIGNED_SHORT, .Uint },
.R16_Sint = { gl.R16I, gl.RED_INTEGER, gl.SHORT, .Int },
.R16_Unorm = { gl.R16, gl.RED, gl.UNSIGNED_SHORT, .Float },
.R16_Snorm = { gl.R16_SNORM, gl.RED, gl.SHORT, .Float },
.R16_Float = { gl.R16F, gl.RED, gl.HALF_FLOAT, .Float },
.Rg8_Unorm = { gl.RG8, gl.RG, gl.UNSIGNED_BYTE, .Float },
.Rg8_Snorm = { gl.RG8_SNORM, gl.RG, gl.BYTE, .Float },
.Rg8_Uint = { gl.RG8UI, gl.RG_INTEGER, gl.UNSIGNED_BYTE, .Uint },
.Rg8_Sint = { gl.RG8I, gl.RG_INTEGER, gl.BYTE, .Int },
// 32-bit formats
.R32_Uint = { gl.R32UI, gl.RED_INTEGER, gl.UNSIGNED_INT, .Uint },
.R32_Sint = { gl.R32I, gl.RED_INTEGER, gl.INT, .Int },
.R32_Float = { gl.R32F, gl.RED, gl.FLOAT, .Float },
.Rg16_Uint = { gl.RG16UI, gl.RG_INTEGER, gl.UNSIGNED_SHORT, .Uint },
.Rg16_Sint = { gl.RG16I, gl.RG_INTEGER, gl.SHORT, .Int },
.Rg16_Unorm = { gl.RG16, gl.RG, gl.UNSIGNED_SHORT, .Float },
.Rg16_Snorm = { gl.RG16_SNORM, gl.RG, gl.SHORT, .Float },
.Rg16_Float = { gl.RG16F, gl.RG, gl.HALF_FLOAT, .Float },
.Rgba8_Unorm = { gl.RGBA8, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Rgba8_Unorm_Srgb = { gl.SRGB8_ALPHA8, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Rgba8_Snorm = { gl.RGBA8_SNORM, gl.RGBA, gl.BYTE, .Float },
.Rgba8_Uint = { gl.RGBA8UI, gl.RGBA_INTEGER, gl.UNSIGNED_BYTE, .Uint },
.Rgba8_Sint = { gl.RGBA8I, gl.RGBA_INTEGER, gl.BYTE, .Int },
.Bgra8_Unorm = { gl.RGBA8, gl.BGRA, gl.UNSIGNED_BYTE, .Float },
.Bgra8_Unorm_Srgb = { gl.SRGB8_ALPHA8, gl.BGRA, gl.UNSIGNED_BYTE, .Float },
// Packed 32-bit formats
.Rgb9e5_Ufloat = { gl.RGB9_E5, gl.RGB, gl.UNSIGNED_INT_5_9_9_9_REV, .Float },
.Rgb10a2_Uint = { gl.RGB10_A2UI, gl.RGBA_INTEGER, gl.UNSIGNED_INT_2_10_10_10_REV, .Uint },
.Rgb10a2_Unorm = { gl.RGB10_A2, gl.RGBA, gl.UNSIGNED_INT_2_10_10_10_REV, .Float },
.Rg11b10_Ufloat = { gl.R11F_G11F_B10F, gl.RGB, gl.UNSIGNED_INT_10F_11F_11F_REV, .Float },
// 64-bit formats
.R64_Uint = { gl.R32UI, gl.RED_INTEGER, gl.UNSIGNED_INT, .Uint },
.Rg32_Uint = { gl.RG32UI, gl.RG_INTEGER, gl.UNSIGNED_INT, .Uint },
.Rg32_Sint = { gl.RG32I, gl.RG_INTEGER, gl.INT, .Int },
.Rg32_Float = { gl.RG32F, gl.RG, gl.FLOAT, .Float },
.Rgba16_Uint = { gl.RGBA16UI, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, .Uint },
.Rgba16_Sint = { gl.RGBA16I, gl.RGBA_INTEGER, gl.SHORT, .Int },
.Rgba16_Unorm = { gl.RGBA16, gl.RGBA, gl.UNSIGNED_SHORT, .Float },
.Rgba16_Snorm = { gl.RGBA16_SNORM, gl.RGBA, gl.SHORT, .Float },
.Rgba16_Float = { gl.RGBA16F, gl.RGBA, gl.HALF_FLOAT, .Float },
// 128-bit formats
.Rgba32_Uint = { gl.RGBA32UI, gl.RGBA_INTEGER, gl.UNSIGNED_INT, .Uint },
.Rgba32_Sint = { gl.RGBA32I, gl.RGBA_INTEGER, gl.INT, .Int },
.Rgba32_Float = { gl.RGBA32F, gl.RGBA, gl.FLOAT, .Float },
// Depth and stencil formats
.Stencil8 = { gl.STENCIL_INDEX8, gl.STENCIL_INDEX, gl.UNSIGNED_BYTE, .DepthStencil },
.Depth16_Unorm = { gl.DEPTH_COMPONENT16, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, .DepthStencil },
.Depth24_Plus = { gl.DEPTH_COMPONENT24, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, .DepthStencil },
.Depth24_Plus_Stencil8 = { gl.DEPTH24_STENCIL8, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, .DepthStencil },
.Depth32_Float = { gl.DEPTH_COMPONENT32F, gl.DEPTH_COMPONENT, gl.FLOAT, .DepthStencil },
.Depth32_Float_Stencil8 = { gl.DEPTH32F_STENCIL8, gl.DEPTH_STENCIL, gl.FLOAT_32_UNSIGNED_INT_24_8_REV, .DepthStencil },
// BC compressed formats (requires GL_ARB_texture_compression_bptc / GL_EXT_texture_compression_s3tc)
.Bc1_Rgba_Unorm = { GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Bc1_Rgba_Unorm_Srgb = { GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Bc2_Rgba_Unorm = { GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Bc2_Rgba_Unorm_Srgb = { GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Bc3_Rgba_Unorm = { GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Bc3_Rgba_Unorm_Srgb = { GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Bc4_R_Unorm = { gl.COMPRESSED_RED_RGTC1, gl.RED, gl.UNSIGNED_BYTE, .Float },
.Bc4_R_Snorm = { gl.COMPRESSED_SIGNED_RED_RGTC1, gl.RED, gl.BYTE, .Float },
.Bc5_Rg_Unorm = { gl.COMPRESSED_RG_RGTC2, gl.RG, gl.UNSIGNED_BYTE, .Float },
.Bc5_Rg_Snorm = { gl.COMPRESSED_SIGNED_RG_RGTC2, gl.RG, gl.BYTE, .Float },
.Bc6_hRgb_Ufloat = { gl.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, gl.RGB, gl.FLOAT, .Float },
.Bc6_hRgb_Float = { gl.COMPRESSED_RGB_BPTC_SIGNED_FLOAT, gl.RGB, gl.FLOAT, .Float },
.Bc7_Rgba_Unorm = { gl.COMPRESSED_RGBA_BPTC_UNORM, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Bc7_Rgba_Unorm_Srgb = { gl.COMPRESSED_SRGB_ALPHA_BPTC_UNORM, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
// ETC2 compressed formats (OpenGL 4.3+ / ES 3.0+)
.Etc2_Rgb8_Unorm = { gl.COMPRESSED_RGB8_ETC2, gl.RGB, gl.UNSIGNED_BYTE, .Float },
.Etc2_Rgb8_Unorm_Srgb = { gl.COMPRESSED_SRGB8_ETC2, gl.RGB, gl.UNSIGNED_BYTE, .Float },
.Etc2_Rgb8A1_Unorm = { gl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Etc2_Rgb8A1_Unorm_Srgb = { gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Etc2_Rgba8_Unorm = { gl.COMPRESSED_RGBA8_ETC2_EAC, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Etc2_Rgba8_Unorm_Srgb = { gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Eac_R11_Unorm = { gl.COMPRESSED_R11_EAC, gl.RED, gl.UNSIGNED_BYTE, .Float },
.Eac_R11_Snorm = { gl.COMPRESSED_SIGNED_R11_EAC, gl.RED, gl.BYTE, .Float },
.Eac_Rg11_Unorm = { gl.COMPRESSED_RG11_EAC, gl.RG, gl.UNSIGNED_BYTE, .Float },
.Eac_Rg11_Snorm = { gl.COMPRESSED_SIGNED_RG11_EAC, gl.RG, gl.BYTE, .Float },
// ASTC compressed formats (requires GL_KHR_texture_compression_astc_ldr/hdr)
.Astc_4x4_Unorm = { GL_COMPRESSED_RGBA_ASTC_4x4_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_4x4_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_5x4_Unorm = { GL_COMPRESSED_RGBA_ASTC_5x4_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_5x4_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_5x5_Unorm = { GL_COMPRESSED_RGBA_ASTC_5x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_5x5_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_6x5_Unorm = { GL_COMPRESSED_RGBA_ASTC_6x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_6x5_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_6x6_Unorm = { GL_COMPRESSED_RGBA_ASTC_6x6_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_6x6_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_8x5_Unorm = { GL_COMPRESSED_RGBA_ASTC_8x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_8x5_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_8x6_Unorm = { GL_COMPRESSED_RGBA_ASTC_8x6_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_8x6_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_8x8_Unorm = { GL_COMPRESSED_RGBA_ASTC_8x8_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_8x8_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x5_Unorm = { GL_COMPRESSED_RGBA_ASTC_10x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x5_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x6_Unorm = { GL_COMPRESSED_RGBA_ASTC_10x6_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x6_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x8_Unorm = { GL_COMPRESSED_RGBA_ASTC_10x8_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x8_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x10_Unorm = { GL_COMPRESSED_RGBA_ASTC_10x10_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_10x10_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_12x10_Unorm = { GL_COMPRESSED_RGBA_ASTC_12x10_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_12x10_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_12x12_Unorm = { GL_COMPRESSED_RGBA_ASTC_12x12_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
.Astc_12x12_Unorm_Srgb = { GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR, gl.RGBA, gl.UNSIGNED_BYTE, .Float },
// HDR ASTC formats (not supported in OpenGL)
.Astc_4x4_Unorm_Hdr = {},
.Astc_5x4_Unorm_Hdr = {},
.Astc_5x5_Unorm_Hdr = {},
.Astc_6x5_Unorm_Hdr = {},
.Astc_6x6_Unorm_Hdr = {},
.Astc_8x5_Unorm_Hdr = {},
.Astc_8x6_Unorm_Hdr = {},
.Astc_8x8_Unorm_Hdr = {},
.Astc_10x5_Unorm_Hdr = {},
.Astc_10x6_Unorm_Hdr = {},
.Astc_10x8_Unorm_Hdr = {},
.Astc_10x10_Unorm_Hdr = {},
.Astc_12x10_Unorm_Hdr = {},
.Astc_12x12_Unorm_Hdr = {},
// YUV formats (not supported in standard OpenGL)
.NV12 = {},
.P010 = {},
// Undefined format
.Undefined = {},
}
// gl_get_internal_format :: proc(format: Texture_Format) -> u32 {
// switch format {
// // 8-bit formats
// case .R8_Unorm: return gl.R8
// case .R8_Snorm: return gl.R8_SNORM
// case .R8_Uint: return gl.R8UI
// case .R8_Sint: return gl.R8I
// // 16-bit formats
// case .R16_Uint: return gl.R16UI
// case .R16_Sint: return gl.R16I
// case .R16_Unorm: return gl.R16
// case .R16_Snorm: return gl.R16_SNORM
// case .R16_Float: return gl.R16F
// case .Rg8_Unorm: return gl.RG8
// case .Rg8_Snorm: return gl.RG8_SNORM
// case .Rg8_Uint: return gl.RG8UI
// case .Rg8_Sint: return gl.RG8I
// // 32-bit formats
// case .R32_Uint: return gl.R32UI
// case .R32_Sint: return gl.R32I
// case .R32_Float: return gl.R32F
// case .Rg16_Uint: return gl.RG16UI
// case .Rg16_Sint: return gl.RG16I
// case .Rg16_Unorm: return gl.RG16
// case .Rg16_Snorm: return gl.RG16_SNORM
// case .Rg16_Float: return gl.RG16F
// case .Rgba8_Unorm: return gl.RGBA8
// case .Rgba8_Unorm_Srgb: return gl.SRGB8_ALPHA8
// case .Rgba8_Snorm: return gl.RGBA8_SNORM
// case .Rgba8_Uint: return gl.RGBA8UI
// case .Rgba8_Sint: return gl.RGBA8I
// case .Bgra8_Unorm: return gl.RGBA8 // OpenGL doesn't have BGRA internal format
// case .Bgra8_Unorm_Srgb: return gl.SRGB8_ALPHA8 // Same for SRGB
// // Packed 32-bit formats
// case .Rgb9e5_Ufloat: return gl.RGB9_E5
// case .Rgb10a2_Uint: return gl.RGB10_A2UI
// case .Rgb10a2_Unorm: return gl.RGB10_A2
// case .Rg11b10_Ufloat: return gl.R11F_G11F_B10F
// // 64-bit formats
// case .R64_Uint: return gl.R32UI // OpenGL doesn't have R64UI, closest is R32UI
// case .Rg32_Uint: return gl.RG32UI
// case .Rg32_Sint: return gl.RG32I
// case .Rg32_Float: return gl.RG32F
// case .Rgba16_Uint: return gl.RGBA16UI
// case .Rgba16_Sint: return gl.RGBA16I
// case .Rgba16_Unorm: return gl.RGBA16
// case .Rgba16_Snorm: return gl.RGBA16_SNORM
// case .Rgba16_Float: return gl.RGBA16F
// // 128-bit formats
// case .Rgba32_Uint: return gl.RGBA32UI
// case .Rgba32_Sint: return gl.RGBA32I
// case .Rgba32_Float: return gl.RGBA32F
// // Depth and stencil formats
// case .Stencil8: return gl.STENCIL_INDEX8
// case .Depth16_Unorm: return gl.DEPTH_COMPONENT16
// case .Depth24_Plus: return gl.DEPTH_COMPONENT24
// case .Depth24_Plus_Stencil8: return gl.DEPTH24_STENCIL8
// case .Depth32_Float: return gl.DEPTH_COMPONENT32F
// case .Depth32_Float_Stencil8: return gl.DEPTH32F_STENCIL8
// // BC compressed formats (requires GL_ARB_texture_compression_bptc / GL_EXT_texture_compression_s3tc)
// case .Bc1_Rgba_Unorm: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
// case .Bc1_Rgba_Unorm_Srgb: return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
// case .Bc2_Rgba_Unorm: return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
// case .Bc2_Rgba_Unorm_Srgb: return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
// case .Bc3_Rgba_Unorm: return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
// case .Bc3_Rgba_Unorm_Srgb: return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
// case .Bc4_R_Unorm: return gl.COMPRESSED_RED_RGTC1
// case .Bc4_R_Snorm: return gl.COMPRESSED_SIGNED_RED_RGTC1
// case .Bc5_Rg_Unorm: return gl.COMPRESSED_RG_RGTC2
// case .Bc5_Rg_Snorm: return gl.COMPRESSED_SIGNED_RG_RGTC2
// case .Bc6_hRgb_Ufloat: return gl.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
// case .Bc6_hRgb_Float: return gl.COMPRESSED_RGB_BPTC_SIGNED_FLOAT
// case .Bc7_Rgba_Unorm: return gl.COMPRESSED_RGBA_BPTC_UNORM
// case .Bc7_Rgba_Unorm_Srgb: return gl.COMPRESSED_SRGB_ALPHA_BPTC_UNORM
// // ETC2 compressed formats (OpenGL 4.3+ / ES 3.0+)
// case .Etc2_Rgb8_Unorm: return gl.COMPRESSED_RGB8_ETC2
// case .Etc2_Rgb8_Unorm_Srgb: return gl.COMPRESSED_SRGB8_ETC2
// case .Etc2_Rgb8A1_Unorm: return gl.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
// case .Etc2_Rgb8A1_Unorm_Srgb: return gl.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
// case .Etc2_Rgba8_Unorm: return gl.COMPRESSED_RGBA8_ETC2_EAC
// case .Etc2_Rgba8_Unorm_Srgb: return gl.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
// case .Eac_R11_Unorm: return gl.COMPRESSED_R11_EAC
// case .Eac_R11_Snorm: return gl.COMPRESSED_SIGNED_R11_EAC
// case .Eac_Rg11_Unorm: return gl.COMPRESSED_RG11_EAC
// case .Eac_Rg11_Snorm: return gl.COMPRESSED_SIGNED_RG11_EAC
// // ASTC compressed formats (requires GL_KHR_texture_compression_astc_ldr/hdr)
// case .Astc_4x4_Unorm: return GL_COMPRESSED_RGBA_ASTC_4x4_KHR
// case .Astc_4x4_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
// case .Astc_5x4_Unorm: return GL_COMPRESSED_RGBA_ASTC_5x4_KHR
// case .Astc_5x4_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
// case .Astc_5x5_Unorm: return GL_COMPRESSED_RGBA_ASTC_5x5_KHR
// case .Astc_5x5_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
// case .Astc_6x5_Unorm: return GL_COMPRESSED_RGBA_ASTC_6x5_KHR
// case .Astc_6x5_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
// case .Astc_6x6_Unorm: return GL_COMPRESSED_RGBA_ASTC_6x6_KHR
// case .Astc_6x6_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
// case .Astc_8x5_Unorm: return GL_COMPRESSED_RGBA_ASTC_8x5_KHR
// case .Astc_8x5_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
// case .Astc_8x6_Unorm: return GL_COMPRESSED_RGBA_ASTC_8x6_KHR
// case .Astc_8x6_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
// case .Astc_8x8_Unorm: return GL_COMPRESSED_RGBA_ASTC_8x8_KHR
// case .Astc_8x8_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
// case .Astc_10x5_Unorm: return GL_COMPRESSED_RGBA_ASTC_10x5_KHR
// case .Astc_10x5_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
// case .Astc_10x6_Unorm: return GL_COMPRESSED_RGBA_ASTC_10x6_KHR
// case .Astc_10x6_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
// case .Astc_10x8_Unorm: return GL_COMPRESSED_RGBA_ASTC_10x8_KHR
// case .Astc_10x8_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
// case .Astc_10x10_Unorm: return GL_COMPRESSED_RGBA_ASTC_10x10_KHR
// case .Astc_10x10_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
// case .Astc_12x10_Unorm: return GL_COMPRESSED_RGBA_ASTC_12x10_KHR
// case .Astc_12x10_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
// case .Astc_12x12_Unorm: return GL_COMPRESSED_RGBA_ASTC_12x12_KHR
// case .Astc_12x12_Unorm_Srgb: return GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
// // HDR ASTC formats
// case .Astc_4x4_Unorm_Hdr,
// .Astc_5x4_Unorm_Hdr,
// .Astc_5x5_Unorm_Hdr,
// .Astc_6x5_Unorm_Hdr,
// .Astc_6x6_Unorm_Hdr,
// .Astc_8x5_Unorm_Hdr,
// .Astc_8x6_Unorm_Hdr,
// .Astc_8x8_Unorm_Hdr,
// .Astc_10x5_Unorm_Hdr,
// .Astc_10x6_Unorm_Hdr,
// .Astc_10x8_Unorm_Hdr,
// .Astc_10x10_Unorm_Hdr,
// .Astc_12x10_Unorm_Hdr,
// .Astc_12x12_Unorm_Hdr:
// panic("ASTC HDR formats are not supported in OpenGL")
// // YUV formats (not standard in OpenGL, would need extensions)
// case .NV12, .P010:
// panic("YUV formats (NV12, P010) are not supported in standard OpenGL")
// case .Undefined:
// panic("Undefined texture format")
// }
// unreachable()
// }
// Query if format supports color rendering.
gl_is_format_renderable :: #force_inline proc "contextless" (internal_format: u32) -> bool {
color_renderable: i32
gl.GetInternalformativ(
gl.TEXTURE_2D,
internal_format,
gl.COLOR_RENDERABLE,
1,
&color_renderable,
)
return bool(color_renderable)
}
gl_get_buffer_storage_flags :: #force_inline proc "contextless" (
usage: Buffer_Usages,
mapped_at_creation: bool,
) -> u32 {
flags: u32 = 0
// Map access flags
if .Map_Read in usage {
flags |= gl.MAP_READ_BIT
}
if .Map_Write in usage || mapped_at_creation {
flags |= gl.MAP_WRITE_BIT
}
// Dynamic storage flag (allows updates via glBufferSubData)
if .Copy_Dst in usage || .Map_Write in usage {
flags |= gl.DYNAMIC_STORAGE_BIT
}
// Persistent mapping for high-performance scenarios
// Only use persistent mapping if both map read and write are needed
if .Map_Read in usage && .Map_Write in usage {
flags |= gl.MAP_PERSISTENT_BIT | gl.MAP_COHERENT_BIT
}
// Client storage hint (keep data in client memory if appropriate)
// Use for staging/map buffers
if (.Map_Read in usage || .Map_Write in usage) &&
!(.Uniform in usage || .Storage in usage || .Vertex in usage || .Index in usage) {
flags |= gl.CLIENT_STORAGE_BIT
}
return flags
}
gl_texture_view_dimension_to_target :: #force_inline proc "contextless" (dimension: Texture_View_Dimension) -> u32 {
switch dimension {
case .D1: return gl.TEXTURE_1D
case .D2: return gl.TEXTURE_2D
case .D2_Array: return gl.TEXTURE_2D_ARRAY
case .Cube: return gl.TEXTURE_CUBE_MAP
case .Cube_Array: return gl.TEXTURE_CUBE_MAP_ARRAY
case .D3: return gl.TEXTURE_3D
case .Undefined:
unreachable()
}
return gl.TEXTURE_2D
}
gl_texture_dimension_to_target :: #force_inline proc "contextless" (
dimension: Texture_Dimension,
sample_count: u32,
depth_or_layers: u32,
loc := #caller_location,
) -> u32 {
assert_contextless(dimension != .Undefined, "Invalid texture dimension", loc)
#partial switch dimension {
case .D1:
return depth_or_layers > 1 ? gl.TEXTURE_1D_ARRAY : gl.TEXTURE_1D
case .D2:
if sample_count > 1 {
return depth_or_layers > 1 ? \
gl.TEXTURE_2D_MULTISAMPLE_ARRAY : gl.TEXTURE_2D_MULTISAMPLE
}
return depth_or_layers > 1 ? gl.TEXTURE_2D_ARRAY : gl.TEXTURE_2D
case .D3:
return gl.TEXTURE_3D
case:
unreachable()
}
}
gl_get_min_filter :: #force_inline proc "contextless" (min: Filter_Mode, mipmap: Mipmap_Filter_Mode) -> i32 {
#partial switch min {
case .Nearest:
#partial switch mipmap {
case .Nearest: return gl.NEAREST_MIPMAP_NEAREST
case .Linear: return gl.NEAREST_MIPMAP_LINEAR
}
case .Linear:
#partial switch mipmap {
case .Nearest: return gl.LINEAR_MIPMAP_NEAREST
case .Linear: return gl.LINEAR_MIPMAP_LINEAR
}
}
return gl.NEAREST
}
gl_get_mag_filter :: #force_inline proc "contextless" (mag: Filter_Mode) -> i32 {
#partial switch mag {
case .Nearest: return gl.NEAREST
case .Linear: return gl.LINEAR
}
return gl.NEAREST
}
gl_get_address_mode :: #force_inline proc "contextless" (mode: Address_Mode) -> i32 {
#partial switch mode {
case .Clamp_To_Edge: return gl.CLAMP_TO_EDGE
case .Repeat: return gl.REPEAT
case .Mirror_Repeat: return gl.MIRRORED_REPEAT
case .Clamp_To_Border: return gl.CLAMP_TO_BORDER
}
return gl.CLAMP_TO_EDGE
}
gl_get_compare_function :: #force_inline proc "contextless" (func: Compare_Function) -> i32 {
switch func {
case .Never: return gl.NEVER
case .Less: return gl.LESS
case .Equal: return gl.EQUAL
case .Less_Equal: return gl.LEQUAL
case .Greater: return gl.GREATER
case .Not_Equal: return gl.NOTEQUAL
case .Greater_Equal: return gl.GEQUAL
case .Always: return gl.ALWAYS
case .Undefined: return gl.NEVER
}
return gl.NEVER
}
gl_get_border_color :: #force_inline proc "contextless" (color: Sampler_Border_Color) -> [4]f32 {
#partial switch color {
case .Transparent_Black: return {0, 0, 0, 0}
case .Opaque_Black: return {0, 0, 0, 1}
case .Opaque_White: return {1, 1, 1, 1}
case .Undefined: return {0, 0, 0, 0}
}
return {0, 0, 0, 0} // Zero
}