Files
love/src/modules/graphics/Shader.cpp
T

1046 lines
31 KiB
C++

/**
* Copyright (c) 2006-2021 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 "Shader.h"
#include "Graphics.h"
#include "math/MathModule.h"
// glslang
#include "libraries/glslang/glslang/Public/ShaderLang.h"
// Needed for reflection information.
#include "libraries/glslang/glslang/Include/Types.h"
#include "libraries/glslang/glslang/MachineIndependent/localintermediate.h"
// C++
#include <string>
#include <regex>
#include <sstream>
namespace love
{
namespace graphics
{
namespace glsl
{
static const char global_syntax[] = R"(
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
#define mediump
#define highp
#endif
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_HIGHP_OR_MEDIUMP highp
#else
#define LOVE_HIGHP_OR_MEDIUMP mediump
#endif
#define number float
#define Image sampler2D
#define ArrayImage sampler2DArray
#define CubeImage samplerCube
#define VolumeImage sampler3D
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
#define DepthImage sampler2DShadow
#define DepthArrayImage sampler2DArrayShadow
#define DepthCubeImage samplerCubeShadow
#endif
#define extern uniform
#if defined(GL_EXT_texture_array) && (!defined(GL_ES) || __VERSION__ > 100 || defined(GL_OES_gpu_shader5))
// Only used when !GLSLES1 to work around Ouya driver bug. But we still want it
// enabled for glslang validation when glsl 1-on-3 is used, so also enable it if
// OES_gpu_shader5 exists.
#define LOVE_EXT_TEXTURE_ARRAY_ENABLED
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
#extension GL_OES_texture_3D : enable
#endif
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#if __VERSION__ >= 300 && defined(GL_OES_texture_buffer)
#extension GL_OES_texture_buffer : enable
#elif __VERSION__ >= 300 && defined(GL_EXT_texture_buffer)
#extension GL_EXT_texture_buffer : enable
#endif
)";
static const char render_uniforms[] = R"(
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
// do it as an initializer.
LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor;
LOVE_HIGHP_OR_MEDIUMP float CurrentDPIScale;
LOVE_HIGHP_OR_MEDIUMP float ConstantPointSize;
#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
// Alternate names
#define ViewSpaceFromLocal TransformMatrix
#define ClipSpaceFromView ProjectionMatrix
#define ClipSpaceFromLocal TransformProjectionMatrix
#define ViewNormalFromLocal NormalMatrix
void love_initializeBuiltinUniforms() {
TransformMatrix = mat4(
love_UniformsPerDraw[0],
love_UniformsPerDraw[1],
love_UniformsPerDraw[2],
love_UniformsPerDraw[3]
);
ProjectionMatrix = mat4(
love_UniformsPerDraw[4],
love_UniformsPerDraw[5],
love_UniformsPerDraw[6],
love_UniformsPerDraw[7]
);
NormalMatrix = mat3(
love_UniformsPerDraw[8].xyz,
love_UniformsPerDraw[9].xyz,
love_UniformsPerDraw[10].xyz
);
CurrentDPIScale = love_UniformsPerDraw[8].w;
ConstantPointSize = love_UniformsPerDraw[9].w;
love_ScreenSize = love_UniformsPerDraw[11];
ConstantColor = love_UniformsPerDraw[12];
}
)";
static const char global_functions[] = R"(
#ifdef GL_ES
#if __VERSION__ >= 300 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
precision lowp sampler2DArray;
#endif
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
precision lowp sampler3D;
#endif
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
precision lowp sampler2DShadow;
precision lowp samplerCubeShadow;
precision lowp sampler2DArrayShadow;
#endif
#endif
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
#define Texel texture
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define texture3D Texel
#define textureCube Texel
#define texture2DArray Texel
#define love_texture2D texture
#define love_texture3D texture
#define love_textureCube texture
#define love_texture2DArray texture
#else
#define love_texture2D texture2D
#define love_texture3D texture3D
#define love_textureCube textureCube
#define love_texture2DArray texture2DArray
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
#define texture love_texture
#endif
float gammaToLinearPrecise(float c) {
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
vec3 gammaToLinearPrecise(vec3 c) {
bvec3 leq = lessThanEqual(c, vec3(0.04045));
c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4);
c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4);
c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 2.4);
return c;
}
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
float linearToGammaPrecise(float c) {
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
vec3 linearToGammaPrecise(vec3 c) {
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
return c;
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
#define unGammaCorrectColor linearToGamma
#define gammaCorrectColorPrecise gammaToLinearPrecise
#define unGammaCorrectColorPrecise linearToGammaPrecise
#define gammaCorrectColorFast gammaToLinearFast
#define unGammaCorrectColorFast linearToGammaFast
#else
#define gammaCorrectColor
#define unGammaCorrectColor
#define gammaCorrectColorPrecise
#define unGammaCorrectColorPrecise
#define gammaCorrectColorFast
#define unGammaCorrectColorFast
#endif
)";
static const char vertex_header[] = R"(
#define love_Position gl_Position
#define love_PointSize gl_PointSize
#if __VERSION__ >= 130
#define attribute in
#define varying out
#ifndef LOVE_GLSL1_ON_GLSL3
#define love_VertexID gl_VertexID
#define love_InstanceID gl_InstanceID
#endif
#endif
)";
static const char vertex_functions[] = R"()";
static const char vertex_main[] = R"(
attribute vec4 VertexPosition;
attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
void main() {
love_initializeBuiltinUniforms();
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
love_Position = position(ClipSpaceFromLocal, VertexPosition);
}
)";
static const char vertex_main_raw[] = R"(
void vertexmain();
void main() {
love_initializeBuiltinUniforms();
vertexmain();
}
)";
static const char pixel_header[] = R"(
#ifdef GL_ES
precision mediump float;
#endif
#define love_MaxRenderTargets gl_MaxDrawBuffers
#if __VERSION__ >= 130
#define varying in
#endif
// Legacy
#define love_MaxCanvases love_MaxRenderTargets
// See Shader::updateScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
)";
static const char pixel_functions[] = R"(
uniform sampler2D love_VideoYChannel;
uniform sampler2D love_VideoCbChannel;
uniform sampler2D love_VideoCrChannel;
vec4 VideoTexel(vec2 texcoords) {
vec3 yuv;
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
vec4 color;
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
color.a = 1.0;
return gammaCorrectColor(color);
}
)";
static const char pixel_main[] = R"(
#if __VERSION__ >= 130
layout(location = 0) out vec4 love_PixelColor;
#else
#define love_PixelColor gl_FragColor
#endif
uniform sampler2D MainTex;
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_initializeBuiltinUniforms();
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}
)";
static const char pixel_main_custom[] = R"(
#if __VERSION__ >= 130
// Some drivers seem to make the pixel shader do more work when multiple
// pixel shader outputs are defined, even when only one is actually used.
// TODO: We should use reflection or something instead of this, to determine
// how many outputs are actually used in the shader code.
#ifdef LOVE_MULTI_RENDER_TARGETS
layout(location = 0) out vec4 love_RenderTargets[love_MaxRenderTargets];
#define love_PixelColor love_RenderTargets[0]
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#ifdef LOVE_MULTI_RENDER_TARGETS
#define love_RenderTargets gl_FragData
#endif
#define love_PixelColor gl_FragColor
#endif
// Legacy
#define love_Canvases love_RenderTargets
#ifdef LOVE_MULTI_RENDER_TARGETS
#define LOVE_MULTI_CANVASES 1
#endif
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
void effect();
void main() {
love_initializeBuiltinUniforms();
effect();
}
)";
static const char pixel_main_raw[] = R"(
void pixelmain();
void main() {
love_initializeBuiltinUniforms();
pixelmain();
}
)";
static const char compute_header[] = R"(
#define love_ThreadGroupCount gl_NumWorkGroups
#define love_ThreadGroupID gl_WorkGroupID
#define love_LocalThreadID gl_LocalInvocationID
#define love_GlobalThreadID gl_GlobalInvocationID
#define love_LocalThreadIndex gl_LocalInvocationIndex
#define love_ThreadGroupSize gl_WorkGroupSize
)";
static const char compute_uniforms[] = R"(
void love_initializeBuiltinUniforms() {}
)";
static const char compute_functions[] = R"()";
static const char compute_main[] = R"(
void computemain();
void main() {
love_initializeBuiltinUniforms();
computemain();
}
)";
struct StageInfo
{
const char *name;
const char *header;
const char *uniforms;
const char *functions;
const char *main;
const char *main_custom;
const char *main_raw;
};
static const StageInfo stageInfo[] =
{
{ "VERTEX", vertex_header, render_uniforms, vertex_functions, vertex_main, vertex_main, vertex_main_raw },
{ "PIXEL", pixel_header, render_uniforms, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw },
{ "COMPUTE", compute_header, compute_uniforms, compute_functions, compute_main, compute_main, compute_main },
};
static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == SHADERSTAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
struct Version
{
std::string glsl;
std::string glsles;
};
// Indexed by Shader::Version
static const Version versions[] =
{
{ "#version 120", "#version 100" },
{ "#version 330 core", "#version 300 es" },
{ "#version 430 core", "#version 310 es" },
};
static Shader::Language getTargetLanguage(const std::string &src)
{
std::regex r("^\\s*#pragma language (\\w+)");
std::smatch m;
std::string langstr = std::regex_search(src, m, r) && m.size() > 1 ? m[1] : std::string("glsl1");
Shader::Language lang = Shader::LANGUAGE_MAX_ENUM;
Shader::getConstant(langstr.c_str(), lang);
return lang;
}
static Shader::EntryPoint getVertexEntryPoint(const std::string &src)
{
std::smatch m;
if (std::regex_search(src, m, std::regex("void\\s+vertexmain\\s*\\(")))
return Shader::ENTRYPOINT_RAW;
if (std::regex_search(src, m, std::regex("vec4\\s+position\\s*\\(")))
return Shader::ENTRYPOINT_HIGHLEVEL;
return Shader::ENTRYPOINT_NONE;
}
static Shader::EntryPoint getPixelEntryPoint(const std::string &src, bool &mrt)
{
mrt = false;
std::smatch m;
if (std::regex_search(src, m, std::regex("void\\s+pixelmain\\s*\\(")))
return Shader::ENTRYPOINT_RAW;
if (std::regex_search(src, m, std::regex("vec4\\s+effect\\s*\\(")))
return Shader::ENTRYPOINT_HIGHLEVEL;
if (std::regex_search(src, m, std::regex("void\\s+effect\\s*\\(")))
{
if (src.find("love_RenderTargets") != std::string::npos || src.find("love_Canvases") != std::string::npos)
mrt = true;
return Shader::ENTRYPOINT_CUSTOM;
}
return Shader::ENTRYPOINT_NONE;
}
static Shader::EntryPoint getComputeEntryPoint(const std::string &src) {
std::smatch m;
if (std::regex_search(src, m, std::regex("void\\s+computemain\\s*\\(")))
return Shader::ENTRYPOINT_RAW;
return Shader::ENTRYPOINT_NONE;
}
} // glsl
static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 13, "Update the array in wrap_GraphicsShader.lua if this changes.");
love::Type Shader::type("Shader", &Object::type);
Shader *Shader::current = nullptr;
Shader *Shader::standardShaders[Shader::STANDARD_MAX_ENUM] = {nullptr};
Shader::SourceInfo Shader::getSourceInfo(const std::string &src)
{
SourceInfo info = {};
info.language = glsl::getTargetLanguage(src);
info.stages[SHADERSTAGE_VERTEX] = glsl::getVertexEntryPoint(src);
info.stages[SHADERSTAGE_PIXEL] = glsl::getPixelEntryPoint(src, info.usesMRT);
info.stages[SHADERSTAGE_COMPUTE] = glsl::getComputeEntryPoint(src);
if (info.stages[SHADERSTAGE_COMPUTE])
info.language = LANGUAGE_GLSL4;
return info;
}
std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStageType stage, const std::string &code, const Shader::SourceInfo &info, bool gles, bool checksystemfeatures)
{
if (info.language == Shader::LANGUAGE_MAX_ENUM)
throw love::Exception("Invalid shader language");
if (info.stages[stage] == ENTRYPOINT_NONE)
throw love::Exception("Cannot find entry point for shader stage.");
if (info.stages[stage] == ENTRYPOINT_RAW && info.language == LANGUAGE_GLSL1)
throw love::Exception("Shaders using a raw entry point (vertexmain or pixelmain) must use GLSL 3 or greater.");
if (stage == SHADERSTAGE_COMPUTE && info.language != LANGUAGE_GLSL4)
throw love::Exception("Compute shaders must use GLSL 4.");
bool glsl1on3 = info.language == LANGUAGE_GLSL1;
if (checksystemfeatures)
{
const auto &features = gfx->getCapabilities().features;
if (stage == SHADERSTAGE_COMPUTE && !features[Graphics::FEATURE_GLSL4])
throw love::Exception("Compute shaders require GLSL 4 which is not supported on this system.");
if (info.language == LANGUAGE_GLSL3 && !features[Graphics::FEATURE_GLSL3])
throw love::Exception("GLSL 3 shaders are not supported on this system.");
if (info.language == LANGUAGE_GLSL4 && !features[Graphics::FEATURE_GLSL4])
throw love::Exception("GLSL 4 shaders are not supported on this system.");
glsl1on3 = info.language == LANGUAGE_GLSL1 && features[Graphics::FEATURE_GLSL3];
}
Language lang = info.language;
if (glsl1on3)
lang = LANGUAGE_GLSL3;
glsl::StageInfo stageinfo = glsl::stageInfo[stage];
std::stringstream ss;
ss << (gles ? glsl::versions[lang].glsles : glsl::versions[lang].glsl) << "\n";
ss << "#define " << stageinfo.name << " " << stageinfo.name << "\n";
if (glsl1on3)
ss << "#define LOVE_GLSL1_ON_GLSL3 1\n";
if (isGammaCorrect())
ss << "#define LOVE_GAMMA_CORRECT 1\n";
if (info.usesMRT)
ss << "#define LOVE_MULTI_RENDER_TARGETS 1";
ss << glsl::global_syntax;
ss << stageinfo.header;
ss << stageinfo.uniforms;
ss << glsl::global_functions;
ss << stageinfo.functions;
if (info.stages[stage] == ENTRYPOINT_HIGHLEVEL)
ss << stageinfo.main;
else if (info.stages[stage] == ENTRYPOINT_CUSTOM)
ss << stageinfo.main_custom;
else if (info.stages[stage] == ENTRYPOINT_RAW)
ss << stageinfo.main_raw;
else
throw love::Exception("Unknown shader entry point %d", info.stages[stage]);
ss << ((!gles && (lang == Shader::LANGUAGE_GLSL1 || glsl1on3)) ? "#line 0\n" : "#line 1\n");
ss << code;
return ss.str();
}
Shader::Shader(StrongRef<ShaderStage> _stages[])
: stages()
{
std::string err;
if (!validateInternal(_stages, err, validationReflection))
throw love::Exception("%s", err.c_str());
for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
stages[i] = _stages[i];
}
Shader::~Shader()
{
for (int i = 0; i < STANDARD_MAX_ENUM; i++)
{
if (this == standardShaders[i])
standardShaders[i] = nullptr;
}
if (current == this)
attachDefault(STANDARD_DEFAULT);
}
bool Shader::hasStage(ShaderStageType stage)
{
return stages[stage] != nullptr;
}
void Shader::attachDefault(StandardShader defaultType)
{
Shader *defaultshader = standardShaders[defaultType];
if (defaultshader == nullptr)
{
current = nullptr;
return;
}
if (current != defaultshader)
defaultshader->attach();
}
bool Shader::isDefaultActive()
{
for (int i = 0; i < STANDARD_MAX_ENUM; i++)
{
if (current == standardShaders[i])
return true;
}
return false;
}
const Shader::UniformInfo *Shader::getMainTextureInfo() const
{
return getUniformInfo(BUILTIN_TEXTURE_MAIN);
}
DataBaseType Shader::getDataBaseType(PixelFormat format)
{
switch (getPixelFormatInfo(format).dataType)
{
case PIXELFORMATTYPE_UNORM:
return DATA_BASETYPE_UNORM;
case PIXELFORMATTYPE_SNORM:
return DATA_BASETYPE_SNORM;
case PIXELFORMATTYPE_UFLOAT:
case PIXELFORMATTYPE_SFLOAT:
return DATA_BASETYPE_FLOAT;
case PIXELFORMATTYPE_SINT:
return DATA_BASETYPE_INT;
case PIXELFORMATTYPE_UINT:
return DATA_BASETYPE_UINT;
default:
return DATA_BASETYPE_FLOAT;
}
}
bool Shader::isResourceBaseTypeCompatible(DataBaseType a, DataBaseType b)
{
if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM)
return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM;
if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT)
return true;
if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT)
return true;
return false;
}
void Shader::validateDrawState(PrimitiveType primtype, Texture *maintex) const
{
if ((primtype == PRIMITIVE_POINTS) != validationReflection.usesPointSize)
{
if (validationReflection.usesPointSize)
throw love::Exception("The active shader can only be used to draw points.");
else
throw love::Exception("The gl_PointSize variable must be set in a vertex shader when drawing points.");
}
if (maintex == nullptr)
return;
const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN);
if (info == nullptr)
return;
if (!maintex->isReadable())
throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader.");
auto textype = maintex->getTextureType();
if (info->textureType != TEXTURE_MAX_ENUM && info->textureType != textype)
{
const char *textypestr = "unknown";
const char *shadertextypestr = "unknown";
Texture::getConstant(textype, textypestr);
Texture::getConstant(info->textureType, shadertextypestr);
throw love::Exception("Texture's type (%s) must match the type of the shader's main texture type (%s).", textypestr, shadertextypestr);
}
if (!isResourceBaseTypeCompatible(info->dataBaseType, getDataBaseType(maintex->getPixelFormat())))
throw love::Exception("Texture's data format base type must match the uniform variable declared in the shader (float, int, or uint).");
if (info->isDepthSampler != maintex->getSamplerState().depthSampleMode.hasValue)
{
if (info->isDepthSampler)
throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set.");
else
throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders.");
}
}
void Shader::getLocalThreadgroupSize(int *x, int *y, int *z)
{
*x = validationReflection.localThreadgroupSize[0];
*y = validationReflection.localThreadgroupSize[1];
*z = validationReflection.localThreadgroupSize[2];
}
bool Shader::validate(StrongRef<ShaderStage> stages[], std::string& err)
{
ValidationReflection reflection;
return validateInternal(stages, err, reflection);
}
static PixelFormat getPixelFormat(glslang::TLayoutFormat format)
{
using namespace glslang;
switch (format)
{
case ElfNone: return PIXELFORMAT_UNKNOWN;
case ElfRgba32f: return PIXELFORMAT_RGBA32_FLOAT;
case ElfRgba16f: return PIXELFORMAT_RGBA16_FLOAT;
case ElfR32f: return PIXELFORMAT_R32_FLOAT;
case ElfRgba8: return PIXELFORMAT_RGBA8_UNORM;
case ElfRgba8Snorm: return PIXELFORMAT_UNKNOWN; // no snorm yet
case ElfRg32f: return PIXELFORMAT_RG32_FLOAT;
case ElfRg16f: return PIXELFORMAT_RG16_FLOAT;
case ElfR11fG11fB10f: return PIXELFORMAT_RG11B10_FLOAT;
case ElfR16f: return PIXELFORMAT_R16_FLOAT;
case ElfRgba16: return PIXELFORMAT_RGBA16_UNORM;
case ElfRgb10A2: return PIXELFORMAT_RGB10A2_UNORM;
case ElfRg16: return PIXELFORMAT_RG16_UNORM;
case ElfRg8: return PIXELFORMAT_RG8_UNORM;
case ElfR8: return PIXELFORMAT_R8_UNORM;
case ElfRgba16Snorm: return PIXELFORMAT_UNKNOWN;
case ElfRg16Snorm: return PIXELFORMAT_UNKNOWN;
case ElfRg8Snorm: return PIXELFORMAT_UNKNOWN;
case ElfR16Snorm: return PIXELFORMAT_UNKNOWN;
case ElfR8Snorm: return PIXELFORMAT_UNKNOWN;
case ElfRgba32i: return PIXELFORMAT_RGBA32_INT;
case ElfRgba16i: return PIXELFORMAT_RGBA16_INT;
case ElfRgba8i: return PIXELFORMAT_RGBA8_INT;
case ElfR32i: return PIXELFORMAT_R32_INT;
case ElfRg32i: return PIXELFORMAT_RG32_INT;
case ElfRg16i: return PIXELFORMAT_RG16_INT;
case ElfRg8i: return PIXELFORMAT_RG8_INT;
case ElfR16i: return PIXELFORMAT_R16_INT;
case ElfR8i: return PIXELFORMAT_R8_INT;
case ElfRgba32ui: return PIXELFORMAT_RGBA32_UINT;
case ElfRgba16ui: return PIXELFORMAT_RGBA16_UINT;
case ElfRgba8ui: return PIXELFORMAT_RGBA8_UINT;
case ElfR32ui: return PIXELFORMAT_R32_UINT;
case ElfRg32ui: return PIXELFORMAT_RG32_UINT;
case ElfRg16ui: return PIXELFORMAT_RG16_UINT;
case ElfRgb10a2ui: return PIXELFORMAT_UNKNOWN;
case ElfRg8ui: return PIXELFORMAT_RG8_UINT;
case ElfR16ui: return PIXELFORMAT_R16_UINT;
case ElfR8ui: return PIXELFORMAT_R8_UINT;
default: return PIXELFORMAT_UNKNOWN;
}
}
bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err, ValidationReflection &reflection)
{
glslang::TProgram program;
for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
{
if (stages[i] != nullptr)
program.addShader(stages[i]->getGLSLangShader());
}
if (!program.link(EShMsgDefault))
{
err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
return false;
}
if (!program.buildReflection(EShReflectionSeparateBuffers))
{
err = "Cannot get reflection information for shader.";
return false;
}
const auto *vertintermediate = program.getIntermediate(EShLangVertex);
if (vertintermediate != nullptr)
{
// NOTE: this doesn't check whether the use affects final output...
reflection.usesPointSize = vertintermediate->inIoAccessed("gl_PointSize");
}
if (stages[SHADERSTAGE_COMPUTE] != nullptr)
{
for (int i = 0; i < 3; i++)
{
reflection.localThreadgroupSize[i] = program.getLocalSize(i);
if (reflection.localThreadgroupSize[i] <= 0)
{
err = "Shader validation error:\nNegative local threadgroup size.";
return false;
}
}
}
for (int i = 0; i < program.getNumUniformVariables(); i++)
{
const glslang::TObjectReflection &info = program.getUniform(i);
const glslang::TType *type = info.getType();
if (type == nullptr)
continue;
const glslang::TQualifier &qualifiers = type->getQualifier();
if (type->isImage())
{
if ((info.stages & EShLangComputeMask) == 0)
{
err = "Shader validation error:\nStorage Texture uniform variables (image2D, etc) are only allowed in compute shaders.";
return false;
}
if (!qualifiers.hasFormat())
{
err = "Shader validation error:\nStorage Texture '" + info.name + "' must have an explicit format set in its layout declaration.";
return false;
}
StorageTextureReflection texreflection = {};
texreflection.format = getPixelFormat(qualifiers.getFormat());
if (qualifiers.isReadOnly())
texreflection.access = ACCESS_READ;
else if (qualifiers.isWriteOnly())
texreflection.access = ACCESS_WRITE;
else
texreflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
reflection.storageTextures[info.name] = texreflection;
}
}
for (int i = 0; i < program.getNumBufferBlocks(); i++)
{
const glslang::TObjectReflection &info = program.getBufferBlock(i);
const glslang::TType *type = info.getType();
if (type != nullptr)
{
const glslang::TQualifier &qualifiers = type->getQualifier();
if ((!qualifiers.isReadOnly() || qualifiers.isWriteOnly()) && (info.stages & EShLangComputeMask) == 0)
{
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must be marked as readonly in vertex and pixel shaders.";
return false;
}
if (qualifiers.layoutPacking != glslang::ElpStd430)
{
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must use the std430 packing layout.";
return false;
}
const glslang::TTypeList *structure = type->getStruct();
if (structure == nullptr || structure->size() != 1)
{
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of base types or structs.";
return false;
}
const glslang::TType* elementtype = (*structure)[0].type;
if (elementtype == nullptr || !elementtype->isUnsizedArray())
{
err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of base types or structs.";
return false;
}
BufferReflection bufferReflection = {};
bufferReflection.stride = (size_t) info.size;
bufferReflection.memberCount = (size_t) info.numMembers;
if (qualifiers.isReadOnly())
bufferReflection.access = ACCESS_READ;
else if (qualifiers.isWriteOnly())
bufferReflection.access = ACCESS_WRITE;
else
bufferReflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
reflection.storageBuffers[info.name] = bufferReflection;
}
else
{
err = "Shader validation error:\nCannot retrieve type information for Storage Buffer Block '" + info.name + "'.";
return false;
}
}
return true;
}
bool Shader::initialize()
{
return glslang::InitializeProcess();
}
void Shader::deinitialize()
{
glslang::FinalizeProcess();
}
static const std::string defaultVertex = R"(
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
{
return clipSpaceFromLocal * localPosition;
}
)";
static const std::string defaultPointsVertex = R"(
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
{
love_PointSize = ConstantPointSize * CurrentDPIScale;
return clipSpaceFromLocal * localPosition;
}
)";
static const std::string defaultStandardPixel = R"(
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord)
{
return Texel(tex, texcoord) * vcolor;
}
)";
static const std::string defaultVideoPixel = R"(
void effect()
{
love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
}
)";
static const std::string defaultArrayPixel = R"(
uniform ArrayImage MainTex;
void effect()
{
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
}
)";
const std::string &Shader::getDefaultCode(StandardShader shader, ShaderStageType stage)
{
if (stage == SHADERSTAGE_VERTEX)
{
if (shader == STANDARD_POINTS)
return defaultPointsVertex;
else
return defaultVertex;
}
static std::string nocode = "";
switch (shader)
{
case STANDARD_DEFAULT: return defaultStandardPixel;
case STANDARD_VIDEO: return defaultVideoPixel;
case STANDARD_ARRAY: return defaultArrayPixel;
case STANDARD_POINTS: return defaultStandardPixel;
case STANDARD_MAX_ENUM: return nocode;
}
return nocode;
}
static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry languageEntries[] =
{
{ "glsl1", Shader::LANGUAGE_GLSL1 },
{ "glsl3", Shader::LANGUAGE_GLSL3 },
{ "glsl4", Shader::LANGUAGE_GLSL4 },
};
static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> languages(languageEntries, sizeof(languageEntries));
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry builtinNameEntries[] =
{
{ "MainTex", Shader::BUILTIN_TEXTURE_MAIN },
{ "love_VideoYChannel", Shader::BUILTIN_TEXTURE_VIDEO_Y },
{ "love_VideoCbChannel", Shader::BUILTIN_TEXTURE_VIDEO_CB },
{ "love_VideoCrChannel", Shader::BUILTIN_TEXTURE_VIDEO_CR },
{ "love_UniformsPerDraw", Shader::BUILTIN_UNIFORMS_PER_DRAW },
};
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> builtinNames(builtinNameEntries, sizeof(builtinNameEntries));
bool Shader::getConstant(const char *in, Language &out)
{
return languages.find(in, out);
}
bool Shader::getConstant(Language in, const char *&out)
{
return languages.find(in, out);
}
bool Shader::getConstant(const char *in, BuiltinUniform &out)
{
return builtinNames.find(in, out);
}
bool Shader::getConstant(BuiltinUniform in, const char *&out)
{
return builtinNames.find(in, out);
}
} // graphics
} // love