feat(gl): dependency-free GL loader, RAII handles, caps probe, headless EGL harness

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Martino Ferrari committed 2026-09-27 21:07:36 +02:00
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#pragma once
#include <plot/core/types.hpp>
// The GL surface of this library is hand-written on purpose: the core target
// links and includes nothing third-party, so there is no glad/GLEW/GLM and no
// Khronos header. Everything below is either a typedef fixed by the OpenGL
// specification or an entry point resolved at runtime by `plot::gl::load()`
// (see loader.hpp). Only OpenGL 3.3 core is assumed; anything newer is guarded
// by the capability probe in caps.hpp.
namespace plot::gl {
using GLenum = unsigned int;
using GLuint = unsigned int;
using GLint = int;
using GLsizei = int;
using GLboolean = unsigned char;
using GLbitfield = unsigned int;
using GLubyte = unsigned char;
using GLchar = char;
using GLintptr = std::intptr_t;
using GLsizeiptr = std::ptrdiff_t;
using GLuint64 = u64;
using GLsync = void*; // opaque sync object (`struct __GLsync*`)
inline constexpr GLboolean GL_FALSE = 0;
inline constexpr GLboolean GL_TRUE = 1;
// Enumerant values are fixed by the OpenGL specification; comment each group
// with the version or extension that introduced it.
enum : GLenum {
// Errors and primitives.
GL_NO_ERROR = 0x0000,
GL_LINE_STRIP = 0x0003,
GL_TRIANGLES = 0x0004,
GL_TRIANGLE_STRIP = 0x0005,
// Clear state.
GL_COLOR_BUFFER_BIT = 0x00004000,
// Data types (unsigned short is the index/16-bit data type).
GL_UNSIGNED_BYTE = 0x1401,
GL_UNSIGNED_SHORT = 0x1403,
GL_FLOAT = 0x1406,
// Strings and context queries.
GL_VENDOR = 0x1F00,
GL_RENDERER = 0x1F01,
GL_VERSION = 0x1F02,
GL_EXTENSIONS = 0x1F03,
GL_NUM_EXTENSIONS = 0x821D /* 3.0 */,
GL_CONTEXT_PROFILE_MASK = 0x9126 /* 3.2 */,
GL_CONTEXT_CORE_PROFILE_BIT = 0x00000001,
// Blending.
GL_BLEND = 0x0BE2,
GL_SRC_ALPHA = 0x0302,
GL_ONE_MINUS_SRC_ALPHA = 0x0303,
// Pixel store state.
GL_UNPACK_ALIGNMENT = 0x0CF5,
// Shaders and programs.
GL_FRAGMENT_SHADER = 0x8B30,
GL_VERTEX_SHADER = 0x8B31,
GL_COMPILE_STATUS = 0x8B81,
GL_LINK_STATUS = 0x8B82,
// Buffers (3.3 baseline plus the 4.4 storage flags used by the caps-driven
// persistent-mapping path).
GL_ARRAY_BUFFER = 0x8892,
GL_DYNAMIC_DRAW = 0x88E8,
GL_STATIC_DRAW = 0x88E4,
GL_STREAM_DRAW = 0x88E0,
GL_MAP_WRITE_BIT = 0x0002 /* 4.4 */,
GL_MAP_PERSISTENT_BIT = 0x0040 /* 4.4 */,
GL_MAP_COHERENT_BIT = 0x0080 /* 4.4 */,
// Textures.
GL_TEXTURE_2D = 0x0DE1,
GL_TEXTURE0 = 0x84C0,
GL_TEXTURE_MAG_FILTER = 0x2800,
GL_TEXTURE_MIN_FILTER = 0x2801,
GL_TEXTURE_WRAP_S = 0x2802,
GL_TEXTURE_WRAP_T = 0x2803,
GL_NEAREST = 0x2600,
GL_LINEAR = 0x2601,
GL_CLAMP_TO_EDGE = 0x812F,
GL_RED = 0x1903,
GL_RGBA = 0x1908,
GL_R8 = 0x8229,
GL_RGBA8 = 0x8058,
// Framebuffer objects (renderbuffers back depth attachments).
GL_FRAMEBUFFER = 0x8D40,
GL_COLOR_ATTACHMENT0 = 0x8CE0,
GL_FRAMEBUFFER_COMPLETE = 0x8CD5,
GL_RENDERBUFFER = 0x8D41,
// Sync objects (3.2).
GL_SYNC_GPU_COMMANDS_COMPLETE = 0x9117,
GL_SYNC_FLUSH_COMMANDS_BIT = 0x00000001,
GL_ALREADY_SIGNALED = 0x911A,
GL_CONDITION_SATISFIED = 0x911C,
};
// Single source of truth for the runtime entry points: every entry is declared
// as a function pointer here and resolved by `plot::gl::load()`. Adding an
// entry makes it required, so only add what the library actually calls.
#define PLOT_GL_FUNCS(X) \
/* context and state */ \
X(const GLubyte*, glGetString, (GLenum)) \
X(const GLubyte*, glGetStringi, (GLenum, GLuint)) \
X(void, glGetIntegerv, (GLenum, GLint*)) \
X(GLenum, glGetError, (void)) \
X(void, glFinish, (void)) \
X(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) \
X(void, glClearColor, (float, float, float, float)) \
X(void, glClear, (GLbitfield)) \
X(void, glEnable, (GLenum)) \
X(void, glBlendFunc, (GLenum, GLenum)) \
X(void, glPixelStorei, (GLenum, GLint)) \
/* shaders and programs */ \
X(GLuint, glCreateShader, (GLenum)) \
X(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint*)) \
X(void, glCompileShader, (GLuint)) \
X(void, glGetShaderiv, (GLuint, GLenum, GLint*)) \
X(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*)) \
X(void, glDeleteShader, (GLuint)) \
X(GLuint, glCreateProgram, (void)) \
X(void, glAttachShader, (GLuint, GLuint)) \
X(void, glDetachShader, (GLuint, GLuint)) \
X(void, glLinkProgram, (GLuint)) \
X(void, glGetProgramiv, (GLuint, GLenum, GLint*)) \
X(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*)) \
X(void, glDeleteProgram, (GLuint)) \
X(void, glUseProgram, (GLuint)) \
X(GLint, glGetUniformLocation, (GLuint, const GLchar*)) \
X(void, glUniform1i, (GLint, GLint)) \
X(void, glUniform1f, (GLint, float)) \
X(void, glUniform2f, (GLint, float, float)) \
X(void, glUniform1fv, (GLint, GLsizei, const float*)) \
X(void, glUniform2fv, (GLint, GLsizei, const float*)) \
/* buffers */ \
X(void, glGenBuffers, (GLsizei, GLuint*)) \
X(void, glDeleteBuffers, (GLsizei, const GLuint*)) \
X(void, glBindBuffer, (GLenum, GLuint)) \
X(void, glBufferData, (GLenum, GLsizeiptr, const void*, GLenum)) \
X(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const void*)) \
/* vertex arrays */ \
X(void, glGenVertexArrays, (GLsizei, GLuint*)) \
X(void, glDeleteVertexArrays, (GLsizei, const GLuint*)) \
X(void, glBindVertexArray, (GLuint)) \
X(void, glEnableVertexAttribArray, (GLuint)) \
X(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void*)) \
/* drawing */ \
X(void, glDrawArrays, (GLenum, GLint, GLsizei)) \
X(void, glDrawArraysInstanced, (GLenum, GLint, GLsizei, GLsizei)) \
/* textures */ \
X(void, glGenTextures, (GLsizei, GLuint*)) \
X(void, glDeleteTextures, (GLsizei, const GLuint*)) \
X(void, glActiveTexture, (GLenum)) \
X(void, glBindTexture, (GLenum, GLuint)) \
X(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void*)) \
X(void, glTexParameteri, (GLenum, GLenum, GLint)) \
/* framebuffers */ \
X(void, glGenFramebuffers, (GLsizei, GLuint*)) \
X(void, glDeleteFramebuffers, (GLsizei, const GLuint*)) \
X(void, glBindFramebuffer, (GLenum, GLuint)) \
X(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint)) \
X(GLenum, glCheckFramebufferStatus, (GLenum)) \
X(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void*)) \
X(void, glGenRenderbuffers, (GLsizei, GLuint*)) \
X(void, glDeleteRenderbuffers, (GLsizei, const GLuint*)) \
X(void, glBindRenderbuffer, (GLenum, GLuint)) \
X(void, glRenderbufferStorage, (GLenum, GLenum, GLsizei, GLsizei)) \
X(void, glFramebufferRenderbuffer, (GLenum, GLenum, GLenum, GLuint)) \
/* sync objects */ \
X(GLsync, glFenceSync, (GLenum, GLbitfield)) \
X(GLenum, glClientWaitSync, (GLsync, GLbitfield, GLuint64)) \
X(void, glDeleteSync, (GLsync))
#define PLOT_GL_DECL(ret, name, args) extern ret (*name) args;
PLOT_GL_FUNCS(PLOT_GL_DECL)
#undef PLOT_GL_DECL
} // namespace plot::gl
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#pragma once
#include <plot/gl/api.hpp>
namespace plot::gl {
/// What the current context can do. Only OpenGL 3.3 core is required; every
/// field above that baseline is false when the driver does not offer it.
struct Caps {
int major = 0;
int minor = 0;
/// GL_VERSION / GL_RENDERER / GL_VENDOR strings. They are owned by the
/// context: valid until it is destroyed, and empty ("") when nothing has
/// been probed yet.
const char* renderer = "";
const char* vendor = "";
bool compute = false; ///< GL 4.3+ (compute shaders)
bool buffer_storage = false; ///< GL 4.4+ or ARB_buffer_storage
bool persistent_map = false; ///< GL 4.4+ or ARB_buffer_storage
bool core_profile = false; ///< GL_CONTEXT_CORE_PROFILE_BIT
};
/// Capabilities of the context that is current on the calling thread, probed
/// once on the first successful query and cached afterwards. Safe to call
/// before load(): with no usable context (or no resolved entry points) every
/// field stays zero. `load()` invalidates the cache. The cache is
/// process-global and unsynchronised: probe from the thread that owns the
/// current context.
const Caps& caps() noexcept;
} // namespace plot::gl
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#pragma once
#include <plot/core/status.hpp>
#include <plot/core/types.hpp>
#include <plot/gl/api.hpp>
#include <plot/math/vec2.hpp>
namespace plot::gl {
/// Move-only ownership of one GL object name (`GLuint`).
///
/// `Derived` supplies `static void destroy(GLuint) noexcept`. Copying is
/// deleted and moving transfers the name, leaving the source empty.
/// Destruction and `reset()` are no-ops when `id() == 0`, so an empty handle is
/// safe to destroy at any point — including after its context is gone. A
/// non-empty handle must not outlive the context that owns the name; call
/// `reset()` first when the context is about to be destroyed.
template <class Derived>
class Handle {
public:
Handle() noexcept = default;
Handle(const Handle&) = delete;
Handle& operator=(const Handle&) = delete;
~Handle() { reset(); }
/// GL object name, or 0 when the handle is empty.
GLuint id() const noexcept { return id_; }
explicit operator bool() const noexcept { return id_ != 0; }
/// Deletes the GL object, if any, and empties the handle.
void reset() noexcept {
if (id_ != 0) {
Derived::destroy(id_);
id_ = 0;
}
}
protected:
Handle(Handle&& other) noexcept : id_(other.id_) { other.id_ = 0; }
Handle& operator=(Handle&& other) noexcept {
if (this != &other) {
reset();
id_ = other.id_;
other.id_ = 0;
}
return *this;
}
GLuint id_ = 0;
};
/// Vertex buffer object. All fallible operations report through `Status`;
/// the void ones assume that `plot::gl::load()` ran and a context is current.
class Buffer final : public Handle<Buffer> {
public:
/// Allocates a buffer name. Fails with `Unsupported` when the entry points
/// are not resolved yet and `GLFailure` when the driver returns name 0.
bool create(Status* st = nullptr) noexcept;
void bind(GLenum target = GL_ARRAY_BUFFER) const noexcept;
/// Replaces the whole store with `bytes` bytes of `data` (`data` may be null
/// to allocate without initialising).
void upload(const void* data, usize bytes, GLenum usage) const noexcept;
/// Overwrites `bytes` bytes starting at `offset`; the store must already be
/// at least `offset + bytes` large.
void upload_sub(const void* data, usize bytes, usize offset) const noexcept;
/// Exposed for the CRTP base. Deleting an unknown name is a GL no-op.
static void destroy(GLuint id) noexcept;
};
/// Vertex array object holding the attribute layout of the bound buffer.
class VertexArray final : public Handle<VertexArray> {
public:
bool create(Status* st = nullptr) noexcept;
void bind() const noexcept;
/// Enables attribute `index` as `components` floats read from the currently
/// bound `GL_ARRAY_BUFFER`, advancing `stride` bytes per vertex and starting
/// `offset` bytes into it. Requires this vertex array to be bound.
void attrib(u32 index, i32 components, usize stride, usize offset) const noexcept;
/// Exposed for the CRTP base.
static void destroy(GLuint id) noexcept;
};
/// Linked shader program. Constructed only through `from_source()`.
class Program final : public Handle<Program> {
public:
/// Compiles and links a vertex/fragment source pair. On failure the returned
/// program is empty and `st` (when non-null) carries `GLFailure` plus the
/// driver's info log, or `Unsupported` when `load()` was never called.
static Program from_source(const char* vertex_src, const char* fragment_src,
Status* st = nullptr) noexcept;
void use() const noexcept;
/// Sets a float uniform; a name that is not an active uniform of this program
/// is a silent no-op.
void set_uniform(const char* name, f32 value) const noexcept;
/// Sets a two-component float uniform.
void set_uniform(const char* name, Vec2 value) const noexcept;
/// Exposed for the CRTP base.
static void destroy(GLuint id) noexcept;
};
/// 2D texture. Creation only allocates storage; `upload_*` replaces the whole
/// image (`glTexImage2D`), which is what the plot pipelines need for atlases
/// and one-shot uploads.
class Texture final : public Handle<Texture> {
public:
/// Allocates `width` x `height` 8-bit RGBA storage (`GL_RGBA8`), linear
/// filtering, clamped edges.
bool create_rgba(u32 width, u32 height, Status* st = nullptr) noexcept;
/// Allocates `width` x `height` single-channel 8-bit storage (`GL_R8`) for
/// coverage masks and narrow series data.
bool create_r8(u32 width, u32 height, Status* st = nullptr) noexcept;
/// Replaces the whole image with `width * height * 4` bytes of RGBA data.
void upload_rgba(u32 width, u32 height, const void* pixels) const noexcept;
/// Replaces the whole image with `width * height` bytes of single-channel
/// data (row padding is disabled, so any width is valid).
void upload_r8(u32 width, u32 height, const void* pixels) const noexcept;
/// Binds to `unit` (e.g. `GL_TEXTURE0`).
void bind(GLenum unit = GL_TEXTURE0) const noexcept;
void set_filter(GLenum min, GLenum mag) const noexcept;
/// Exposed for the CRTP base.
static void destroy(GLuint id) noexcept;
};
/// Framebuffer object, the render target of the off-screen paths.
class Framebuffer final : public Handle<Framebuffer> {
public:
bool create(Status* st = nullptr) noexcept;
void bind(GLenum target = GL_FRAMEBUFFER) const noexcept;
/// Attaches `texture`'s level 0 to `GL_COLOR_ATTACHMENT0`.
void attach_color(const Texture& texture) const noexcept;
/// True when the attachment set is `GL_FRAMEBUFFER_COMPLETE`.
bool complete() const noexcept;
/// Exposed for the CRTP base.
static void destroy(GLuint id) noexcept;
};
/// Move-only GL sync object (`GLsync`, GL 3.2) used to guard reuse of buffers
/// that the GPU may still be reading.
class Fence {
public:
Fence() noexcept = default;
Fence(const Fence&) = delete;
Fence& operator=(const Fence&) = delete;
Fence(Fence&& other) noexcept : id_(other.id_) { other.id_ = nullptr; }
Fence& operator=(Fence&& other) noexcept {
if (this != &other) {
reset();
id_ = other.id_;
other.id_ = nullptr;
}
return *this;
}
/// Deleting no fence is a no-op, so an empty fence is always safe.
~Fence() { reset(); }
/// Inserts a fence in the GL command stream.
bool create(Status* st = nullptr) noexcept;
/// Waits up to `timeout_ns` nanoseconds for the fence to be signalled,
/// flushing the command stream first. True when it signalled in time.
bool wait(u64 timeout_ns) const noexcept;
GLsync id() const noexcept { return id_; }
explicit operator bool() const noexcept { return id_ != nullptr; }
void reset() noexcept;
private:
GLsync id_ = nullptr;
};
} // namespace plot::gl
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#pragma once
#include <plot/gl/api.hpp>
namespace plot::gl {
/// Entry point resolver supplied by the caller, normally the *GetProcAddress
/// of the API that owns the current context: `eglGetProcAddress`,
/// `glXGetProcAddressARB` or `wglGetProcAddress`.
using ProcLoader = void* (*)(const char*);
/// Resolves every entry point of `PLOT_GL_FUNCS` (see api.hpp) into the global
/// table declared there, so the rest of the library can call `gl*` directly.
///
/// Returns false when any required name cannot be found; entries that did
/// resolve keep their pointers, so a failed load() never breaks a table that
/// was already usable. `loader` is consulted first; when it is null, or returns
/// null for a name, the fallback is `dlsym(RTLD_DEFAULT, name)` and then
/// `dlopen("libGL.so.1")` + `dlsym`. The fallback makes the library usable
/// without a caller-supplied resolver, but only a context-aware resolver is
/// guaranteed to return pointers valid for the *current* context — pass one
/// whenever a context is current.
///
/// A load() attempt invalidates the caps() cache. The table is process-global
/// and is not synchronised, so call from the thread that owns the current
/// context.
bool load(ProcLoader loader = nullptr) noexcept;
} // namespace plot::gl