Files
love/src/modules/graphics/opengl/Shader.cpp
T
Alex Szpakowski 53b20b63a5 Merged default into minor
--HG--
branch : minor
2014-05-21 21:16:37 -03:00

827 lines
20 KiB
C++

/**
* Copyright (c) 2006-2014 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
// LOVE
#include "common/config.h"
#include "Shader.h"
#include "Canvas.h"
// C++
#include <algorithm>
namespace love
{
namespace graphics
{
namespace opengl
{
namespace
{
// temporarily attaches a shader program (for setting uniforms, etc)
// reattaches the originally active program when destroyed
struct TemporaryAttacher
{
TemporaryAttacher(Shader *shader)
: curShader(shader)
, prevShader(Shader::current)
{
curShader->attach(true);
}
~TemporaryAttacher()
{
if (prevShader != nullptr)
prevShader->attach();
else
curShader->detach();
}
Shader *curShader;
Shader *prevShader;
};
} // anonymous namespace
Shader *Shader::current = nullptr;
GLint Shader::maxTexUnits = 0;
std::vector<int> Shader::textureCounters;
Shader::Shader(const ShaderSources &sources)
: shaderSources(sources)
, program(0)
, builtinUniforms()
, vertexAttributes()
, lastCanvas((Canvas *) -1)
, lastViewport()
{
if (shaderSources.empty())
throw love::Exception("Cannot create shader: no source code!");
if (maxTexUnits <= 0)
{
GLint maxtexunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits);
maxTexUnits = std::max(maxtexunits - 1, 0);
}
// initialize global texture id counters if needed
if (textureCounters.size() < (size_t) maxTexUnits)
textureCounters.resize(maxTexUnits, 0);
// load shader source and create program object
loadVolatile();
}
Shader::~Shader()
{
if (current == this)
detach();
for (auto it = boundRetainables.begin(); it != boundRetainables.end(); ++it)
it->second->release();
boundRetainables.clear();
unloadVolatile();
}
GLuint Shader::compileCode(ShaderType type, const std::string &code)
{
GLenum glshadertype;
const char *typestr;
if (!typeNames.find(type, typestr))
typestr = "";
switch (type)
{
case TYPE_VERTEX:
glshadertype = GL_VERTEX_SHADER;
break;
case TYPE_PIXEL:
glshadertype = GL_FRAGMENT_SHADER;
break;
default:
throw love::Exception("Cannot create shader object: unknown shader type.");
break;
}
// clear existing errors
while (glGetError() != GL_NO_ERROR);
GLuint shaderid = glCreateShader(glshadertype);
if (shaderid == 0) // oh no!
{
GLenum err = glGetError();
if (err == 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);
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.
if (infologlen > 0)
shaderWarnings[type] = infolog;
delete[] infolog;
GLint status;
glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
throw love::Exception("Cannot compile %s shader code:\n%s",
typestr, shaderWarnings[type].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.");
std::vector<GLuint>::const_iterator it;
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glAttachShader(program, *it);
// 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 (it = shaderids.begin(); it != shaderids.end(); ++it)
glDeleteShader(*it);
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()
{
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;
for (int i = 0; i < numuniforms; i++)
{
GLchar *cname = new GLchar[bufsize];
GLsizei namelength;
Uniform u;
glGetActiveUniform(program, (GLuint) i, bufsize, &namelength, &u.count, &u.type, cname);
u.name = std::string(cname, (size_t) namelength);
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)
{
size_t findpos = u.name.find("[0]");
if (findpos != std::string::npos && findpos == u.name.length() - 3)
u.name.erase(u.name.length() - 3);
}
// If this is a built-in (LOVE-created) uniform, store the location.
BuiltinUniform builtin;
if (builtinNames.find(u.name.c_str(), builtin))
builtinUniforms[int(builtin)] = u.location;
if (u.location != -1)
uniforms[u.name] = u;
}
}
bool Shader::loadVolatile()
{
// zero out active texture list
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;
ShaderSources::const_iterator source;
for (source = shaderSources.begin(); source != shaderSources.end(); ++source)
{
GLuint shaderid = compileCode(source->first, source->second);
shaderids.push_back(shaderid);
}
if (shaderids.empty())
throw love::Exception("Cannot create shader: no valid source code!");
createProgram(shaderids);
// Retreive all active uniform variables in this shader from OpenGL.
mapActiveUniforms();
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
const char *name = nullptr;
if (attribNames.find(OpenGL::VertexAttrib(i), name))
vertexAttributes[i] = glGetAttribLocation(program, name);
else
vertexAttributes[i] = -1;
}
if (current == this)
{
// make sure glUseProgram gets called.
current = nullptr;
attach();
}
return true;
}
void Shader::unloadVolatile()
{
if (current == this)
glUseProgram(0);
if (program != 0)
{
glDeleteProgram(program);
program = 0;
}
// decrement global texture id counters for texture units which had textures bound from this shader
for (size_t i = 0; i < activeTexUnits.size(); ++i)
{
if (activeTexUnits[i] > 0)
textureCounters[i] = std::max(textureCounters[i] - 1, 0);
}
// active texture list is probably invalid, clear it
activeTexUnits.clear();
activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
// same with uniform location list
uniforms.clear();
// And the locations of any built-in uniform variables.
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
shaderWarnings.clear();
}
std::string Shader::getProgramWarnings() const
{
GLint strlen, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
char *tempstr = new char[strlen+1];
// be extra sure that the error string will be 0-terminated
memset(tempstr, '\0', strlen+1);
glGetProgramInfoLog(program, strlen, &nullpos, tempstr);
tempstr[nullpos] = '\0';
std::string warnings(tempstr);
delete[] tempstr;
return warnings;
}
std::string Shader::getWarnings() const
{
std::string warnings;
const char *typestr;
// Get the individual shader stage warnings
std::map<ShaderType, std::string>::const_iterator it;
for (it = shaderWarnings.begin(); it != shaderWarnings.end(); ++it)
{
if (typeNames.find(it->first, typestr))
warnings += std::string(typestr) + std::string(" shader:\n") + it->second;
}
warnings += getProgramWarnings();
return warnings;
}
void Shader::attach(bool temporary)
{
if (current != this)
{
if (current != nullptr)
current->release();
glUseProgram(program);
current = this;
current->retain();
}
if (!temporary)
{
// make sure all sent textures are properly bound to their respective texture units
// note: list potentially contains texture ids of deleted/invalid textures!
for (size_t i = 0; i < activeTexUnits.size(); ++i)
{
if (activeTexUnits[i] > 0)
gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
}
// We always want to use texture unit 0 for everyhing else.
gl.setTextureUnit(0);
}
}
void Shader::detach()
{
if (current != nullptr)
glUseProgram(0);
current = nullptr;
}
const Shader::Uniform &Shader::getUniform(const std::string &name) const
{
std::map<std::string, Uniform>::const_iterator it = uniforms.find(name);
if (it == uniforms.end())
throw love::Exception("Variable '%s' does not exist.\n"
"A common error is to define but not use the variable.", name.c_str());
return it->second;
}
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:
break;
}
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:
break;
}
return UNIFORM_UNKNOWN;
}
void Shader::checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const
{
if (!program)
throw love::Exception("No active shader program.");
int realsize = getUniformTypeSize(u.type);
if (size != realsize)
throw love::Exception("Value size of %d does not match variable size of %d.", size, realsize);
if ((u.count == 1 && count > 1) || count < 0)
throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
throw love::Exception("Cannot send a value of this type to an Image variable.");
if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT))
throw love::Exception("Cannot convert between float and int.");
}
void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count)
{
TemporaryAttacher attacher(this);
const Uniform &u = getUniform(name);
checkSetUniformError(u, size, count, UNIFORM_INT);
switch (size)
{
case 4:
glUniform4iv(u.location, count, vec);
break;
case 3:
glUniform3iv(u.location, count, vec);
break;
case 2:
glUniform2iv(u.location, count, vec);
break;
case 1:
default:
glUniform1iv(u.location, count, vec);
break;
}
}
void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
{
TemporaryAttacher attacher(this);
const Uniform &u = getUniform(name);
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
switch (size)
{
case 4:
glUniform4fv(u.location, count, vec);
break;
case 3:
glUniform3fv(u.location, count, vec);
break;
case 2:
glUniform2fv(u.location, count, vec);
break;
case 1:
default:
glUniform1fv(u.location, count, vec);
break;
}
}
void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
{
TemporaryAttacher attacher(this);
if (size < 2 || size > 4)
{
throw love::Exception("Invalid matrix size: %dx%d "
"(can only set 2x2, 3x3 or 4x4 matrices.)", size,size);
}
const Uniform &u = getUniform(name);
checkSetUniformError(u, size, count, UNIFORM_FLOAT);
switch (size)
{
case 4:
glUniformMatrix4fv(u.location, count, GL_FALSE, m);
break;
case 3:
glUniformMatrix3fv(u.location, count, GL_FALSE, m);
break;
case 2:
default:
glUniformMatrix2fv(u.location, count, GL_FALSE, m);
break;
}
}
void Shader::sendTexture(const std::string &name, Texture *texture)
{
GLuint gltex = texture->getGLTexture();
TemporaryAttacher attacher(this);
int texunit = getTextureUnit(name);
const Uniform &u = getUniform(name);
checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
// bind texture to assigned texture unit and send uniform to shader program
gl.bindTextureToUnit(gltex, texunit, false);
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)
{
auto it = boundRetainables.find(name);
if (it != boundRetainables.end())
it->second->release();
object->retain();
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(OpenGL::VertexAttrib 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";
}
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<OpenGL::VertexAttrib, OpenGL::ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
{
{"love_PseudoInstanceID", OpenGL::ATTRIB_PSEUDO_INSTANCE_ID},
};
StringMap<OpenGL::VertexAttrib, OpenGL::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