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gl-shader.c 18 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #include <assert.h>
  15. #include <graphics/vec2.h>
  16. #include <graphics/vec3.h>
  17. #include <graphics/vec4.h>
  18. #include <graphics/matrix3.h>
  19. #include <graphics/matrix4.h>
  20. #include "gl-subsystem.h"
  21. #include "gl-shaderparser.h"
  22. static inline void shader_param_init(struct gs_shader_param *param)
  23. {
  24. memset(param, 0, sizeof(struct gs_shader_param));
  25. }
  26. static inline void shader_param_free(struct gs_shader_param *param)
  27. {
  28. bfree(param->name);
  29. da_free(param->cur_value);
  30. da_free(param->def_value);
  31. }
  32. static inline void shader_attrib_free(struct shader_attrib *attrib)
  33. {
  34. bfree(attrib->name);
  35. }
  36. static void gl_get_shader_info(GLuint shader, const char *file,
  37. char **error_string)
  38. {
  39. char *errors;
  40. GLint info_len = 0;
  41. GLsizei chars_written = 0;
  42. glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
  43. if (!gl_success("glGetProgramiv") || !info_len)
  44. return;
  45. errors = bzalloc(info_len+1);
  46. glGetShaderInfoLog(shader, info_len, &chars_written, errors);
  47. gl_success("glGetShaderInfoLog");
  48. blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
  49. if (error_string)
  50. *error_string = errors;
  51. else
  52. bfree(errors);
  53. }
  54. static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
  55. GLint *texture_id)
  56. {
  57. struct gs_shader_param param = {0};
  58. param.array_count = var->array_count;
  59. param.name = bstrdup(var->name);
  60. param.shader = shader;
  61. param.type = get_shader_param_type(var->type);
  62. if (param.type == GS_SHADER_PARAM_TEXTURE) {
  63. param.sampler_id = var->gl_sampler_id;
  64. param.texture_id = (*texture_id)++;
  65. } else {
  66. param.changed = true;
  67. }
  68. da_move(param.def_value, var->default_val);
  69. da_copy(param.cur_value, param.def_value);
  70. da_push_back(shader->params, &param);
  71. return true;
  72. }
  73. static inline bool gl_add_params(struct gs_shader *shader,
  74. struct gl_shader_parser *glsp)
  75. {
  76. size_t i;
  77. GLint tex_id = 0;
  78. for (i = 0; i < glsp->parser.params.num; i++)
  79. if (!gl_add_param(shader, glsp->parser.params.array+i, &tex_id))
  80. return false;
  81. shader->viewproj = gs_shader_get_param_by_name(shader, "ViewProj");
  82. shader->world = gs_shader_get_param_by_name(shader, "World");
  83. return true;
  84. }
  85. static inline void gl_add_sampler(struct gs_shader *shader,
  86. struct shader_sampler *sampler)
  87. {
  88. gs_samplerstate_t *new_sampler;
  89. struct gs_sampler_info info;
  90. shader_sampler_convert(sampler, &info);
  91. new_sampler = device_samplerstate_create(shader->device, &info);
  92. da_push_back(shader->samplers, &new_sampler);
  93. }
  94. static inline void gl_add_samplers(struct gs_shader *shader,
  95. struct gl_shader_parser *glsp)
  96. {
  97. size_t i;
  98. for (i = 0; i < glsp->parser.samplers.num; i++) {
  99. struct shader_sampler *sampler = glsp->parser.samplers.array+i;
  100. gl_add_sampler(shader, sampler);
  101. }
  102. }
  103. static void get_attrib_type(const char *mapping, enum attrib_type *type,
  104. size_t *index)
  105. {
  106. if (strcmp(mapping, "POSITION") == 0) {
  107. *type = ATTRIB_POSITION;
  108. } else if (strcmp(mapping, "NORMAL") == 0) {
  109. *type = ATTRIB_NORMAL;
  110. } else if (strcmp(mapping, "TANGENT") == 0) {
  111. *type = ATTRIB_TANGENT;
  112. } else if (strcmp(mapping, "COLOR") == 0) {
  113. *type = ATTRIB_COLOR;
  114. } else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
  115. *type = ATTRIB_TEXCOORD;
  116. *index = (*(mapping+8)) - '0';
  117. return;
  118. } else if (strcmp(mapping, "TARGET") == 0) {
  119. *type = ATTRIB_TARGET;
  120. }
  121. *index = 0;
  122. }
  123. static inline bool gl_process_attrib(struct gs_shader *program,
  124. struct gl_parser_attrib *pa)
  125. {
  126. struct shader_attrib attrib = {0};
  127. /* don't parse output attributes */
  128. if (!pa->input)
  129. return true;
  130. get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
  131. attrib.name = pa->name.array;
  132. pa->name.array = NULL;
  133. pa->name.len = 0;
  134. pa->name.capacity = 0;
  135. da_push_back(program->attribs, &attrib);
  136. return true;
  137. }
  138. static inline bool gl_process_attribs(struct gs_shader *shader,
  139. struct gl_shader_parser *glsp)
  140. {
  141. size_t i;
  142. for (i = 0; i < glsp->attribs.num; i++) {
  143. struct gl_parser_attrib *pa = glsp->attribs.array+i;
  144. if (!gl_process_attrib(shader, pa))
  145. return false;
  146. }
  147. return true;
  148. }
  149. static bool gl_shader_init(struct gs_shader *shader,
  150. struct gl_shader_parser *glsp,
  151. const char *file, char **error_string)
  152. {
  153. GLenum type = convert_shader_type(shader->type);
  154. int compiled = 0;
  155. bool success = true;
  156. shader->obj = glCreateShader(type);
  157. if (!gl_success("glCreateShader") || !shader->obj)
  158. return false;
  159. glShaderSource(shader->obj, 1, (const GLchar**)&glsp->gl_string.array,
  160. 0);
  161. if (!gl_success("glShaderSource"))
  162. return false;
  163. glCompileShader(shader->obj);
  164. if (!gl_success("glCompileShader"))
  165. return false;
  166. #if 0
  167. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  168. blog(LOG_DEBUG, " GL shader string for: %s", file);
  169. blog(LOG_DEBUG, "-----------------------------------");
  170. blog(LOG_DEBUG, "%s", glsp->gl_string.array);
  171. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  172. #endif
  173. glGetShaderiv(shader->obj, GL_COMPILE_STATUS, &compiled);
  174. if (!gl_success("glGetShaderiv"))
  175. return false;
  176. if (!compiled)
  177. success = false;
  178. gl_get_shader_info(shader->obj, file, error_string);
  179. if (success)
  180. success = gl_add_params(shader, glsp);
  181. /* Only vertex shaders actually require input attributes */
  182. if (success && shader->type == GS_SHADER_VERTEX)
  183. success = gl_process_attribs(shader, glsp);
  184. if (success)
  185. gl_add_samplers(shader, glsp);
  186. return success;
  187. }
  188. static struct gs_shader *shader_create(gs_device_t *device,
  189. enum gs_shader_type type, const char *shader_str,
  190. const char *file, char **error_string)
  191. {
  192. struct gs_shader *shader = bzalloc(sizeof(struct gs_shader));
  193. struct gl_shader_parser glsp;
  194. bool success = true;
  195. shader->device = device;
  196. shader->type = type;
  197. gl_shader_parser_init(&glsp, type);
  198. if (!gl_shader_parse(&glsp, shader_str, file))
  199. success = false;
  200. else
  201. success = gl_shader_init(shader, &glsp, file, error_string);
  202. if (!success) {
  203. gs_shader_destroy(shader);
  204. shader = NULL;
  205. }
  206. gl_shader_parser_free(&glsp);
  207. return shader;
  208. }
  209. gs_shader_t *device_vertexshader_create(gs_device_t *device,
  210. const char *shader, const char *file,
  211. char **error_string)
  212. {
  213. struct gs_shader *ptr;
  214. ptr = shader_create(device, GS_SHADER_VERTEX, shader, file,
  215. error_string);
  216. if (!ptr)
  217. blog(LOG_ERROR, "device_vertexshader_create (GL) failed");
  218. return ptr;
  219. }
  220. gs_shader_t *device_pixelshader_create(gs_device_t *device,
  221. const char *shader, const char *file,
  222. char **error_string)
  223. {
  224. struct gs_shader *ptr;
  225. ptr = shader_create(device, GS_SHADER_PIXEL, shader, file,
  226. error_string);
  227. if (!ptr)
  228. blog(LOG_ERROR, "device_pixelshader_create (GL) failed");
  229. return ptr;
  230. }
  231. static void remove_program_references(struct gs_shader *shader)
  232. {
  233. struct gs_program *program = shader->device->first_program;
  234. while (program) {
  235. struct gs_program *next = program->next;
  236. bool destroy = false;
  237. if (shader->type == GS_SHADER_VERTEX &&
  238. program->vertex_shader == shader)
  239. destroy = true;
  240. else if (shader->type == GS_SHADER_PIXEL &&
  241. program->pixel_shader == shader)
  242. destroy = true;
  243. if (destroy)
  244. gs_program_destroy(program);
  245. program = next;
  246. }
  247. }
  248. void gs_shader_destroy(gs_shader_t *shader)
  249. {
  250. size_t i;
  251. if (!shader)
  252. return;
  253. remove_program_references(shader);
  254. for (i = 0; i < shader->attribs.num; i++)
  255. shader_attrib_free(shader->attribs.array+i);
  256. for (i = 0; i < shader->samplers.num; i++)
  257. gs_samplerstate_destroy(shader->samplers.array[i]);
  258. for (i = 0; i < shader->params.num; i++)
  259. shader_param_free(shader->params.array+i);
  260. if (shader->obj) {
  261. glDeleteShader(shader->obj);
  262. gl_success("glDeleteShader");
  263. }
  264. da_free(shader->samplers);
  265. da_free(shader->params);
  266. da_free(shader->attribs);
  267. bfree(shader);
  268. }
  269. int gs_shader_get_num_params(gs_shader_t *shader)
  270. {
  271. return (int)shader->params.num;
  272. }
  273. gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
  274. {
  275. assert(param < shader->params.num);
  276. return shader->params.array+param;
  277. }
  278. gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
  279. {
  280. size_t i;
  281. for (i = 0; i < shader->params.num; i++) {
  282. struct gs_shader_param *param = shader->params.array+i;
  283. if (strcmp(param->name, name) == 0)
  284. return param;
  285. }
  286. return NULL;
  287. }
  288. gs_sparam_t *gs_shader_get_viewproj_matrix(gs_shader_t *shader)
  289. {
  290. return shader->viewproj;
  291. }
  292. gs_sparam_t *gs_shader_get_world_matrix(gs_shader_t *shader)
  293. {
  294. return shader->world;
  295. }
  296. void gs_shader_get_param_info(gs_sparam_t *param,
  297. struct gs_shader_param_info *info)
  298. {
  299. info->type = param->type;
  300. info->name = param->name;
  301. }
  302. void gs_shader_set_bool(gs_sparam_t *param, bool val)
  303. {
  304. int int_val = val;
  305. da_copy_array(param->cur_value, &int_val, sizeof(int_val));
  306. }
  307. void gs_shader_set_float(gs_sparam_t *param, float val)
  308. {
  309. da_copy_array(param->cur_value, &val, sizeof(val));
  310. }
  311. void gs_shader_set_int(gs_sparam_t *param, int val)
  312. {
  313. da_copy_array(param->cur_value, &val, sizeof(val));
  314. }
  315. void gs_shader_setmatrix3(gs_sparam_t *param, const struct matrix3 *val)
  316. {
  317. struct matrix4 mat;
  318. matrix4_from_matrix3(&mat, val);
  319. da_copy_array(param->cur_value, &mat, sizeof(mat));
  320. }
  321. void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
  322. {
  323. da_copy_array(param->cur_value, val, sizeof(*val));
  324. }
  325. void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
  326. {
  327. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  328. }
  329. void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
  330. {
  331. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  332. }
  333. void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
  334. {
  335. da_copy_array(param->cur_value, val->ptr, sizeof(*val));
  336. }
  337. void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
  338. {
  339. param->texture = val;
  340. }
  341. static inline bool validate_param(struct program_param *pp,
  342. size_t expected_size)
  343. {
  344. if (pp->param->cur_value.num != expected_size) {
  345. blog(LOG_ERROR, "Parameter '%s' set to invalid size %u, "
  346. "expected %u",
  347. pp->param->name,
  348. (unsigned int)pp->param->cur_value.num,
  349. (unsigned int)expected_size);
  350. return false;
  351. }
  352. return true;
  353. }
  354. static void program_set_param_data(struct gs_program *program,
  355. struct program_param *pp)
  356. {
  357. void *array = pp->param->cur_value.array;
  358. if (pp->param->type == GS_SHADER_PARAM_BOOL ||
  359. pp->param->type == GS_SHADER_PARAM_INT) {
  360. if (validate_param(pp, sizeof(int))) {
  361. glUniform1iv(pp->obj, 1, (int*)array);
  362. gl_success("glUniform1iv");
  363. }
  364. } else if (pp->param->type == GS_SHADER_PARAM_FLOAT) {
  365. if (validate_param(pp, sizeof(float))) {
  366. glUniform1fv(pp->obj, 1, (float*)array);
  367. gl_success("glUniform1fv");
  368. }
  369. } else if (pp->param->type == GS_SHADER_PARAM_VEC2) {
  370. if (validate_param(pp, sizeof(struct vec2))) {
  371. glUniform2fv(pp->obj, 1, (float*)array);
  372. gl_success("glUniform2fv");
  373. }
  374. } else if (pp->param->type == GS_SHADER_PARAM_VEC3) {
  375. if (validate_param(pp, sizeof(float) * 3)) {
  376. glUniform3fv(pp->obj, 1, (float*)array);
  377. gl_success("glUniform3fv");
  378. }
  379. } else if (pp->param->type == GS_SHADER_PARAM_VEC4) {
  380. if (validate_param(pp, sizeof(struct vec4))) {
  381. glUniform4fv(pp->obj, 1, (float*)array);
  382. gl_success("glUniform4fv");
  383. }
  384. } else if (pp->param->type == GS_SHADER_PARAM_MATRIX4X4) {
  385. if (validate_param(pp, sizeof(struct matrix4))) {
  386. glUniformMatrix4fv(pp->obj, 1, false,
  387. (float*)array);
  388. gl_success("glUniformMatrix4fv");
  389. }
  390. } else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
  391. device_load_texture(program->device, pp->param->texture,
  392. pp->param->texture_id);
  393. }
  394. }
  395. void program_update_params(struct gs_program *program)
  396. {
  397. for (size_t i = 0; i < program->params.num; i++) {
  398. struct program_param *pp = program->params.array + i;
  399. program_set_param_data(program, pp);
  400. }
  401. }
  402. static void print_link_errors(GLuint program)
  403. {
  404. char *errors = NULL;
  405. GLint info_len = 0;
  406. GLsizei chars_written = 0;
  407. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
  408. if (!gl_success("glGetProgramiv") || !info_len)
  409. return;
  410. errors = calloc(1, info_len+1);
  411. glGetProgramInfoLog(program, info_len, &chars_written, errors);
  412. gl_success("glGetShaderInfoLog");
  413. blog(LOG_DEBUG, "Linker warnings/errors:\n%s", errors);
  414. free(errors);
  415. }
  416. static bool assign_program_attrib(struct gs_program *program,
  417. struct shader_attrib *attrib)
  418. {
  419. GLint attrib_obj = glGetAttribLocation(program->obj, attrib->name);
  420. if (!gl_success("glGetAttribLocation"))
  421. return false;
  422. if (attrib_obj == -1) {
  423. blog(LOG_ERROR, "glGetAttribLocation: Could not find "
  424. "attribute '%s'", attrib->name);
  425. return false;
  426. }
  427. da_push_back(program->attribs, &attrib_obj);
  428. return true;
  429. }
  430. static inline bool assign_program_attribs(struct gs_program *program)
  431. {
  432. struct gs_shader *shader = program->vertex_shader;
  433. for (size_t i = 0; i < shader->attribs.num; i++) {
  434. struct shader_attrib *attrib = shader->attribs.array + i;
  435. if (!assign_program_attrib(program, attrib))
  436. return false;
  437. }
  438. return true;
  439. }
  440. static bool assign_program_param(struct gs_program *program,
  441. struct gs_shader_param *param)
  442. {
  443. struct program_param info;
  444. info.obj = glGetUniformLocation(program->obj, param->name);
  445. if (!gl_success("glGetUniformLocation"))
  446. return false;
  447. if (info.obj == -1) {
  448. blog(LOG_ERROR, "Program parameter '%s' not found",
  449. param->name);
  450. return false;
  451. }
  452. info.param = param;
  453. da_push_back(program->params, &info);
  454. return true;
  455. }
  456. static inline bool assign_program_shader_params(struct gs_program *program,
  457. struct gs_shader *shader)
  458. {
  459. for (size_t i = 0; i < shader->params.num; i++) {
  460. struct gs_shader_param *param = shader->params.array + i;
  461. if (!assign_program_param(program, param))
  462. return false;
  463. }
  464. return true;
  465. }
  466. static inline bool assign_program_params(struct gs_program *program)
  467. {
  468. if (!assign_program_shader_params(program, program->vertex_shader))
  469. return false;
  470. if (!assign_program_shader_params(program, program->pixel_shader))
  471. return false;
  472. return true;
  473. }
  474. struct gs_program *gs_program_create(struct gs_device *device)
  475. {
  476. struct gs_program *program = bzalloc(sizeof(*program));
  477. int linked = false;
  478. program->device = device;
  479. program->vertex_shader = device->cur_vertex_shader;
  480. program->pixel_shader = device->cur_pixel_shader;
  481. program->obj = glCreateProgram();
  482. if (!gl_success("glCreateProgram"))
  483. goto error_detach_neither;
  484. glAttachShader(program->obj, program->vertex_shader->obj);
  485. if (!gl_success("glAttachShader (vertex)"))
  486. goto error_detach_neither;
  487. glAttachShader(program->obj, program->pixel_shader->obj);
  488. if (!gl_success("glAttachShader (pixel)"))
  489. goto error_detach_vertex;
  490. glLinkProgram(program->obj);
  491. if (!gl_success("glLinkProgram"))
  492. goto error;
  493. glGetProgramiv(program->obj, GL_LINK_STATUS, &linked);
  494. if (!gl_success("glGetProgramiv"))
  495. goto error;
  496. if (linked == GL_FALSE) {
  497. print_link_errors(program->obj);
  498. goto error;
  499. }
  500. if (!assign_program_attribs(program))
  501. goto error;
  502. if (!assign_program_params(program))
  503. goto error;
  504. glDetachShader(program->obj, program->vertex_shader->obj);
  505. gl_success("glDetachShader (vertex)");
  506. glDetachShader(program->obj, program->pixel_shader->obj);
  507. gl_success("glDetachShader (pixel)");
  508. program->next = device->first_program;
  509. program->prev_next = &device->first_program;
  510. device->first_program = program;
  511. if (program->next)
  512. program->next->prev_next = &program->next;
  513. return program;
  514. error:
  515. glDetachShader(program->obj, program->pixel_shader->obj);
  516. gl_success("glDetachShader (pixel)");
  517. error_detach_vertex:
  518. glDetachShader(program->obj, program->vertex_shader->obj);
  519. gl_success("glDetachShader (vertex)");
  520. error_detach_neither:
  521. gs_program_destroy(program);
  522. return NULL;
  523. }
  524. void gs_program_destroy(struct gs_program *program)
  525. {
  526. if (!program)
  527. return;
  528. if (program->device->cur_program == program) {
  529. program->device->cur_program = 0;
  530. glUseProgram(0);
  531. gl_success("glUseProgram (zero)");
  532. }
  533. da_free(program->attribs);
  534. da_free(program->params);
  535. if (program->next)
  536. program->next->prev_next = program->prev_next;
  537. *program->prev_next = program->next;
  538. glDeleteProgram(program->obj);
  539. gl_success("glDeleteProgram");
  540. bfree(program);
  541. }
  542. void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
  543. {
  544. int count = param->array_count;
  545. size_t expected_size = 0;
  546. if (!count)
  547. count = 1;
  548. switch ((uint32_t)param->type) {
  549. case GS_SHADER_PARAM_FLOAT: expected_size = sizeof(float); break;
  550. case GS_SHADER_PARAM_BOOL:
  551. case GS_SHADER_PARAM_INT: expected_size = sizeof(int); break;
  552. case GS_SHADER_PARAM_VEC2: expected_size = sizeof(float)*2; break;
  553. case GS_SHADER_PARAM_VEC3: expected_size = sizeof(float)*3; break;
  554. case GS_SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break;
  555. case GS_SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4;break;
  556. case GS_SHADER_PARAM_TEXTURE: expected_size = sizeof(void*); break;
  557. default: expected_size = 0;
  558. }
  559. expected_size *= count;
  560. if (!expected_size)
  561. return;
  562. if (expected_size != size) {
  563. blog(LOG_ERROR, "gs_shader_set_val (GL): Size of shader "
  564. "param does not match the size of the input");
  565. return;
  566. }
  567. if (param->type == GS_SHADER_PARAM_TEXTURE)
  568. gs_shader_set_texture(param, *(gs_texture_t**)val);
  569. else
  570. da_copy_array(param->cur_value, val, size);
  571. }
  572. void gs_shader_set_default(gs_sparam_t *param)
  573. {
  574. gs_shader_set_val(param, param->def_value.array, param->def_value.num);
  575. }