Files
love/src/modules/graphics/opengl/Shader.cpp
T
Alex Szpakowski 5e5b247fc7 Work around buggy C++11 standard libraries (mingw)
--HG--
branch : minor
2016-11-24 21:37:13 -04:00

1140 lines
27 KiB
C++

/**
* Copyright (c) 2006-2016 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 "Graphics.h"
// C++
#include <algorithm>
#include <limits>
#include <sstream>
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, bool attachNow)
: curShader(shader)
, prevShader(Shader::current)
{
if (attachNow)
attach();
}
~TemporaryAttacher()
{
if (prevShader != nullptr)
prevShader->attach();
else
curShader->detach();
}
void attach()
{
curShader->attach(true);
}
Shader *curShader;
Shader *prevShader;
};
} // anonymous namespace
Shader *Shader::current = nullptr;
Shader *Shader::defaultShader = nullptr;
Shader *Shader::defaultVideoShader = nullptr;
Shader::ShaderSource Shader::defaultCode[Graphics::RENDERER_MAX_ENUM][2];
Shader::ShaderSource Shader::defaultVideoCode[Graphics::RENDERER_MAX_ENUM][2];
Shader::Shader(const ShaderSource &source)
: shaderSource(source)
, program(0)
, builtinUniforms()
, builtinAttributes()
, canvasWasActive(false)
, lastViewport()
, lastPointSize(0.0f)
, videoTextureUnits()
{
if (source.vertex.empty() && source.pixel.empty())
throw love::Exception("Cannot create shader: no source code!");
// load shader source and create program object
loadVolatile();
}
Shader::~Shader()
{
if (current == this)
detach();
unloadVolatile();
for (const auto &p : uniforms)
{
// Allocated with malloc().
if (p.second.data != nullptr)
free(p.second.data);
if (p.second.baseType == UNIFORM_SAMPLER)
{
for (int i = 0; i < p.second.count; i++)
{
if (p.second.textures[i] != nullptr)
p.second.textures[i]->release();
}
delete[] p.second.textures;
}
}
}
GLuint Shader::compileCode(ShaderStage stage, const std::string &code)
{
GLenum glstage;
const char *typestr;
if (!stageNames.find(stage, typestr))
typestr = "";
switch (stage)
{
case STAGE_VERTEX:
glstage = GL_VERTEX_SHADER;
break;
case STAGE_PIXEL:
glstage = GL_FRAGMENT_SHADER;
break;
default:
throw love::Exception("Cannot create shader object: unknown shader type.");
break;
}
GLuint shaderid = glCreateShader(glstage);
if (shaderid == 0)
{
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();
GLint srclen = (GLint) code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen);
glCompileShader(shaderid);
GLint infologlen;
glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
// Get any warnings the shader compiler may have produced.
if (infologlen > 0)
{
GLchar *infolog = new GLchar[infologlen];
glGetShaderInfoLog(shaderid, infologlen, nullptr, 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[stage].c_str());
}
return shaderid;
}
void Shader::mapActiveUniforms()
{
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
GLint activeprogram = 0;
glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram);
gl.useProgram(program);
GLint numuniforms;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
GLchar cname[256];
const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
std::map<std::string, UniformInfo> olduniforms = uniforms;
uniforms.clear();
for (int i = 0; i < numuniforms; i++)
{
GLsizei namelen = 0;
GLenum gltype = 0;
UniformInfo u = {};
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &gltype, cname);
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(gltype);
if (u.baseType == UNIFORM_MATRIX)
u.matrix = getMatrixSize(gltype);
else
u.components = getUniformTypeComponents(gltype);
// 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)
continue;
// Make sure previously set uniform data is preserved, and shader-
// initialized values are retrieved.
auto oldu = olduniforms.find(u.name);
if (oldu != olduniforms.end())
{
u.data = oldu->second.data;
u.textures = oldu->second.textures;
updateUniform(&u, u.count, true);
if (u.baseType == UNIFORM_SAMPLER)
{
// Make sure all stored textures have their Volatiles loaded
// before the sendTextures call, since it calls getHandle().
for (int i = 0; i < u.count; i++)
{
if (u.textures[i] == nullptr)
continue;
Volatile *v = dynamic_cast<Volatile *>(u.textures[i]);
if (v != nullptr)
v->loadVolatile();
}
sendTextures(&u, u.textures, u.count, true);
}
}
else
{
size_t datasize = 0;
switch (u.baseType)
{
case UNIFORM_FLOAT:
datasize = sizeof(float) * u.components * u.count;
u.data = malloc(datasize);
break;
case UNIFORM_INT:
case UNIFORM_BOOL:
case UNIFORM_SAMPLER:
datasize = sizeof(int) * u.components * u.count;
u.data = malloc(datasize);
break;
case UNIFORM_MATRIX:
datasize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count;
u.data = malloc(datasize);
break;
default:
break;
}
if (datasize > 0)
{
memset(u.data, 0, datasize);
if (u.baseType == UNIFORM_SAMPLER)
{
// Initialize all samplers to 0. Both GLSL and GLSL ES are
// supposed to do this themselves, but some Android devices
// (galaxy tab 3 and 4) don't seem to do it...
glUniform1iv(u.location, u.count, u.ints);
u.textures = new Texture*[u.count];
memset(u.textures, 0, sizeof(Texture *) * u.count);
}
}
size_t offset = 0;
// Store any shader-initialized values in our own memory.
for (int i = 0; i < u.count; i++)
{
GLint location = u.location;
if (u.count > 1)
{
std::ostringstream ss;
ss << i;
std::string indexname = u.name + "[" + ss.str() + "]";
location = glGetUniformLocation(program, indexname.c_str());
}
if (location == -1)
continue;
switch (u.baseType)
{
case UNIFORM_FLOAT:
glGetUniformfv(program, location, &u.floats[offset]);
offset += u.components;
break;
case UNIFORM_INT:
case UNIFORM_BOOL:
glGetUniformiv(program, location, &u.ints[offset]);
offset += u.components;
break;
case UNIFORM_MATRIX:
glGetUniformfv(program, location, &u.floats[offset]);
offset += u.matrix.rows * u.matrix.columns;
break;
default:
break;
}
}
}
uniforms[u.name] = u;
}
// Make sure uniforms that existed before but don't exist anymore are
// cleaned up. This theoretically shouldn't happen, but...
for (const auto &p : olduniforms)
{
if (uniforms.find(p.first) == uniforms.end())
{
free(p.second.data);
if (p.second.baseType != UNIFORM_SAMPLER)
continue;
for (int i = 0; i < p.second.count; i++)
{
if (p.second.textures[i] != nullptr)
p.second.textures[i]->release();
}
delete[] p.second.textures;
}
}
gl.useProgram(activeprogram);
}
bool Shader::loadVolatile()
{
OpenGL::TempDebugGroup debuggroup("Shader load");
// Recreating the shader program will invalidate uniforms that rely on these.
canvasWasActive = false;
lastViewport = OpenGL::Viewport();
lastPointSize = -1.0f;
// Invalidate the cached matrices by setting some elements to NaN.
float nan = std::numeric_limits<float>::quiet_NaN();
lastProjectionMatrix.setTranslation(nan, nan);
lastTransformMatrix.setTranslation(nan, nan);
for (int i = 0; i < 3; i++)
videoTextureUnits[i] = 0;
// zero out active texture list
textureUnits.clear();
textureUnits.resize(gl.getMaxTextureUnits(), TextureUnit());
std::vector<GLuint> shaderids;
bool gammacorrect = graphics::isGammaCorrect();
const ShaderSource *defaults = &defaultCode[Graphics::RENDERER_OPENGL][gammacorrect ? 1 : 0];
if (GLAD_ES_VERSION_2_0)
defaults = &defaultCode[Graphics::RENDERER_OPENGLES][gammacorrect ? 1 : 0];
// The shader program must have both vertex and pixel shader stages.
const std::string &vertexcode = shaderSource.vertex.empty() ? defaults->vertex : shaderSource.vertex;
const std::string &pixelcode = shaderSource.pixel.empty() ? defaults->pixel : shaderSource.pixel;
try
{
shaderids.push_back(compileCode(STAGE_VERTEX, vertexcode));
shaderids.push_back(compileCode(STAGE_PIXEL, pixelcode));
}
catch (love::Exception &)
{
for (GLuint id : shaderids)
glDeleteShader(id);
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++)
{
const char *name = nullptr;
if (attribNames.find((VertexAttribID) i, 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());
}
// Get all active uniform variables in this shader from OpenGL.
mapActiveUniforms();
for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
{
const char *name = nullptr;
if (attribNames.find(VertexAttribID(i), name))
builtinAttributes[i] = glGetAttribLocation(program, name);
else
builtinAttributes[i] = -1;
}
if (current == this)
{
// make sure glUseProgram gets called.
current = nullptr;
attach();
checkSetBuiltinUniforms();
}
return true;
}
void Shader::unloadVolatile()
{
if (program != 0)
{
if (current == this)
gl.useProgram(0);
glDeleteProgram(program);
program = 0;
}
// active texture list is probably invalid, clear it
textureUnits.clear();
textureUnits.resize(gl.getMaxTextureUnits(), TextureUnit());
attributes.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 strsize, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize);
if (strsize == 0)
return "";
char *tempstr = new char[strsize];
// be extra sure that the error string will be 0-terminated
memset(tempstr, '\0', strsize);
glGetProgramInfoLog(program, strsize, &nullpos, tempstr);
tempstr[nullpos] = '\0';
std::string warnings(tempstr);
delete[] tempstr;
return warnings;
}
std::string Shader::getWarnings() const
{
std::string warnings;
const char *stagestr;
// Get the individual shader stage warnings
for (const auto &warning : shaderWarnings)
{
if (stageNames.find(warning.first, stagestr))
warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second;
}
warnings += getProgramWarnings();
return warnings;
}
void Shader::attach(bool temporary)
{
if (current != this)
{
gl.useProgram(program);
current = this;
// retain/release happens in Graphics::setShader.
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 (int i = 1; i < (int) textureUnits.size(); ++i)
{
if (textureUnits[i].active)
gl.bindTextureToUnit(textureUnits[i].texture, i, false);
}
}
}
}
void Shader::detach()
{
if (defaultShader)
{
if (current != defaultShader)
defaultShader->attach();
return;
}
if (current != nullptr)
gl.useProgram(0);
current = nullptr;
}
const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const
{
const auto it = uniforms.find(name);
if (it == uniforms.end())
return nullptr;
return &(it->second);
}
void Shader::updateUniform(const UniformInfo *info, int count, bool internalUpdate)
{
TemporaryAttacher attacher(this, !internalUpdate);
int location = info->location;
UniformType type = info->baseType;
if (type == UNIFORM_FLOAT)
{
switch (info->components)
{
case 1:
glUniform1fv(location, count, info->floats);
break;
case 2:
glUniform2fv(location, count, info->floats);
break;
case 3:
glUniform3fv(location, count, info->floats);
break;
case 4:
glUniform4fv(location, count, info->floats);
break;
}
}
else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER)
{
switch (info->components)
{
case 1:
glUniform1iv(location, count, info->ints);
break;
case 2:
glUniform2iv(location, count, info->ints);
break;
case 3:
glUniform3iv(location, count, info->ints);
break;
case 4:
glUniform4iv(location, count, info->ints);
break;
}
}
else if (type == UNIFORM_MATRIX)
{
int columns = info->matrix.columns;
int rows = info->matrix.rows;
if (columns == 2 && rows == 2)
glUniformMatrix2fv(location, count, GL_FALSE, info->floats);
else if (columns == 3 && rows == 3)
glUniformMatrix3fv(location, count, GL_FALSE, info->floats);
else if (columns == 4 && rows == 4)
glUniformMatrix4fv(location, count, GL_FALSE, info->floats);
else if (columns == 2 && rows == 3)
glUniformMatrix2x3fv(location, count, GL_FALSE, info->floats);
else if (columns == 2 && rows == 4)
glUniformMatrix2x4fv(location, count, GL_FALSE, info->floats);
else if (columns == 3 && rows == 2)
glUniformMatrix3x2fv(location, count, GL_FALSE, info->floats);
else if (columns == 3 && rows == 4)
glUniformMatrix3x4fv(location, count, GL_FALSE, info->floats);
else if (columns == 4 && rows == 2)
glUniformMatrix4x2fv(location, count, GL_FALSE, info->floats);
else if (columns == 4 && rows == 3)
glUniformMatrix4x3fv(location, count, GL_FALSE, info->floats);
}
}
int Shader::getFreeTextureUnits(int count)
{
int startunit = -1;
// Ignore the first texture unit for Shader-local texture bindings.
for (int i = 1; i < (int) textureUnits.size(); i++)
{
if (!textureUnits[i].active && i + count <= (int) textureUnits.size())
{
startunit = i;
break;
}
}
if (startunit == -1)
throw love::Exception("No more texture units available for shader.");
return startunit;
}
void Shader::sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate)
{
if (info->baseType != UNIFORM_SAMPLER)
return;
count = std::min(count, info->count);
bool updateuniform = false;
// Make sure the shader's samplers are associated with texture units.
for (int i = 0; i < count; i++)
{
if (info->ints[i] == 0 && textures[i] != nullptr)
{
int texunit = getFreeTextureUnits(1);
textureUnits[texunit].active = true;
info->ints[i] = texunit;
updateuniform = true;
}
}
if (updateuniform)
updateUniform(info, count, internalUpdate);
// Bind the textures to the texture units.
for (int i = 0; i < count; i++)
{
if (textures[i] != nullptr)
textures[i]->retain();
if (info->textures[i] != nullptr)
info->textures[i]->release();
info->textures[i] = textures[i];
int texunit = info->ints[i];
if (textures[i] != nullptr)
{
GLuint gltex = *(GLuint *) textures[i]->getHandle();
gl.bindTextureToUnit(gltex, texunit, false);
// store texture id so it can be re-bound to the proper texture unit later
textureUnits[texunit].texture = gltex;
}
else
{
gl.bindTextureToUnit(0, texunit, false);
textureUnits[texunit].texture = 0;
textureUnits[texunit].active = false;
}
}
}
bool Shader::hasUniform(const std::string &name) const
{
return uniforms.find(name) != uniforms.end();
}
GLint Shader::getAttribLocation(const std::string &name)
{
auto it = attributes.find(name);
if (it != attributes.end())
return it->second;
GLint location = glGetAttribLocation(program, name.c_str());
attributes[name] = location;
return location;
}
bool Shader::hasVertexAttrib(VertexAttribID attrib) const
{
return builtinAttributes[int(attrib)] != -1;
}
void Shader::setVideoTextures(GLuint ytexture, GLuint cbtexture, GLuint crtexture)
{
// Set up the texture units that will be used by the shader to sample from
// the textures, if they haven't been set up yet.
if (videoTextureUnits[0] == 0)
{
TemporaryAttacher attacher(this, true);
const GLint locs[3] = {
builtinUniforms[BUILTIN_VIDEO_Y_CHANNEL],
builtinUniforms[BUILTIN_VIDEO_CB_CHANNEL],
builtinUniforms[BUILTIN_VIDEO_CR_CHANNEL]
};
const char *names[3] = {nullptr, nullptr, nullptr};
builtinNames.find(BUILTIN_VIDEO_Y_CHANNEL, names[0]);
builtinNames.find(BUILTIN_VIDEO_CB_CHANNEL, names[1]);
builtinNames.find(BUILTIN_VIDEO_CR_CHANNEL, names[2]);
for (int i = 0; i < 3; i++)
{
if (locs[i] >= 0 && names[i] != nullptr)
{
const UniformInfo *info = getUniformInfo(names[i]);
if (info != nullptr)
{
videoTextureUnits[i] = getFreeTextureUnits(1);
textureUnits[videoTextureUnits[i]].active = true;
info->ints[0] = videoTextureUnits[i];
updateUniform(info, 1);
}
}
}
}
const GLuint textures[3] = {ytexture, cbtexture, crtexture};
// Bind the textures to their respective texture units.
for (int i = 0; i < 3; i++)
{
if (videoTextureUnits[i] != 0)
{
// Store texture id so it can be re-bound later.
textureUnits[videoTextureUnits[i]].texture = textures[i];
gl.bindTextureToUnit(textures[i], videoTextureUnits[i], false);
}
}
}
void Shader::checkSetScreenParams()
{
OpenGL::Viewport view = gl.getViewport();
auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
bool canvasActive = gfx->getActivePass().colorAttachmentCount > 0;
if (view == lastViewport && canvasWasActive == canvasActive)
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 (canvasActive)
{
// 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;
}
GLint location = builtinUniforms[BUILTIN_SCREEN_SIZE];
if (location >= 0)
{
TemporaryAttacher attacher(this, true);
glUniform4fv(location, 1, params);
}
canvasWasActive = canvasActive;
lastViewport = view;
}
void Shader::checkSetPointSize(float size)
{
if (size == lastPointSize)
return;
GLint location = builtinUniforms[BUILTIN_POINT_SIZE];
if (location >= 0)
{
TemporaryAttacher attacher(this, true);
glUniform1f(location, size);
}
lastPointSize = size;
}
void Shader::checkSetBuiltinUniforms()
{
checkSetScreenParams();
// We use a more efficient method for sending transformation matrices to
// the GPU on desktop GL.
if (GLAD_ES_VERSION_2_0)
{
checkSetPointSize(gl.getPointSize());
const Matrix4 &curxform = gl.matrices.transform.back();
const Matrix4 &curproj = gl.matrices.projection;
TemporaryAttacher attacher(this, true);
bool tpmatrixneedsupdate = false;
// Only upload the matrices if they've changed.
if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
// Also upload the re-calculated normal matrix, if possible. The
// normal matrix is the transpose of the inverse of the rotation
// portion (top-left 3x3) of the transform matrix.
location = builtinUniforms[BUILTIN_NORMAL_MATRIX];
if (location >= 0)
{
Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
}
tpmatrixneedsupdate = true;
lastTransformMatrix = curxform;
}
if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
{
GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX];
if (location >= 0)
glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
tpmatrixneedsupdate = true;
lastProjectionMatrix = curproj;
}
if (tpmatrixneedsupdate)
{
GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
if (location >= 0)
{
Matrix4 tp_matrix(curproj * curxform);
glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
}
}
}
}
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 GLAD_ES_VERSION_2_0 || (getGLSLVersion() >= "1.2");
}
int Shader::getUniformTypeComponents(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::MatrixSize Shader::getMatrixSize(GLenum type) const
{
MatrixSize m;
switch (type)
{
case GL_FLOAT_MAT2:
m.columns = m.rows = 2;
break;
case GL_FLOAT_MAT3:
m.columns = m.rows = 3;
break;
case GL_FLOAT_MAT4:
m.columns = m.rows = 4;
break;
case GL_FLOAT_MAT2x3:
m.columns = 2;
m.rows = 3;
break;
case GL_FLOAT_MAT2x4:
m.columns = 2;
m.rows = 4;
break;
case GL_FLOAT_MAT3x2:
m.columns = 3;
m.rows = 2;
break;
case GL_FLOAT_MAT3x4:
m.columns = 3;
m.rows = 4;
break;
case GL_FLOAT_MAT4x2:
m.columns = 4;
m.rows = 2;
break;
case GL_FLOAT_MAT4x3:
m.columns = 4;
m.rows = 3;
break;
}
return m;
}
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:
return UNIFORM_FLOAT;
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
return UNIFORM_MATRIX;
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_1D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_2D_RECT:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_CUBE_MAP_ARRAY:
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
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);
}
bool Shader::getConstant(const char *in, VertexAttribID &out)
{
return attribNames.find(in, out);
}
bool Shader::getConstant(VertexAttribID in, const char *&out)
{
return attribNames.find(in, out);
}
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM>::Entry Shader::stageNameEntries[] =
{
{"vertex", Shader::STAGE_VERTEX},
{"pixel", Shader::STAGE_PIXEL},
};
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader::stageNameEntries, sizeof(Shader::stageNameEntries));
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
{
{"float", Shader::UNIFORM_FLOAT},
{"matrix", Shader::UNIFORM_MATRIX},
{"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},
{"ConstantColor", ATTRIB_CONSTANTCOLOR},
};
StringMap<VertexAttribID, ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
{
{"TransformMatrix", Shader::BUILTIN_TRANSFORM_MATRIX},
{"ProjectionMatrix", Shader::BUILTIN_PROJECTION_MATRIX},
{"TransformProjectionMatrix", Shader::BUILTIN_TRANSFORM_PROJECTION_MATRIX},
{"NormalMatrix", Shader::BUILTIN_NORMAL_MATRIX},
{"love_PointSize", Shader::BUILTIN_POINT_SIZE},
{"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE},
{"love_VideoYChannel", Shader::BUILTIN_VIDEO_Y_CHANNEL},
{"love_VideoCbChannel", Shader::BUILTIN_VIDEO_CB_CHANNEL},
{"love_VideoCrChannel", Shader::BUILTIN_VIDEO_CR_CHANNEL},
};
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
} // opengl
} // graphics
} // love