gl-shader.c 13 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 shader_param *param)
  23. {
  24. memset(param, 0, sizeof(struct shader_param));
  25. }
  26. static inline void shader_param_free(struct shader_param *param)
  27. {
  28. bfree(param->name);
  29. da_free(param->cur_value);
  30. da_free(param->def_value);
  31. }
  32. static void gl_get_program_info(GLuint program, const char *file,
  33. char **error_string)
  34. {
  35. char *errors;
  36. GLint info_len = 0;
  37. GLsizei chars_written = 0;
  38. glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
  39. if (!gl_success("glGetProgramiv") || !info_len)
  40. return;
  41. errors = bzalloc(info_len+1);
  42. glGetProgramInfoLog(program, info_len, &chars_written, errors);
  43. gl_success("glGetProgramInfoLog");
  44. blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
  45. if (error_string)
  46. *error_string = errors;
  47. else
  48. bfree(errors);
  49. }
  50. static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
  51. GLint *texture_id)
  52. {
  53. struct shader_param param = {0};
  54. param.array_count = var->array_count;
  55. param.name = bstrdup(var->name);
  56. param.shader = shader;
  57. param.type = get_shader_param_type(var->type);
  58. if (param.type == SHADER_PARAM_TEXTURE) {
  59. param.sampler_id = var->gl_sampler_id;
  60. param.texture_id = (*texture_id)++;
  61. } else {
  62. param.changed = true;
  63. }
  64. da_move(param.def_value, var->default_val);
  65. da_copy(param.cur_value, param.def_value);
  66. param.param = glGetUniformLocation(shader->program, param.name);
  67. if (!gl_success("glGetUniformLocation"))
  68. goto fail;
  69. if (param.type == SHADER_PARAM_TEXTURE) {
  70. glProgramUniform1i(shader->program, param.param,
  71. param.texture_id);
  72. if (!gl_success("glProgramUniform1i"))
  73. goto fail;
  74. }
  75. da_push_back(shader->params, &param);
  76. return true;
  77. fail:
  78. shader_param_free(&param);
  79. return false;
  80. }
  81. static inline bool gl_add_params(struct gs_shader *shader,
  82. struct gl_shader_parser *glsp)
  83. {
  84. size_t i;
  85. GLint tex_id = 0;
  86. for (i = 0; i < glsp->parser.params.num; i++)
  87. if (!gl_add_param(shader, glsp->parser.params.array+i, &tex_id))
  88. return false;
  89. shader->viewproj = shader_getparambyname(shader, "ViewProj");
  90. shader->world = shader_getparambyname(shader, "World");
  91. return true;
  92. }
  93. static inline void gl_add_sampler(struct gs_shader *shader,
  94. struct shader_sampler *sampler)
  95. {
  96. samplerstate_t new_sampler;
  97. struct gs_sampler_info info;
  98. shader_sampler_convert(sampler, &info);
  99. new_sampler = device_create_samplerstate(shader->device, &info);
  100. da_push_back(shader->samplers, &new_sampler);
  101. }
  102. static inline void gl_add_samplers(struct gs_shader *shader,
  103. struct gl_shader_parser *glsp)
  104. {
  105. size_t i;
  106. for (i = 0; i < glsp->parser.samplers.num; i++) {
  107. struct shader_sampler *sampler = glsp->parser.samplers.array+i;
  108. gl_add_sampler(shader, sampler);
  109. }
  110. }
  111. static void get_attrib_type(const char *mapping, enum attrib_type *type,
  112. size_t *index)
  113. {
  114. if (strcmp(mapping, "POSITION") == 0) {
  115. *type = ATTRIB_POSITION;
  116. } else if (strcmp(mapping, "NORMAL") == 0) {
  117. *type = ATTRIB_NORMAL;
  118. } else if (strcmp(mapping, "TANGENT") == 0) {
  119. *type = ATTRIB_TANGENT;
  120. } else if (strcmp(mapping, "COLOR") == 0) {
  121. *type = ATTRIB_COLOR;
  122. } else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
  123. *type = ATTRIB_TEXCOORD;
  124. *index = (*(mapping+8)) - '0';
  125. return;
  126. } else if (strcmp(mapping, "TARGET") == 0) {
  127. *type = ATTRIB_TARGET;
  128. }
  129. *index = 0;
  130. }
  131. static inline bool gl_process_attrib(struct gs_shader *shader,
  132. struct gl_parser_attrib *pa)
  133. {
  134. struct shader_attrib attrib = {0};
  135. /* don't parse output attributes */
  136. if (!pa->input)
  137. return true;
  138. get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
  139. attrib.attrib = glGetAttribLocation(shader->program, pa->name.array);
  140. if (!gl_success("glGetAttribLocation"))
  141. return false;
  142. if (attrib.attrib == -1) {
  143. blog(LOG_ERROR, "glGetAttribLocation: Could not find "
  144. "attribute '%s'", pa->name.array);
  145. return false;
  146. }
  147. da_push_back(shader->attribs, &attrib);
  148. return true;
  149. }
  150. static inline bool gl_process_attribs(struct gs_shader *shader,
  151. struct gl_shader_parser *glsp)
  152. {
  153. size_t i;
  154. for (i = 0; i < glsp->attribs.num; i++) {
  155. struct gl_parser_attrib *pa = glsp->attribs.array+i;
  156. if (!gl_process_attrib(shader, pa))
  157. return false;
  158. }
  159. return true;
  160. }
  161. static bool gl_shader_init(struct gs_shader *shader,
  162. struct gl_shader_parser *glsp,
  163. const char *file, char **error_string)
  164. {
  165. GLenum type = convert_shader_type(shader->type);
  166. int compiled = 0;
  167. bool success = true;
  168. shader->program = glCreateShaderProgramv(type, 1,
  169. (const GLchar**)&glsp->gl_string.array);
  170. if (!gl_success("glCreateShaderProgramv") || !shader->program)
  171. return false;
  172. #if 1
  173. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  174. blog(LOG_DEBUG, " GL shader string for: %s", file);
  175. blog(LOG_DEBUG, "-----------------------------------");
  176. blog(LOG_DEBUG, "%s", glsp->gl_string.array);
  177. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  178. #endif
  179. glGetProgramiv(shader->program, GL_LINK_STATUS, &compiled);
  180. if (!gl_success("glGetProgramiv"))
  181. return false;
  182. if (!compiled)
  183. success = false;
  184. gl_get_program_info(shader->program, file, error_string);
  185. if (success)
  186. success = gl_add_params(shader, glsp);
  187. /* Only vertex shaders actually require input attributes */
  188. if (success && shader->type == SHADER_VERTEX)
  189. success = gl_process_attribs(shader, glsp);
  190. if (success)
  191. gl_add_samplers(shader, glsp);
  192. return success;
  193. }
  194. static struct gs_shader *shader_create(device_t device, enum shader_type type,
  195. const char *shader_str, const char *file, char **error_string)
  196. {
  197. struct gs_shader *shader = bzalloc(sizeof(struct gs_shader));
  198. struct gl_shader_parser glsp;
  199. bool success = true;
  200. shader->device = device;
  201. shader->type = type;
  202. gl_shader_parser_init(&glsp, type);
  203. if (!gl_shader_parse(&glsp, shader_str, file))
  204. success = false;
  205. else
  206. success = gl_shader_init(shader, &glsp, file, error_string);
  207. if (!success) {
  208. shader_destroy(shader);
  209. shader = NULL;
  210. }
  211. gl_shader_parser_free(&glsp);
  212. return shader;
  213. }
  214. shader_t device_create_vertexshader(device_t device,
  215. const char *shader, const char *file,
  216. char **error_string)
  217. {
  218. struct gs_shader *ptr;
  219. ptr = shader_create(device, SHADER_VERTEX, shader, file, error_string);
  220. if (!ptr)
  221. blog(LOG_ERROR, "device_create_vertexshader (GL) failed");
  222. return ptr;
  223. }
  224. shader_t device_create_pixelshader(device_t device,
  225. const char *shader, const char *file,
  226. char **error_string)
  227. {
  228. struct gs_shader *ptr;
  229. ptr = shader_create(device, SHADER_PIXEL, shader, file, error_string);
  230. if (!ptr)
  231. blog(LOG_ERROR, "device_create_pixelshader (GL) failed");
  232. return ptr;
  233. }
  234. void shader_destroy(shader_t shader)
  235. {
  236. size_t i;
  237. if (!shader)
  238. return;
  239. for (i = 0; i < shader->samplers.num; i++)
  240. samplerstate_destroy(shader->samplers.array[i]);
  241. for (i = 0; i < shader->params.num; i++)
  242. shader_param_free(shader->params.array+i);
  243. if (shader->program) {
  244. glDeleteProgram(shader->program);
  245. gl_success("glDeleteProgram");
  246. }
  247. da_free(shader->samplers);
  248. da_free(shader->params);
  249. da_free(shader->attribs);
  250. bfree(shader);
  251. }
  252. int shader_numparams(shader_t shader)
  253. {
  254. return (int)shader->params.num;
  255. }
  256. sparam_t shader_getparambyidx(shader_t shader, uint32_t param)
  257. {
  258. assert(param < shader->params.num);
  259. return shader->params.array+param;
  260. }
  261. sparam_t shader_getparambyname(shader_t shader, const char *name)
  262. {
  263. size_t i;
  264. for (i = 0; i < shader->params.num; i++) {
  265. struct shader_param *param = shader->params.array+i;
  266. if (strcmp(param->name, name) == 0)
  267. return param;
  268. }
  269. return NULL;
  270. }
  271. sparam_t shader_getviewprojmatrix(shader_t shader)
  272. {
  273. return shader->viewproj;
  274. }
  275. sparam_t shader_getworldmatrix(shader_t shader)
  276. {
  277. return shader->world;
  278. }
  279. void shader_getparaminfo(sparam_t param, struct shader_param_info *info)
  280. {
  281. info->type = param->type;
  282. info->name = param->name;
  283. }
  284. void shader_setbool(sparam_t param, bool val)
  285. {
  286. struct gs_shader *shader = param->shader;
  287. glProgramUniform1i(shader->program, param->param, (GLint)val);
  288. gl_success("glProgramUniform1i");
  289. }
  290. void shader_setfloat(sparam_t param, float val)
  291. {
  292. struct gs_shader *shader = param->shader;
  293. glProgramUniform1f(shader->program, param->param, val);
  294. gl_success("glProgramUniform1f");
  295. }
  296. void shader_setint(sparam_t param, int val)
  297. {
  298. struct gs_shader *shader = param->shader;
  299. glProgramUniform1i(shader->program, param->param, val);
  300. gl_success("glProgramUniform1i");
  301. }
  302. void shader_setmatrix3(sparam_t param, const struct matrix3 *val)
  303. {
  304. struct gs_shader *shader = param->shader;
  305. struct matrix4 mat;
  306. matrix4_from_matrix3(&mat, val);
  307. glProgramUniformMatrix4fv(shader->program, param->param, 1,
  308. false, mat.x.ptr);
  309. gl_success("glProgramUniformMatrix4fv");
  310. }
  311. void shader_setmatrix4(sparam_t param, const struct matrix4 *val)
  312. {
  313. struct gs_shader *shader = param->shader;
  314. glProgramUniformMatrix4fv(shader->program, param->param, 1,
  315. false, val->x.ptr);
  316. gl_success("glProgramUniformMatrix4fv");
  317. }
  318. void shader_setvec2(sparam_t param, const struct vec2 *val)
  319. {
  320. struct gs_shader *shader = param->shader;
  321. glProgramUniform2fv(shader->program, param->param, 1, val->ptr);
  322. gl_success("glProgramUniform2fv");
  323. }
  324. void shader_setvec3(sparam_t param, const struct vec3 *val)
  325. {
  326. struct gs_shader *shader = param->shader;
  327. glProgramUniform3fv(shader->program, param->param, 1, val->ptr);
  328. gl_success("glProgramUniform3fv");
  329. }
  330. void shader_setvec4(sparam_t param, const struct vec4 *val)
  331. {
  332. struct gs_shader *shader = param->shader;
  333. glProgramUniform4fv(shader->program, param->param, 1, val->ptr);
  334. gl_success("glProgramUniform4fv");
  335. }
  336. void shader_settexture(sparam_t param, texture_t val)
  337. {
  338. param->texture = val;
  339. }
  340. static void shader_setval_data(sparam_t param, const void *val, int count)
  341. {
  342. struct gs_shader *shader = param->shader;
  343. if (param->type == SHADER_PARAM_BOOL ||
  344. param->type == SHADER_PARAM_INT) {
  345. glProgramUniform1iv(shader->program, param->param, count, val);
  346. gl_success("glProgramUniform1iv");
  347. } else if (param->type == SHADER_PARAM_FLOAT) {
  348. glProgramUniform1fv(shader->program, param->param, count, val);
  349. gl_success("glProgramUniform1fv");
  350. } else if (param->type == SHADER_PARAM_VEC2) {
  351. glProgramUniform2fv(shader->program, param->param, count, val);
  352. gl_success("glProgramUniform2fv");
  353. } else if (param->type == SHADER_PARAM_VEC3) {
  354. glProgramUniform3fv(shader->program, param->param, count, val);
  355. gl_success("glProgramUniform3fv");
  356. } else if (param->type == SHADER_PARAM_VEC4) {
  357. glProgramUniform4fv(shader->program, param->param, count, val);
  358. gl_success("glProgramUniform4fv");
  359. } else if (param->type == SHADER_PARAM_MATRIX4X4) {
  360. glProgramUniformMatrix4fv(shader->program, param->param,
  361. count, false, val);
  362. gl_success("glProgramUniformMatrix4fv");
  363. }
  364. }
  365. void shader_update_textures(struct gs_shader *shader)
  366. {
  367. size_t i;
  368. for (i = 0; i < shader->params.num; i++) {
  369. struct shader_param *param = shader->params.array+i;
  370. if (param->type == SHADER_PARAM_TEXTURE)
  371. device_load_texture(shader->device, param->texture,
  372. param->texture_id);
  373. }
  374. }
  375. void shader_setval(sparam_t param, const void *val, size_t size)
  376. {
  377. int count = param->array_count;
  378. size_t expected_size = 0;
  379. if (!count)
  380. count = 1;
  381. switch ((uint32_t)param->type) {
  382. case SHADER_PARAM_FLOAT: expected_size = sizeof(float); break;
  383. case SHADER_PARAM_BOOL:
  384. case SHADER_PARAM_INT: expected_size = sizeof(int); break;
  385. case SHADER_PARAM_VEC2: expected_size = sizeof(float)*2; break;
  386. case SHADER_PARAM_VEC3: expected_size = sizeof(float)*3; break;
  387. case SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break;
  388. case SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4; break;
  389. case SHADER_PARAM_TEXTURE: expected_size = sizeof(void*); break;
  390. default: expected_size = 0;
  391. }
  392. expected_size *= count;
  393. if (!expected_size)
  394. return;
  395. if (expected_size != size) {
  396. blog(LOG_ERROR, "shader_setval (GL): Size of shader param does "
  397. "not match the size of the input");
  398. return;
  399. }
  400. if (param->type == SHADER_PARAM_TEXTURE)
  401. shader_settexture(param, *(texture_t*)val);
  402. else
  403. shader_setval_data(param, val, count);
  404. }
  405. void shader_setdefault(sparam_t param)
  406. {
  407. shader_setval(param, param->def_value.array, param->def_value.num);
  408. }