Fixed a couple potential memory leaks if love.graphics.newShader causes an error, and cleaned up some shader-related code.

This commit is contained in:
Alex Szpakowski
2014-09-27 02:26:58 -03:00
parent c6b610d116
commit b70f72acb3
5 changed files with 138 additions and 137 deletions
+2 -2
View File
@@ -576,9 +576,9 @@ 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 -1
View File
@@ -165,7 +165,7 @@ 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);
+112 -107
View File
@@ -66,15 +66,15 @@ Shader *Shader::current = nullptr;
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)
@@ -105,21 +105,21 @@ 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.");
@@ -129,121 +129,75 @@ 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.");
for (GLuint id : shaderids)
glAttachShader(program, id);
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) 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 == OpenGL::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());
}
}
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)
{
@@ -268,22 +222,70 @@ 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)
try
{
GLuint shaderid = compileCode(source.first, source.second);
shaderids.push_back(shaderid);
if (!shaderSource.vertex.empty())
shaderids.push_back(compileCode(STAGE_VERTEX, shaderSource.vertex));
if (!shaderSource.pixel.empty())
shaderids.push_back(compileCode(STAGE_PIXEL, shaderSource.pixel));
}
catch (love::Exception &)
{
for (GLuint id : shaderids)
glDeleteShader(id);
throw;
}
if (shaderids.empty())
throw love::Exception("Cannot create shader: no valid source code!");
createProgram(shaderids);
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(OpenGL::ATTRIB_MAX_ENUM); i++)
{
OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) 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 == OpenGL::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();
@@ -292,9 +294,9 @@ bool Shader::loadVolatile()
{
const char *name = nullptr;
if (attribNames.find(OpenGL::VertexAttrib(i), name))
vertexAttributes[i] = glGetAttribLocation(program, name);
builtinAttributes[i] = glGetAttribLocation(program, name);
else
vertexAttributes[i] = -1;
builtinAttributes[i] = -1;
}
if (current == this)
@@ -341,13 +343,16 @@ 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);
@@ -359,13 +364,13 @@ 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();
@@ -671,7 +676,7 @@ Shader::UniformType Shader::getExternVariable(const std::string &name, int &comp
bool Shader::hasVertexAttrib(OpenGL::VertexAttrib attrib) const
{
return vertexAttributes[int(attrib)] != -1;
return builtinAttributes[int(attrib)] != -1;
}
bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
@@ -785,13 +790,13 @@ 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[] =
{
+18 -16
View File
@@ -49,11 +49,11 @@ public:
// Pointer to currently active Shader.
static Shader *current;
enum ShaderType
enum ShaderStage
{
TYPE_VERTEX,
TYPE_PIXEL,
TYPE_MAX_ENUM
STAGE_VERTEX,
STAGE_PIXEL,
STAGE_MAX_ENUM
};
// Built-in uniform (extern) variables.
@@ -74,14 +74,17 @@ 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;
};
/**
* 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();
@@ -196,8 +199,7 @@ 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);
@@ -206,11 +208,11 @@ 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;
@@ -219,7 +221,7 @@ private:
GLint builtinUniforms[BUILTIN_MAX_ENUM];
// Location values for any generic vertex attribute variables.
GLint vertexAttributes[OpenGL::ATTRIB_MAX_ENUM];
GLint builtinAttributes[OpenGL::ATTRIB_MAX_ENUM];
// Uniform location buffer map
std::map<std::string, Uniform> uniforms;
@@ -241,8 +243,8 @@ 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;
+5 -11
View File
@@ -436,27 +436,21 @@ 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++)
@@ -469,7 +463,7 @@ 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();
}