Merged default into minor

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2014-09-28 15:56:04 -03:00
26 changed files with 271 additions and 282 deletions
+5 -4
View File
@@ -35,6 +35,7 @@
// C
#include <cmath>
#include <cstdio>
namespace love
{
@@ -223,7 +224,7 @@ bool Graphics::setMode(int width, int height, bool &sRGB)
message += "\nThe program may crash or have graphical issues.";
::printf("%s\n%s\n", title.c_str(), message.c_str());
currentWindow->showMessageBox(type, title, message, true);
currentWindow->showMessageBox(title, message, type, true);
// We should only show the message once, instead of after every setMode.
displayedMinReqWarning = true;
@@ -283,7 +284,7 @@ bool Graphics::setMode(int width, int height, bool &sRGB)
// Reload all volatile objects.
if (!Volatile::loadAll())
std::cerr << "Could not reload all volatile objects." << std::endl;
::printf("Could not reload all volatile objects.\n");
// Restore the graphics state.
restoreState(states.back());
@@ -650,9 +651,9 @@ Canvas *Graphics::newCanvas(int width, int height, Canvas::Format format, int ms
return nullptr; // never reached
}
Shader *Graphics::newShader(const Shader::ShaderSources &sources)
Shader *Graphics::newShader(const Shader::ShaderSource &source)
{
return new Shader(sources);
return new Shader(source);
}
Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode)
+1 -2
View File
@@ -22,7 +22,6 @@
#define LOVE_GRAPHICS_OPENGL_GRAPHICS_H
// STD
#include <iostream>
#include <stack>
#include <vector>
@@ -154,7 +153,7 @@ public:
Canvas *newCanvas(int width, int height, Canvas::Format format = Canvas::FORMAT_NORMAL, int msaa = 0);
Shader *newShader(const Shader::ShaderSources &sources);
Shader *newShader(const Shader::ShaderSource &source);
Mesh *newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
Mesh *newMesh(int vertexcount, Mesh::DrawMode mode = Mesh::DRAW_MODE_FAN);
+107 -129
View File
@@ -64,20 +64,20 @@ namespace
Shader *Shader::current = nullptr;
Shader *Shader::defaultShader = nullptr;
Shader::ShaderSources Shader::defaultCode[1]; // TODO: RENDERER_MAX_ENUM
Shader::ShaderSource Shader::defaultCode[1]; // TODO: RENDERER_MAX_ENUM
GLint Shader::maxTexUnits = 0;
std::vector<int> Shader::textureCounters;
Shader::Shader(const ShaderSources &sources)
: shaderSources(sources)
Shader::Shader(const ShaderSource &source)
: shaderSource(source)
, program(0)
, builtinUniforms()
, vertexAttributes()
, builtinAttributes()
, lastCanvas((Canvas *) -1)
, lastViewport()
{
if (shaderSources.empty())
if (source.vertex.empty() && source.pixel.empty())
throw love::Exception("Cannot create shader: no source code!");
if (maxTexUnits <= 0)
@@ -108,21 +108,21 @@ Shader::~Shader()
unloadVolatile();
}
GLuint Shader::compileCode(ShaderType type, const std::string &code)
GLuint Shader::compileCode(ShaderStage stage, const std::string &code)
{
GLenum glshadertype;
GLenum glstage;
const char *typestr;
if (!typeNames.find(type, typestr))
if (!stageNames.find(stage, typestr))
typestr = "";
switch (type)
switch (stage)
{
case TYPE_VERTEX:
glshadertype = GL_VERTEX_SHADER;
case STAGE_VERTEX:
glstage = GL_VERTEX_SHADER;
break;
case TYPE_PIXEL:
glshadertype = GL_FRAGMENT_SHADER;
case STAGE_PIXEL:
glstage = GL_FRAGMENT_SHADER;
break;
default:
throw love::Exception("Cannot create shader object: unknown shader type.");
@@ -132,128 +132,75 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
// clear existing errors
while (glGetError() != GL_NO_ERROR);
GLuint shaderid = glCreateShader(glshadertype);
GLuint shaderid = glCreateShader(glstage);
if (shaderid == 0) // oh no!
if (shaderid == 0)
{
GLenum err = glGetError();
if (err == GL_INVALID_ENUM)
if (glGetError() == GL_INVALID_ENUM)
throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr);
else
throw love::Exception("Cannot create %s shader object.", typestr);
}
const char *src = code.c_str();
size_t srclen = code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
GLint srclen = (GLint) code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen);
glCompileShader(shaderid);
// Get any warnings the shader compiler may have produced.
GLint infologlen;
glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
GLchar *infolog = new GLchar[infologlen + 1];
glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
// Save any warnings for later querying.
// Get any warnings the shader compiler may have produced.
if (infologlen > 0)
shaderWarnings[type] = infolog;
{
GLchar *infolog = new GLchar[infologlen];
glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
delete[] infolog;
// Save any warnings for later querying.
shaderWarnings[stage] = infolog;
delete[] infolog;
}
GLint status;
glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glDeleteShader(shaderid);
throw love::Exception("Cannot compile %s shader code:\n%s",
typestr, shaderWarnings[type].c_str());
typestr, shaderWarnings[stage].c_str());
}
return shaderid;
}
void Shader::createProgram(const std::vector<GLuint> &shaderids)
{
program = glCreateProgram();
if (program == 0)
throw love::Exception("Cannot create shader program object.");
try
{
for (GLuint id : shaderids)
glAttachShader(program, id);
}
catch (love::Exception &)
{
glDeleteProgram(program);
throw;
}
// Bind love's vertex attribute indices to names in the shader.
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
VertexAttribID attrib = (VertexAttribID) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location can cause a shader linker warning.
if (attrib == ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
std::string warnings = getProgramWarnings();
glDeleteProgram(program);
program = 0;
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
// flag shaders for auto-deletion when the program object is deleted.
for (GLuint id : shaderids)
glDeleteShader(id);
}
void Shader::mapActiveUniforms()
{
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
uniforms.clear();
GLint numuniforms;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
GLsizei bufsize;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, (GLint *) &bufsize);
if (bufsize <= 0)
return;
GLchar cname[256];
const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
for (int i = 0; i < numuniforms; i++)
{
GLchar *cname = new GLchar[bufsize];
GLsizei namelength;
GLsizei namelen = 0;
Uniform u = {};
Uniform u;
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname);
glGetActiveUniform(program, (GLuint) i, bufsize, &namelength, &u.count, &u.type, cname);
u.name = std::string(cname, (size_t) namelength);
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(u.type);
delete[] cname;
// glGetActiveUniform appends "[0]" to the end of array uniform names...
if (u.name.length() > 3)
{
@@ -278,35 +225,18 @@ bool Shader::loadVolatile()
activeTexUnits.clear();
activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
std::vector<GLuint> shaderids;
for (const auto &source : shaderSources)
{
GLuint shaderid = compileCode(source.first, source.second);
shaderids.push_back(shaderid);
}
// The shader program must have both vertex and pixel shader stages.
ShaderSources &defaults = defaultCode[0];
const ShaderSource &defaults = defaultCode[0];
ShaderSources::const_iterator source = shaderSources.find(TYPE_VERTEX);
if (source == shaderSources.end())
shaderids.push_back(compileCode(TYPE_VERTEX, defaults[TYPE_VERTEX]));
source = shaderSources.find(TYPE_PIXEL);
if (source == shaderSources.end())
shaderids.push_back(compileCode(TYPE_PIXEL, defaults[TYPE_PIXEL]));
if (shaderids.empty())
throw love::Exception("Cannot create shader: no valid source code!");
const std::string &vertexcode = shaderSource.vertex.empty() ? defaults.vertex : shaderSource.vertex;
const std::string &pixelcode = shaderSource.pixel.empty() ? defaults.pixel : shaderSource.pixel;
try
{
createProgram(shaderids);
shaderids.push_back(compileCode(STAGE_VERTEX, vertexcode));
shaderids.push_back(compileCode(STAGE_PIXEL, pixelcode));
}
catch (love::Exception &)
{
@@ -315,6 +245,51 @@ bool Shader::loadVolatile()
throw;
}
program = glCreateProgram();
if (program == 0)
{
for (GLuint id : shaderids)
glDeleteShader(id);
throw love::Exception("Cannot create shader program object.");
}
for (GLuint id : shaderids)
glAttachShader(program, id);
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
VertexAttribID attrib = (VertexAttribID) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location causes a shader linker warning.
if (attrib == ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
// Flag shaders for auto-deletion when the program object is deleted.
for (GLuint id : shaderids)
glDeleteShader(id);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
std::string warnings = getProgramWarnings();
glDeleteProgram(program);
program = 0;
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
// Retreive all active uniform variables in this shader from OpenGL.
mapActiveUniforms();
@@ -322,9 +297,9 @@ bool Shader::loadVolatile()
{
const char *name = nullptr;
if (attribNames.find(VertexAttribID(i), name))
vertexAttributes[i] = glGetAttribLocation(program, name);
builtinAttributes[i] = glGetAttribLocation(program, name);
else
vertexAttributes[i] = -1;
builtinAttributes[i] = -1;
}
if (current == this)
@@ -371,13 +346,16 @@ void Shader::unloadVolatile()
std::string Shader::getProgramWarnings() const
{
GLint strlen, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
GLint strsize, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize);
char *tempstr = new char[strlen+1];
if (strsize == 0)
return "";
char *tempstr = new char[strsize];
// be extra sure that the error string will be 0-terminated
memset(tempstr, '\0', strlen+1);
glGetProgramInfoLog(program, strlen, &nullpos, tempstr);
memset(tempstr, '\0', strsize);
glGetProgramInfoLog(program, strsize, &nullpos, tempstr);
tempstr[nullpos] = '\0';
std::string warnings(tempstr);
@@ -389,13 +367,13 @@ std::string Shader::getProgramWarnings() const
std::string Shader::getWarnings() const
{
std::string warnings;
const char *typestr;
const char *stagestr;
// Get the individual shader stage warnings
for (const auto &warning : shaderWarnings)
{
if (typeNames.find(warning.first, typestr))
warnings += std::string(typestr) + std::string(" shader:\n") + warning.second;
if (stageNames.find(warning.first, stagestr))
warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second;
}
warnings += getProgramWarnings();
@@ -644,7 +622,7 @@ Shader::UniformType Shader::getExternVariable(const std::string &name, int &comp
bool Shader::hasVertexAttrib(VertexAttribID attrib) const
{
return vertexAttributes[int(attrib)] != -1;
return builtinAttributes[int(attrib)] != -1;
}
bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
@@ -816,13 +794,13 @@ bool Shader::getConstant(UniformType in, const char *&out)
return uniformTypes.find(in, out);
}
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntries[] =
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM>::Entry Shader::stageNameEntries[] =
{
{"vertex", Shader::TYPE_VERTEX},
{"pixel", Shader::TYPE_PIXEL},
{"vertex", Shader::STAGE_VERTEX},
{"pixel", Shader::STAGE_PIXEL},
};
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader::stageNameEntries, sizeof(Shader::stageNameEntries));
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
{
+19 -17
View File
@@ -46,11 +46,11 @@ class Shader : public Object, public Volatile
{
public:
enum ShaderType
enum ShaderStage
{
TYPE_VERTEX,
TYPE_PIXEL,
TYPE_MAX_ENUM
STAGE_VERTEX,
STAGE_PIXEL,
STAGE_MAX_ENUM
};
// Built-in uniform (extern) variables.
@@ -71,8 +71,11 @@ public:
UNIFORM_MAX_ENUM
};
// Type for a list of shader source codes in the form of sources[shadertype] = code
typedef std::map<ShaderType, std::string> ShaderSources;
struct ShaderSource
{
std::string vertex;
std::string pixel;
};
// Pointer to currently active Shader.
static Shader *current;
@@ -81,13 +84,13 @@ public:
static Shader *defaultShader;
// Default shader code (a shader is always required internally.)
static ShaderSources defaultCode[1]; // TODO: RENDERER_MAX_ENUM
static ShaderSource defaultCode[1]; // TODO: RENDERER_MAX_ENUM
/**
* Creates a new Shader using a list of source codes.
* Sources must contain either vertex or pixel shader code, or both.
* Source must contain either vertex or pixel shader code, or both.
**/
Shader(const ShaderSources &sources);
Shader(const ShaderSource &source);
virtual ~Shader();
@@ -202,8 +205,7 @@ private:
UniformType getUniformBaseType(GLenum type) const;
void checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const;
GLuint compileCode(ShaderType type, const std::string &code);
void createProgram(const std::vector<GLuint> &shaderids);
GLuint compileCode(ShaderStage stage, const std::string &code);
int getTextureUnit(const std::string &name);
@@ -212,11 +214,11 @@ private:
// Get any warnings or errors generated only by the shader program object.
std::string getProgramWarnings() const;
// List of all shader code attached to this Shader
ShaderSources shaderSources;
// Source code used for this Shader.
ShaderSource shaderSource;
// Shader compiler warning strings for individual shader stages.
std::map<ShaderType, std::string> shaderWarnings;
std::map<ShaderStage, std::string> shaderWarnings;
// volatile
GLuint program;
@@ -225,7 +227,7 @@ private:
GLint builtinUniforms[BUILTIN_MAX_ENUM];
// Location values for any generic vertex attribute variables.
GLint vertexAttributes[ATTRIB_MAX_ENUM];
GLint builtinAttributes[ATTRIB_MAX_ENUM];
// Uniform location buffer map
std::map<std::string, Uniform> uniforms;
@@ -247,8 +249,8 @@ private:
// Counts total number of textures bound to each texture unit in all shaders
static std::vector<int> textureCounters;
static StringMap<ShaderType, TYPE_MAX_ENUM>::Entry typeNameEntries[];
static StringMap<ShaderType, TYPE_MAX_ENUM> typeNames;
static StringMap<ShaderStage, STAGE_MAX_ENUM>::Entry stageNameEntries[];
static StringMap<ShaderStage, STAGE_MAX_ENUM> stageNames;
static StringMap<UniformType, UNIFORM_MAX_ENUM>::Entry uniformTypeEntries[];
static StringMap<UniformType, UNIFORM_MAX_ENUM> uniformTypes;
+8 -14
View File
@@ -445,27 +445,21 @@ int w_newShader(lua_State *L)
if (lua_pcall(L, 2, 2, 0) != 0)
return luaL_error(L, "%s", lua_tostring(L, -1));
Shader::ShaderSources sources;
Shader::ShaderSource source;
// vertex shader code
if (lua_isstring(L, -2))
{
std::string vertexcode(luaL_checkstring(L, -2));
sources[Shader::TYPE_VERTEX] = vertexcode;
}
source.vertex = luax_checkstring(L, -2);
else if (has_arg1 && has_arg2)
return luaL_error(L, "Could not parse vertex shader code (missing 'position' function?)");
// pixel shader code
if (lua_isstring(L, -1))
{
std::string pixelcode(luaL_checkstring(L, -1));
sources[Shader::TYPE_PIXEL] = pixelcode;
}
source.pixel = luax_checkstring(L, -1);
else if (has_arg1 && has_arg2)
return luaL_error(L, "Could not parse pixel shader code (missing 'effect' function?)");
if (sources.empty())
if (source.vertex.empty() && source.pixel.empty())
{
// Original args had source code, but effectCodeToGLSL couldn't translate it
for (int i = 1; i <= 2; i++)
@@ -478,7 +472,7 @@ int w_newShader(lua_State *L)
bool should_error = false;
try
{
Shader *shader = instance()->newShader(sources);
Shader *shader = instance()->newShader(source);
luax_pushtype(L, "Shader", GRAPHICS_SHADER_T, shader);
shader->release();
}
@@ -982,9 +976,9 @@ int w_setDefaultShaderCode(lua_State *L)
lua_rawgeti(L, -1, 1);
lua_rawgeti(L, -2, 2);
Shader::ShaderSources openglcode;
openglcode[Shader::TYPE_VERTEX] = luax_checkstring(L, -2);
openglcode[Shader::TYPE_PIXEL] = luax_checkstring(L, -1);
Shader::ShaderSource openglcode;
openglcode.vertex = luax_checkstring(L, -2);
openglcode.pixel = luax_checkstring(L, -1);
lua_pop(L, 3);