gl-shader.c 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533
  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 3 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 = bmalloc(info_len+1);
  42. memset(errors, 0, info_len+1);
  43. glGetProgramInfoLog(program, info_len, &chars_written, errors);
  44. gl_success("glGetProgramInfoLog");
  45. blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
  46. if (error_string)
  47. *error_string = errors;
  48. else
  49. bfree(errors);
  50. }
  51. static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
  52. GLint *texture_id)
  53. {
  54. struct shader_param param = {0};
  55. param.array_count = var->array_count;
  56. param.name = bstrdup(var->name);
  57. param.shader = shader;
  58. param.type = get_shader_param_type(var->type);
  59. if (param.type == SHADER_PARAM_TEXTURE) {
  60. param.sampler_id = var->gl_sampler_id;
  61. param.texture_id = (*texture_id)++;
  62. } else {
  63. param.changed = true;
  64. }
  65. da_move(param.def_value, var->default_val);
  66. da_copy(param.cur_value, param.def_value);
  67. param.param = glGetUniformLocation(shader->program, param.name);
  68. if (!gl_success("glGetUniformLocation"))
  69. goto fail;
  70. if (param.type == SHADER_PARAM_TEXTURE) {
  71. glProgramUniform1i(shader->program, param.param,
  72. param.texture_id);
  73. if (!gl_success("glProgramUniform1i"))
  74. goto fail;
  75. }
  76. da_push_back(shader->params, &param);
  77. return true;
  78. fail:
  79. shader_param_free(&param);
  80. return false;
  81. }
  82. static inline bool gl_add_params(struct gs_shader *shader,
  83. struct gl_shader_parser *glsp)
  84. {
  85. size_t i;
  86. GLint tex_id = 0;
  87. for (i = 0; i < glsp->parser.params.num; i++)
  88. if (!gl_add_param(shader, glsp->parser.params.array+i, &tex_id))
  89. return false;
  90. shader->viewproj = shader_getparambyname(shader, "ViewProj");
  91. shader->world = shader_getparambyname(shader, "World");
  92. return true;
  93. }
  94. static inline void gl_add_sampler(struct gs_shader *shader,
  95. struct shader_sampler *sampler)
  96. {
  97. samplerstate_t new_sampler;
  98. struct gs_sampler_info info;
  99. shader_sampler_convert(sampler, &info);
  100. new_sampler = device_create_samplerstate(shader->device, &info);
  101. da_push_back(shader->samplers, &new_sampler);
  102. }
  103. static inline void gl_add_samplers(struct gs_shader *shader,
  104. struct gl_shader_parser *glsp)
  105. {
  106. size_t i;
  107. for (i = 0; i < glsp->parser.samplers.num; i++) {
  108. struct shader_sampler *sampler = glsp->parser.samplers.array+i;
  109. gl_add_sampler(shader, sampler);
  110. }
  111. }
  112. static void get_attrib_type(const char *mapping, enum attrib_type *type,
  113. size_t *index)
  114. {
  115. if (strcmp(mapping, "POSITION") == 0) {
  116. *type = ATTRIB_POSITION;
  117. } else if (strcmp(mapping, "NORMAL") == 0) {
  118. *type = ATTRIB_NORMAL;
  119. } else if (strcmp(mapping, "TANGENT") == 0) {
  120. *type = ATTRIB_TANGENT;
  121. } else if (strcmp(mapping, "COLOR") == 0) {
  122. *type = ATTRIB_COLOR;
  123. } else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
  124. *type = ATTRIB_TEXCOORD;
  125. *index = (*(mapping+8)) - '0';
  126. return;
  127. } else if (strcmp(mapping, "TARGET") == 0) {
  128. *type = ATTRIB_TARGET;
  129. }
  130. *index = 0;
  131. }
  132. static inline bool gl_process_attrib(struct gs_shader *shader,
  133. struct gl_parser_attrib *pa)
  134. {
  135. struct shader_attrib attrib = {0};
  136. get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
  137. attrib.attrib = glGetAttribLocation(shader->program, pa->name.array);
  138. if (!gl_success("glGetAttribLocation"))
  139. return false;
  140. /* If the attribute is not found, it's usually just an output */
  141. if (attrib.attrib == -1)
  142. return true;
  143. da_push_back(shader->attribs, &attrib);
  144. return true;
  145. }
  146. static inline bool gl_process_attribs(struct gs_shader *shader,
  147. struct gl_shader_parser *glsp)
  148. {
  149. size_t i;
  150. for (i = 0; i < glsp->attribs.num; i++) {
  151. struct gl_parser_attrib *pa = glsp->attribs.array+i;
  152. if (!gl_process_attrib(shader, pa))
  153. return false;
  154. }
  155. return true;
  156. }
  157. static bool gl_shader_init(struct gs_shader *shader,
  158. struct gl_shader_parser *glsp,
  159. const char *file, char **error_string)
  160. {
  161. GLenum type = convert_shader_type(shader->type);
  162. int compiled = 0;
  163. bool success = true;
  164. shader->program = glCreateShaderProgramv(type, 1,
  165. (const GLchar**)&glsp->gl_string.array);
  166. if (!gl_success("glCreateShaderProgramv") || !shader->program)
  167. return false;
  168. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  169. blog(LOG_DEBUG, " GL shader string for: %s", file);
  170. blog(LOG_DEBUG, "-----------------------------------");
  171. blog(LOG_DEBUG, "%s", glsp->gl_string.array);
  172. blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
  173. glGetProgramiv(shader->program, GL_LINK_STATUS, &compiled);
  174. if (!gl_success("glGetProgramiv"))
  175. return false;
  176. if (!compiled)
  177. success = false;
  178. gl_get_program_info(shader->program, 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 == 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(device_t device, enum shader_type type,
  189. const char *shader_str, const char *file, char **error_string)
  190. {
  191. struct gs_shader *shader = bmalloc(sizeof(struct gs_shader));
  192. struct gl_shader_parser glsp;
  193. bool success = true;
  194. memset(shader, 0, sizeof(struct gs_shader));
  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. shader_destroy(shader);
  204. shader = NULL;
  205. }
  206. gl_shader_parser_free(&glsp);
  207. return shader;
  208. }
  209. shader_t device_create_vertexshader(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, SHADER_VERTEX, shader, file, error_string);
  215. if (!ptr)
  216. blog(LOG_ERROR, "device_create_vertexshader (GL) failed");
  217. return ptr;
  218. }
  219. shader_t device_create_pixelshader(device_t device,
  220. const char *shader, const char *file,
  221. char **error_string)
  222. {
  223. struct gs_shader *ptr;
  224. ptr = shader_create(device, SHADER_PIXEL, shader, file, error_string);
  225. if (!ptr)
  226. blog(LOG_ERROR, "device_create_pixelshader (GL) failed");
  227. return ptr;
  228. }
  229. void shader_destroy(shader_t shader)
  230. {
  231. size_t i;
  232. if (!shader)
  233. return;
  234. for (i = 0; i < shader->samplers.num; i++)
  235. samplerstate_destroy(shader->samplers.array[i]);
  236. for (i = 0; i < shader->params.num; i++)
  237. shader_param_free(shader->params.array+i);
  238. if (shader->program) {
  239. glDeleteProgram(shader->program);
  240. gl_success("glDeleteProgram");
  241. }
  242. da_free(shader->samplers);
  243. da_free(shader->params);
  244. da_free(shader->attribs);
  245. bfree(shader);
  246. }
  247. int shader_numparams(shader_t shader)
  248. {
  249. return (int)shader->params.num;
  250. }
  251. sparam_t shader_getparambyidx(shader_t shader, uint32_t param)
  252. {
  253. assert(param < shader->params.num);
  254. return shader->params.array+param;
  255. }
  256. sparam_t shader_getparambyname(shader_t shader, const char *name)
  257. {
  258. size_t i;
  259. for (i = 0; i < shader->params.num; i++) {
  260. struct shader_param *param = shader->params.array+i;
  261. if (strcmp(param->name, name) == 0)
  262. return param;
  263. }
  264. return NULL;
  265. }
  266. static inline bool matching_shader(shader_t shader, sparam_t sparam)
  267. {
  268. if (shader != sparam->shader) {
  269. blog(LOG_ERROR, "Shader and shader parameter do not match");
  270. return false;
  271. }
  272. return true;
  273. }
  274. void shader_getparaminfo(shader_t shader, sparam_t param,
  275. struct shader_param_info *info)
  276. {
  277. if (!matching_shader(shader, param))
  278. return;
  279. info->type = param->type;
  280. info->name = param->name;
  281. }
  282. sparam_t shader_getviewprojmatrix(shader_t shader)
  283. {
  284. return shader->viewproj;
  285. }
  286. sparam_t shader_getworldmatrix(shader_t shader)
  287. {
  288. return shader->world;
  289. }
  290. void shader_setbool(shader_t shader, sparam_t param, bool val)
  291. {
  292. if (matching_shader(shader, param)) {
  293. glProgramUniform1i(shader->program, param->param, (GLint)val);
  294. gl_success("glProgramUniform1i");
  295. }
  296. }
  297. void shader_setfloat(shader_t shader, sparam_t param, float val)
  298. {
  299. if (matching_shader(shader, param)) {
  300. glProgramUniform1f(shader->program, param->param, val);
  301. gl_success("glProgramUniform1f");
  302. }
  303. }
  304. void shader_setint(shader_t shader, sparam_t param, int val)
  305. {
  306. if (matching_shader(shader, param)) {
  307. glProgramUniform1i(shader->program, param->param, val);
  308. gl_success("glProgramUniform1i");
  309. }
  310. }
  311. void shader_setmatrix3(shader_t shader, sparam_t param,
  312. const struct matrix3 *val)
  313. {
  314. struct matrix4 mat;
  315. matrix4_from_matrix3(&mat, val);
  316. if (matching_shader(shader, param)) {
  317. glProgramUniformMatrix4fv(shader->program, param->param, 1,
  318. false, mat.x.ptr);
  319. gl_success("glProgramUniformMatrix4fv");
  320. }
  321. }
  322. void shader_setmatrix4(shader_t shader, sparam_t param,
  323. const struct matrix4 *val)
  324. {
  325. if (matching_shader(shader, param)) {
  326. glProgramUniformMatrix4fv(shader->program, param->param, 1,
  327. false, val->x.ptr);
  328. gl_success("glProgramUniformMatrix4fv");
  329. }
  330. }
  331. void shader_setvec2(shader_t shader, sparam_t param,
  332. const struct vec2 *val)
  333. {
  334. if (matching_shader(shader, param)) {
  335. glProgramUniform2fv(shader->program, param->param, 1, val->ptr);
  336. gl_success("glProgramUniform2fv");
  337. }
  338. }
  339. void shader_setvec3(shader_t shader, sparam_t param,
  340. const struct vec3 *val)
  341. {
  342. if (matching_shader(shader, param)) {
  343. glProgramUniform3fv(shader->program, param->param, 1, val->ptr);
  344. gl_success("glProgramUniform3fv");
  345. }
  346. }
  347. void shader_setvec4(shader_t shader, sparam_t param,
  348. const struct vec4 *val)
  349. {
  350. if (matching_shader(shader, param)) {
  351. glProgramUniform4fv(shader->program, param->param, 1, val->ptr);
  352. gl_success("glProgramUniform4fv");
  353. }
  354. }
  355. void shader_settexture(shader_t shader, sparam_t param, texture_t val)
  356. {
  357. if (matching_shader(shader, param))
  358. param->texture = val;
  359. }
  360. static void shader_setval_data(shader_t shader, sparam_t param,
  361. const void *val, int count)
  362. {
  363. if (!matching_shader(shader, param))
  364. return;
  365. if (param->type == SHADER_PARAM_BOOL ||
  366. param->type == SHADER_PARAM_INT) {
  367. glProgramUniform1iv(shader->program, param->param, count, val);
  368. gl_success("glProgramUniform1iv");
  369. } else if (param->type == SHADER_PARAM_FLOAT) {
  370. glProgramUniform1fv(shader->program, param->param, count, val);
  371. gl_success("glProgramUniform1fv");
  372. } else if (param->type == SHADER_PARAM_VEC2) {
  373. glProgramUniform2fv(shader->program, param->param, count, val);
  374. gl_success("glProgramUniform2fv");
  375. } else if (param->type == SHADER_PARAM_VEC3) {
  376. glProgramUniform3fv(shader->program, param->param, count, val);
  377. gl_success("glProgramUniform3fv");
  378. } else if (param->type == SHADER_PARAM_VEC4) {
  379. glProgramUniform4fv(shader->program, param->param, count, val);
  380. gl_success("glProgramUniform4fv");
  381. } else if (param->type == SHADER_PARAM_MATRIX4X4) {
  382. glProgramUniformMatrix4fv(shader->program, param->param,
  383. count, false, val);
  384. gl_success("glProgramUniformMatrix4fv");
  385. }
  386. }
  387. void shader_update_textures(struct gs_shader *shader)
  388. {
  389. size_t i;
  390. for (i = 0; i < shader->params.num; i++) {
  391. struct shader_param *param = shader->params.array+i;
  392. if (param->type == SHADER_PARAM_TEXTURE)
  393. device_load_texture(shader->device, param->texture,
  394. param->texture_id);
  395. }
  396. }
  397. void shader_setval(shader_t shader, sparam_t param, const void *val,
  398. size_t size)
  399. {
  400. int count = param->array_count;
  401. size_t expected_size = 0;
  402. if (!count)
  403. count = 1;
  404. if (!matching_shader(shader, param))
  405. return;
  406. switch ((uint32_t)param->type) {
  407. case SHADER_PARAM_FLOAT: expected_size = sizeof(float); break;
  408. case SHADER_PARAM_BOOL:
  409. case SHADER_PARAM_INT: expected_size = sizeof(int); break;
  410. case SHADER_PARAM_VEC2: expected_size = sizeof(float)*2; break;
  411. case SHADER_PARAM_VEC3: expected_size = sizeof(float)*3; break;
  412. case SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break;
  413. case SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4; break;
  414. case SHADER_PARAM_TEXTURE: expected_size = sizeof(void*); break;
  415. default: expected_size = 0;
  416. }
  417. expected_size *= count;
  418. if (!expected_size)
  419. return;
  420. if (expected_size != size) {
  421. blog(LOG_ERROR, "shader_setval (GL): Size of shader param does "
  422. "not match the size of the input");
  423. return;
  424. }
  425. if (param->type == SHADER_PARAM_TEXTURE)
  426. shader_settexture(shader, param, *(texture_t*)val);
  427. else
  428. shader_setval_data(shader, param, val, count);
  429. }
  430. void shader_setdefault(shader_t shader, sparam_t param)
  431. {
  432. shader_setval(shader, param, param->def_value.array,
  433. param->def_value.num);
  434. }