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love/src/modules/graphics/opengl/Shader.cpp
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/**
* Copyright (c) 2006-2013 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.
**/
#include "common/config.h"
#include "Shader.h"
#include "Graphics.h"
#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 != NULL)
prevShader->attach();
else
curShader->detach();
}
Shader *curShader;
Shader *prevShader;
};
} // anonymous namespace
Shader *Shader::current = NULL;
GLint Shader::maxTextureUnits = 0;
std::vector<int> Shader::textureCounters;
Shader::Shader(const ShaderSources &sources)
: shaderSources(sources)
, program(0)
{
if (shaderSources.empty())
throw love::Exception("Cannot create shader: no source code!");
if (maxTextureUnits <= 0)
{
GLint maxtexunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits);
maxTextureUnits = std::max(maxtexunits - 1, 0);
}
// initialize global texture id counters if needed
if (textureCounters.size() < (size_t) maxTextureUnits)
textureCounters.resize(maxTextureUnits, 0);
// load shader source and create program object
loadVolatile();
}
Shader::~Shader()
{
if (current == this)
detach();
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, NULL, 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);
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 (u.location != -1)
uniforms[u.name] = u;
}
}
bool Shader::loadVolatile()
{
// zero out active texture list
activeTextureUnits.clear();
activeTextureUnits.insert(activeTextureUnits.begin(), maxTextureUnits, 0);
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();
if (current == this)
{
// make sure glUseProgram gets called.
current = NULL;
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 < activeTextureUnits.size(); ++i)
{
if (activeTextureUnits[i] > 0)
textureCounters[i] = std::max(textureCounters[i] - 1, 0);
}
// active texture list is probably invalid, clear it
activeTextureUnits.clear();
activeTextureUnits.insert(activeTextureUnits.begin(), maxTextureUnits, 0);
// same with uniform location list
uniforms.clear();
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)
{
glUseProgram(program);
current = this;
}
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 < activeTextureUnits.size(); ++i)
{
if (activeTextureUnits[i] > 0)
gl.bindTextureToUnit(activeTextureUnits[i], i + 1, false);
}
// We always want to use texture unit 0 for everyhing else.
gl.setTextureUnit(0);
}
}
void Shader::detach()
{
if (current != NULL)
glUseProgram(0);
current = NULL;
}
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, GLuint texture)
{
TemporaryAttacher attacher(this);
int textureunit = 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(texture, textureunit, false);
glUniform1i(u.location, textureunit);
// reset texture unit
gl.setTextureUnit(0);
// increment global shader texture id counter for this texture unit, if we haven't already
if (activeTextureUnits[textureunit-1] == 0)
++textureCounters[textureunit-1];
// store texture id so it can be re-bound to the proper texture unit when necessary
activeTextureUnits[textureunit-1] = texture;
}
void Shader::sendImage(const std::string &name, const Image &image)
{
sendTexture(name, image.getTextureName());
}
void Shader::sendCanvas(const std::string &name, const Canvas &canvas)
{
sendTexture(name, canvas.getTextureName());
}
int Shader::getTextureUnit(const std::string &name)
{
std::map<std::string, GLint>::const_iterator it = textureUnitPool.find(name);
if (it != textureUnitPool.end())
return it->second;
int textureunit = 1;
// prefer texture units which are unused by all other shaders
std::vector<int>::iterator nextfreeunit = std::find(textureCounters.begin(), textureCounters.end(), 0);
if (nextfreeunit != textureCounters.end())
textureunit = std::distance(textureCounters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
else
{
// no completely unused texture units exist, try to use next free slot in our own list
std::vector<GLuint>::iterator nexttexunit = std::find(activeTextureUnits.begin(), activeTextureUnits.end(), 0);
if (nexttexunit == activeTextureUnits.end())
throw love::Exception("No more texture units available for shader.");
textureunit = std::distance(activeTextureUnits.begin(), nexttexunit) + 1; // we don't want to use unit 0
}
textureUnitPool[name] = textureunit;
return textureunit;
}
std::string Shader::getGLSLVersion()
{
const char *tmp = 0;
// GL_SHADING_LANGUAGE_VERSION isn't available in OpenGL < 2.0.
if (GL_VERSION_2_0 || GLEE_ARB_shading_language_100)
tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
if (tmp == 0)
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 GLEE_VERSION_2_0 && getGLSLVersion() >= "1.2";
}
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));
} // opengl
} // graphics
} // love