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/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