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3f208f1e60
--HG-- branch : minor
858 lines
20 KiB
C++
858 lines
20 KiB
C++
/**
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* Copyright (c) 2006-2014 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "Shader.h"
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#include "Canvas.h"
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// C++
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#include <algorithm>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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namespace
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{
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// temporarily attaches a shader program (for setting uniforms, etc)
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// reattaches the originally active program when destroyed
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struct TemporaryAttacher
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{
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TemporaryAttacher(Shader *shader)
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: curShader(shader)
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, prevShader(Shader::current)
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{
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curShader->attach(true);
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}
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~TemporaryAttacher()
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{
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if (prevShader != nullptr)
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prevShader->attach();
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else
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curShader->detach();
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}
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Shader *curShader;
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Shader *prevShader;
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};
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} // anonymous namespace
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Shader *Shader::current = nullptr;
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Shader *Shader::defaultShader = nullptr;
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Shader::ShaderSources Shader::defaultCode[1]; // TODO: RENDERER_MAX_ENUM
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GLint Shader::maxTexUnits = 0;
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std::vector<int> Shader::textureCounters;
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Shader::Shader(const ShaderSources &sources)
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: shaderSources(sources)
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, program(0)
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, builtinUniforms()
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, vertexAttributes()
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, lastCanvas((Canvas *) -1)
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, lastViewport()
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{
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if (shaderSources.empty())
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throw love::Exception("Cannot create shader: no source code!");
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if (maxTexUnits <= 0)
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{
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GLint maxtexunits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits);
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maxTexUnits = std::max(maxtexunits - 1, 0);
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}
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// initialize global texture id counters if needed
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if (textureCounters.size() < (size_t) maxTexUnits)
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textureCounters.resize(maxTexUnits, 0);
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// load shader source and create program object
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loadVolatile();
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}
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Shader::~Shader()
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{
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if (current == this)
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detach();
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for (const auto &retainable : boundRetainables)
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retainable.second->release();
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boundRetainables.clear();
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unloadVolatile();
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}
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GLuint Shader::compileCode(ShaderType type, const std::string &code)
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{
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GLenum glshadertype;
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const char *typestr;
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if (!typeNames.find(type, typestr))
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typestr = "";
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switch (type)
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{
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case TYPE_VERTEX:
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glshadertype = GL_VERTEX_SHADER;
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break;
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case TYPE_PIXEL:
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glshadertype = GL_FRAGMENT_SHADER;
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break;
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default:
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throw love::Exception("Cannot create shader object: unknown shader type.");
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break;
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}
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// clear existing errors
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while (glGetError() != GL_NO_ERROR);
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GLuint shaderid = glCreateShader(glshadertype);
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if (shaderid == 0) // oh no!
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{
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GLenum err = glGetError();
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if (err == GL_INVALID_ENUM)
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throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr);
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else
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throw love::Exception("Cannot create %s shader object.", typestr);
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}
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const char *src = code.c_str();
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size_t srclen = code.length();
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glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
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glCompileShader(shaderid);
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// Get any warnings the shader compiler may have produced.
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GLint infologlen;
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
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GLchar *infolog = new GLchar[infologlen + 1];
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glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
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// Save any warnings for later querying.
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if (infologlen > 0)
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shaderWarnings[type] = infolog;
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delete[] infolog;
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GLint status;
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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throw love::Exception("Cannot compile %s shader code:\n%s",
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typestr, shaderWarnings[type].c_str());
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}
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return shaderid;
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}
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void Shader::createProgram(const std::vector<GLuint> &shaderids)
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{
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program = glCreateProgram();
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if (program == 0)
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throw love::Exception("Cannot create shader program object.");
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try
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{
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for (GLuint id : shaderids)
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glAttachShader(program, id);
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}
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catch (love::Exception &)
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{
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glDeleteProgram(program);
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throw;
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}
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// Bind love's vertex attribute indices to names in the shader.
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for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
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{
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VertexAttribID attrib = (VertexAttribID) i;
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// FIXME: We skip this both because pseudo-instancing is temporarily
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// disabled (see graphics.lua), and because binding a non-existant
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// attribute name to a location can cause a shader linker warning.
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if (attrib == ATTRIB_PSEUDO_INSTANCE_ID)
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continue;
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const char *name = nullptr;
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if (attribNames.find(attrib, name))
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glBindAttribLocation(program, i, (const GLchar *) name);
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}
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glLinkProgram(program);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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std::string warnings = getProgramWarnings();
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glDeleteProgram(program);
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program = 0;
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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}
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// flag shaders for auto-deletion when the program object is deleted.
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for (GLuint id : shaderids)
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glDeleteShader(id);
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}
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void Shader::mapActiveUniforms()
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{
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uniforms.clear();
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GLint numuniforms;
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glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
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GLsizei bufsize;
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glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, (GLint *) &bufsize);
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if (bufsize <= 0)
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return;
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for (int i = 0; i < numuniforms; i++)
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{
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GLchar *cname = new GLchar[bufsize];
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GLsizei namelength;
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Uniform u;
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glGetActiveUniform(program, (GLuint) i, bufsize, &namelength, &u.count, &u.type, cname);
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u.name = std::string(cname, (size_t) namelength);
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(u.type);
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delete[] cname;
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// glGetActiveUniform appends "[0]" to the end of array uniform names...
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if (u.name.length() > 3)
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{
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size_t findpos = u.name.find("[0]");
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if (findpos != std::string::npos && findpos == u.name.length() - 3)
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u.name.erase(u.name.length() - 3);
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}
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// If this is a built-in (LOVE-created) uniform, store the location.
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BuiltinUniform builtin;
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if (builtinNames.find(u.name.c_str(), builtin))
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builtinUniforms[int(builtin)] = u.location;
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if (u.location != -1)
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uniforms[u.name] = u;
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}
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}
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bool Shader::loadVolatile()
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{
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// zero out active texture list
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activeTexUnits.clear();
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activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
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// Built-in uniform locations default to -1 (nonexistant.)
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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builtinUniforms[i] = -1;
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std::vector<GLuint> shaderids;
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for (const auto &source : shaderSources)
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{
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GLuint shaderid = compileCode(source.first, source.second);
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shaderids.push_back(shaderid);
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}
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// The shader program must have both vertex and pixel shader stages.
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ShaderSources &defaults = defaultCode[0];
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ShaderSources::const_iterator source = shaderSources.find(TYPE_VERTEX);
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if (source == shaderSources.end())
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shaderids.push_back(compileCode(TYPE_VERTEX, defaults[TYPE_VERTEX]));
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source = shaderSources.find(TYPE_PIXEL);
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if (source == shaderSources.end())
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shaderids.push_back(compileCode(TYPE_PIXEL, defaults[TYPE_PIXEL]));
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if (shaderids.empty())
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throw love::Exception("Cannot create shader: no valid source code!");
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try
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{
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createProgram(shaderids);
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}
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catch (love::Exception &)
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{
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for (GLuint id : shaderids)
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glDeleteShader(id);
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throw;
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}
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// Retreive all active uniform variables in this shader from OpenGL.
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mapActiveUniforms();
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for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
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{
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const char *name = nullptr;
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if (attribNames.find(VertexAttribID(i), name))
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vertexAttributes[i] = glGetAttribLocation(program, name);
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else
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vertexAttributes[i] = -1;
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}
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if (current == this)
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{
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// make sure glUseProgram gets called.
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current = nullptr;
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attach();
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}
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return true;
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}
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void Shader::unloadVolatile()
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{
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if (current == this)
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glUseProgram(0);
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if (program != 0)
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{
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glDeleteProgram(program);
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program = 0;
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}
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// decrement global texture id counters for texture units which had textures bound from this shader
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for (size_t i = 0; i < activeTexUnits.size(); ++i)
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{
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if (activeTexUnits[i] > 0)
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textureCounters[i] = std::max(textureCounters[i] - 1, 0);
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}
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// active texture list is probably invalid, clear it
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activeTexUnits.clear();
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activeTexUnits.resize(maxTexUnits, 0);
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// same with uniform location list
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uniforms.clear();
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// And the locations of any built-in uniform variables.
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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builtinUniforms[i] = -1;
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shaderWarnings.clear();
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}
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std::string Shader::getProgramWarnings() const
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{
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GLint strlen, nullpos;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
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char *tempstr = new char[strlen+1];
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// be extra sure that the error string will be 0-terminated
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memset(tempstr, '\0', strlen+1);
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glGetProgramInfoLog(program, strlen, &nullpos, tempstr);
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tempstr[nullpos] = '\0';
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std::string warnings(tempstr);
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delete[] tempstr;
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return warnings;
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}
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std::string Shader::getWarnings() const
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{
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std::string warnings;
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const char *typestr;
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// Get the individual shader stage warnings
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for (const auto &warning : shaderWarnings)
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{
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if (typeNames.find(warning.first, typestr))
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warnings += std::string(typestr) + std::string(" shader:\n") + warning.second;
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}
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warnings += getProgramWarnings();
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return warnings;
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}
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void Shader::attach(bool temporary)
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{
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if (current != this)
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{
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glUseProgram(program);
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current = this;
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// retain/release happens in Graphics::setShader.
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}
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if (!temporary)
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{
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// make sure all sent textures are properly bound to their respective texture units
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// note: list potentially contains texture ids of deleted/invalid textures!
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for (size_t i = 0; i < activeTexUnits.size(); ++i)
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{
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if (activeTexUnits[i] > 0)
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gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
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}
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// We always want to use texture unit 0 for everyhing else.
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gl.setTextureUnit(0);
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}
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}
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void Shader::detach()
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{
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if (defaultShader)
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{
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if (current != defaultShader)
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defaultShader->attach();
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return;
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}
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if (current != nullptr)
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glUseProgram(0);
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current = nullptr;
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}
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const Shader::Uniform &Shader::getUniform(const std::string &name) const
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{
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std::map<std::string, Uniform>::const_iterator it = uniforms.find(name);
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if (it == uniforms.end())
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throw love::Exception("Variable '%s' does not exist.\n"
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"A common error is to define but not use the variable.", name.c_str());
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return it->second;
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}
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void Shader::checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const
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{
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if (!program)
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throw love::Exception("No active shader program.");
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int realsize = getUniformTypeSize(u.type);
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if (size != realsize)
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throw love::Exception("Value size of %d does not match variable size of %d.", size, realsize);
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if ((u.count == 1 && count > 1) || count < 0)
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throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
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if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
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throw love::Exception("Cannot send a value of this type to an Image variable.");
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if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT))
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throw love::Exception("Cannot convert between float and int.");
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}
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void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count)
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{
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TemporaryAttacher attacher(this);
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const Uniform &u = getUniform(name);
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checkSetUniformError(u, size, count, UNIFORM_INT);
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switch (size)
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{
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case 4:
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glUniform4iv(u.location, count, vec);
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break;
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case 3:
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glUniform3iv(u.location, count, vec);
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break;
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case 2:
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glUniform2iv(u.location, count, vec);
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break;
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case 1:
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default:
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glUniform1iv(u.location, count, vec);
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break;
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}
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}
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void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
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{
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TemporaryAttacher attacher(this);
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const Uniform &u = getUniform(name);
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checkSetUniformError(u, size, count, UNIFORM_FLOAT);
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switch (size)
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{
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case 4:
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glUniform4fv(u.location, count, vec);
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break;
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case 3:
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glUniform3fv(u.location, count, vec);
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break;
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case 2:
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glUniform2fv(u.location, count, vec);
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break;
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case 1:
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default:
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glUniform1fv(u.location, count, vec);
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break;
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}
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}
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void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
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{
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TemporaryAttacher attacher(this);
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if (size < 2 || size > 4)
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{
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throw love::Exception("Invalid matrix size: %dx%d "
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"(can only set 2x2, 3x3 or 4x4 matrices.)", size,size);
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}
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const Uniform &u = getUniform(name);
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checkSetUniformError(u, size, count, UNIFORM_FLOAT);
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switch (size)
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{
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case 4:
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glUniformMatrix4fv(u.location, count, GL_FALSE, m);
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break;
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case 3:
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glUniformMatrix3fv(u.location, count, GL_FALSE, m);
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break;
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case 2:
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default:
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glUniformMatrix2fv(u.location, count, GL_FALSE, m);
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break;
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}
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}
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void Shader::sendTexture(const std::string &name, Texture *texture)
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{
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GLuint gltex = texture->getGLTexture();
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TemporaryAttacher attacher(this);
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int texunit = getTextureUnit(name);
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const Uniform &u = getUniform(name);
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checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
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// bind texture to assigned texture unit and send uniform to shader program
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gl.bindTextureToUnit(gltex, texunit, false);
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glUniform1i(u.location, texunit);
|
|
|
|
// reset texture unit
|
|
gl.setTextureUnit(0);
|
|
|
|
// increment global shader texture id counter for this texture unit, if we haven't already
|
|
if (activeTexUnits[texunit-1] == 0)
|
|
++textureCounters[texunit-1];
|
|
|
|
// store texture id so it can be re-bound to the proper texture unit later
|
|
activeTexUnits[texunit-1] = gltex;
|
|
|
|
retainObject(name, texture);
|
|
}
|
|
|
|
void Shader::retainObject(const std::string &name, Object *object)
|
|
{
|
|
object->retain();
|
|
|
|
auto it = boundRetainables.find(name);
|
|
if (it != boundRetainables.end())
|
|
it->second->release();
|
|
|
|
boundRetainables[name] = object;
|
|
}
|
|
|
|
int Shader::getTextureUnit(const std::string &name)
|
|
{
|
|
auto it = texUnitPool.find(name);
|
|
|
|
if (it != texUnitPool.end())
|
|
return it->second;
|
|
|
|
int texunit = 1;
|
|
|
|
// prefer texture units which are unused by all other shaders
|
|
auto freeunit_it = std::find(textureCounters.begin(), textureCounters.end(), 0);
|
|
|
|
if (freeunit_it != textureCounters.end())
|
|
{
|
|
// we don't want to use unit 0
|
|
texunit = std::distance(textureCounters.begin(), freeunit_it) + 1;
|
|
}
|
|
else
|
|
{
|
|
// no completely unused texture units exist, try to use next free slot in our own list
|
|
auto nextunit_it = std::find(activeTexUnits.begin(), activeTexUnits.end(), 0);
|
|
|
|
if (nextunit_it == activeTexUnits.end())
|
|
throw love::Exception("No more texture units available for shader.");
|
|
|
|
// we don't want to use unit 0
|
|
texunit = std::distance(activeTexUnits.begin(), nextunit_it) + 1;
|
|
}
|
|
|
|
texUnitPool[name] = texunit;
|
|
return texunit;
|
|
}
|
|
|
|
Shader::UniformType Shader::getExternVariable(const std::string &name, int &components, int &count)
|
|
{
|
|
auto it = uniforms.find(name);
|
|
|
|
if (it == uniforms.end())
|
|
{
|
|
components = 0;
|
|
count = 0;
|
|
return UNIFORM_UNKNOWN;
|
|
}
|
|
|
|
components = getUniformTypeSize(it->second.type);
|
|
count = (int) it->second.count;
|
|
|
|
return it->second.baseType;
|
|
}
|
|
|
|
bool Shader::hasVertexAttrib(VertexAttribID attrib) const
|
|
{
|
|
return vertexAttributes[int(attrib)] != -1;
|
|
}
|
|
|
|
bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
|
|
{
|
|
return builtinUniforms[int(builtin)] != -1;
|
|
}
|
|
|
|
bool Shader::sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *vec, int count)
|
|
{
|
|
if (!hasBuiltinUniform(builtin))
|
|
return false;
|
|
|
|
GLint location = builtinUniforms[int(builtin)];
|
|
|
|
TemporaryAttacher attacher(this);
|
|
|
|
switch (size)
|
|
{
|
|
case 1:
|
|
glUniform1fv(location, count, vec);
|
|
break;
|
|
case 2:
|
|
glUniform2fv(location, count, vec);
|
|
break;
|
|
case 3:
|
|
glUniform3fv(location, count, vec);
|
|
break;
|
|
case 4:
|
|
glUniform4fv(location, count, vec);
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Shader::checkSetScreenParams()
|
|
{
|
|
OpenGL::Viewport view = gl.getViewport();
|
|
|
|
if (view == lastViewport && lastCanvas == Canvas::current)
|
|
return;
|
|
|
|
// In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w.
|
|
// This lets us flip pixcoord.y when needed, to be consistent (drawing with
|
|
// no Canvas active makes the y-values for pixel coordinates flipped.)
|
|
GLfloat params[] = {
|
|
(GLfloat) view.w, (GLfloat) view.h,
|
|
0.0f, 0.0f,
|
|
};
|
|
|
|
if (Canvas::current != nullptr)
|
|
{
|
|
// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
|
|
params[2] = 1.0f;
|
|
params[3] = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
// gl_FragCoord.y is flipped when drawing to the screen, so we un-flip:
|
|
// pixcoord.y = gl_FragCoord.y * -1.0 + height.
|
|
params[2] = -1.0f;
|
|
params[3] = (GLfloat) view.h;
|
|
}
|
|
|
|
sendBuiltinFloat(BUILTIN_SCREEN_SIZE, 4, params, 1);
|
|
|
|
lastCanvas = Canvas::current;
|
|
lastViewport = view;
|
|
}
|
|
|
|
const std::map<std::string, Object *> &Shader::getBoundRetainables() const
|
|
{
|
|
return boundRetainables;
|
|
}
|
|
|
|
std::string Shader::getGLSLVersion()
|
|
{
|
|
const char *tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
|
|
|
|
if (tmp == nullptr)
|
|
return "0.0";
|
|
|
|
// the version string always begins with a version number of the format
|
|
// major_number.minor_number
|
|
// or
|
|
// major_number.minor_number.release_number
|
|
// we can keep release_number, since it does not affect the check below.
|
|
std::string versionstring(tmp);
|
|
size_t minorendpos = versionstring.find(' ');
|
|
return versionstring.substr(0, minorendpos);
|
|
}
|
|
|
|
bool Shader::isSupported()
|
|
{
|
|
return getGLSLVersion() >= "1.2";
|
|
}
|
|
|
|
int Shader::getUniformTypeSize(GLenum type) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_INT:
|
|
case GL_FLOAT:
|
|
case GL_BOOL:
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_3D:
|
|
return 1;
|
|
case GL_INT_VEC2:
|
|
case GL_FLOAT_VEC2:
|
|
case GL_FLOAT_MAT2:
|
|
case GL_BOOL_VEC2:
|
|
return 2;
|
|
case GL_INT_VEC3:
|
|
case GL_FLOAT_VEC3:
|
|
case GL_FLOAT_MAT3:
|
|
case GL_BOOL_VEC3:
|
|
return 3;
|
|
case GL_INT_VEC4:
|
|
case GL_FLOAT_VEC4:
|
|
case GL_FLOAT_MAT4:
|
|
case GL_BOOL_VEC4:
|
|
return 4;
|
|
default:
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
Shader::UniformType Shader::getUniformBaseType(GLenum type) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_INT:
|
|
case GL_INT_VEC2:
|
|
case GL_INT_VEC3:
|
|
case GL_INT_VEC4:
|
|
return UNIFORM_INT;
|
|
case GL_FLOAT:
|
|
case GL_FLOAT_VEC2:
|
|
case GL_FLOAT_VEC3:
|
|
case GL_FLOAT_VEC4:
|
|
case GL_FLOAT_MAT2:
|
|
case GL_FLOAT_MAT3:
|
|
case GL_FLOAT_MAT4:
|
|
return UNIFORM_FLOAT;
|
|
case GL_BOOL:
|
|
case GL_BOOL_VEC2:
|
|
case GL_BOOL_VEC3:
|
|
case GL_BOOL_VEC4:
|
|
return UNIFORM_BOOL;
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_3D:
|
|
return UNIFORM_SAMPLER;
|
|
default:
|
|
return UNIFORM_UNKNOWN;
|
|
}
|
|
}
|
|
|
|
bool Shader::getConstant(const char *in, UniformType &out)
|
|
{
|
|
return uniformTypes.find(in, out);
|
|
}
|
|
|
|
bool Shader::getConstant(UniformType in, const char *&out)
|
|
{
|
|
return uniformTypes.find(in, out);
|
|
}
|
|
|
|
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntries[] =
|
|
{
|
|
{"vertex", Shader::TYPE_VERTEX},
|
|
{"pixel", Shader::TYPE_PIXEL},
|
|
};
|
|
|
|
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
|
|
|
|
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
|
|
{
|
|
{"float", Shader::UNIFORM_FLOAT},
|
|
{"int", Shader::UNIFORM_INT},
|
|
{"bool", Shader::UNIFORM_BOOL},
|
|
{"image", Shader::UNIFORM_SAMPLER},
|
|
{"unknown", Shader::UNIFORM_UNKNOWN},
|
|
};
|
|
|
|
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM> Shader::uniformTypes(Shader::uniformTypeEntries, sizeof(Shader::uniformTypeEntries));
|
|
|
|
StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
|
|
{
|
|
{"VertexPosition", ATTRIB_POS},
|
|
{"VertexTexCoord", ATTRIB_TEXCOORD},
|
|
{"VertexColor", ATTRIB_COLOR},
|
|
{"love_PseudoInstanceID", ATTRIB_PSEUDO_INSTANCE_ID},
|
|
};
|
|
|
|
StringMap<VertexAttribID, ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
|
|
|
|
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
|
|
{
|
|
{"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE},
|
|
};
|
|
|
|
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|