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

1336 lines
33 KiB
C++

/**
* Copyright (c) 2006-2024 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 "ShaderStage.h"
#include "Graphics.h"
#include "graphics/vertex.h"
// C++
#include <algorithm>
#include <limits>
#include <sstream>
namespace love
{
namespace graphics
{
namespace opengl
{
static bool isBuffer(Shader::UniformType utype)
{
return utype == Shader::UNIFORM_TEXELBUFFER || utype == Shader::UNIFORM_STORAGEBUFFER;
}
Shader::Shader(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM], const CompileOptions &options)
: love::graphics::Shader(stages, options)
, program(0)
, splitUniformsPerDraw(false)
, builtinUniforms()
, builtinUniformInfo()
{
// load shader source and create program object
loadVolatile();
}
Shader::~Shader()
{
unloadVolatile();
for (const auto &p : uniforms)
{
// Allocated with malloc().
if (p.second.data != nullptr)
free(p.second.data);
if (p.second.baseType == UNIFORM_SAMPLER || p.second.baseType == UNIFORM_STORAGETEXTURE)
{
for (int i = 0; i < p.second.count; i++)
{
if (p.second.textures[i] != nullptr)
p.second.textures[i]->release();
}
delete[] p.second.textures;
}
else if (isBuffer(p.second.baseType))
{
for (int i = 0; i < p.second.count; i++)
{
if (p.second.buffers[i] != nullptr)
p.second.buffers[i]->release();
}
delete[] p.second.buffers;
}
}
}
void Shader::mapActiveUniforms()
{
// Built-in uniform locations default to -1 (nonexistent.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
{
builtinUniforms[i] = -1;
builtinUniformInfo[i] = nullptr;
}
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();
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
for (int uindex = 0; uindex < numuniforms; uindex++)
{
GLsizei namelen = 0;
GLenum gltype = 0;
UniformInfo u = {};
glGetActiveUniform(program, (GLuint) uindex, bufsize, &namelen, &u.count, &gltype, cname);
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.access = ACCESS_READ;
computeUniformTypeInfo(gltype, u);
// 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 = BUILTIN_MAX_ENUM;
if (getConstant(u.name.c_str(), builtin))
builtinUniforms[int(builtin)] = u.location;
if (u.location == -1)
continue;
if (!fillUniformReflectionData(u))
continue;
if ((u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN) || u.baseType == UNIFORM_TEXELBUFFER)
{
TextureUnit unit;
unit.type = u.textureType;
unit.active = true;
unit.texture = 0; // Handled below.
unit.isTexelBuffer = u.baseType == UNIFORM_TEXELBUFFER;
for (int i = 0; i < u.count; i++)
textureUnits.push_back(unit);
}
else if (u.baseType == UNIFORM_STORAGETEXTURE)
{
StorageTextureBinding binding = {};
binding.gltexture = 0; // Handled below.
binding.type = u.textureType;
if ((u.access & (ACCESS_READ | ACCESS_WRITE)) != 0)
binding.access = GL_READ_WRITE;
else if ((u.access & ACCESS_WRITE) != 0)
binding.access = GL_WRITE_ONLY;
else if ((u.access & ACCESS_READ) != 0)
binding.access = GL_READ_ONLY;
auto fmt = OpenGL::convertPixelFormat(u.storageTextureFormat, false);
binding.internalFormat = fmt.internalformat;
for (int i = 0; i < u.count; i++)
storageTextureBindings.push_back(binding);
}
// 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.dataSize = oldu->second.dataSize;
u.textures = oldu->second.textures;
updateUniform(&u, u.count, true);
}
else
{
u.dataSize = 0;
switch (u.baseType)
{
case UNIFORM_FLOAT:
u.dataSize = sizeof(float) * u.components * u.count;
u.data = malloc(u.dataSize);
break;
case UNIFORM_INT:
case UNIFORM_BOOL:
case UNIFORM_SAMPLER:
case UNIFORM_STORAGETEXTURE:
case UNIFORM_TEXELBUFFER:
u.dataSize = sizeof(int) * u.components * u.count;
u.data = malloc(u.dataSize);
break;
case UNIFORM_UINT:
u.dataSize = sizeof(unsigned int) * u.components * u.count;
u.data = malloc(u.dataSize);
break;
case UNIFORM_MATRIX:
u.dataSize = sizeof(float) * ((size_t)u.matrix.rows * u.matrix.columns) * u.count;
u.data = malloc(u.dataSize);
break;
default:
break;
}
if (u.dataSize > 0)
{
memset(u.data, 0, u.dataSize);
if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_TEXELBUFFER)
{
int startunit = (int) textureUnits.size() - u.count;
if (builtin == BUILTIN_TEXTURE_MAIN)
startunit = 0;
for (int i = 0; i < u.count; i++)
u.ints[i] = startunit + i;
glUniform1iv(u.location, u.count, u.ints);
if (u.baseType == UNIFORM_TEXELBUFFER)
{
u.buffers = new love::graphics::Buffer*[u.count];
memset(u.buffers, 0, sizeof(Buffer *) * u.count);
}
else
{
u.textures = new love::graphics::Texture*[u.count];
auto *tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType);
for (int i = 0; i < u.count; i++)
{
tex->retain();
u.textures[i] = tex;
}
}
}
else if (u.baseType == UNIFORM_STORAGETEXTURE)
{
int startbinding = (int) storageTextureBindings.size() - u.count;
for (int i = 0; i < u.count; i++)
u.ints[i] = startbinding + i;
glUniform1iv(u.location, u.count, u.ints);
u.textures = new love::graphics::Texture*[u.count];
if ((u.access & ACCESS_WRITE) != 0)
{
memset(u.textures, 0, sizeof(Texture *) * u.count);
}
else
{
auto *tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType);
for (int i = 0; i < u.count; i++)
{
tex->retain();
u.textures[i] = tex;
}
}
}
}
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_UINT:
glGetUniformuiv(program, location, &u.uints[offset]);
offset += u.components;
break;
case UNIFORM_MATRIX:
glGetUniformfv(program, location, &u.floats[offset]);
offset += (size_t)u.matrix.rows * u.matrix.columns;
break;
default:
break;
}
}
}
uniforms[u.name] = u;
if (builtin != BUILTIN_MAX_ENUM)
builtinUniformInfo[(int)builtin] = &uniforms[u.name];
if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_STORAGETEXTURE)
{
// 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 if (u.baseType == UNIFORM_TEXELBUFFER)
{
for (int i = 0; i < u.count; i++)
{
if (u.buffers[i] == nullptr)
continue;
Volatile *v = dynamic_cast<Volatile *>(u.buffers[i]);
if (v != nullptr)
v->loadVolatile();
}
sendBuffers(&u, u.buffers, u.count, true);
}
}
if (gl.isBufferUsageSupported(BUFFERUSAGE_SHADER_STORAGE))
{
GLint numstoragebuffers = 0;
glGetProgramInterfaceiv(program, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &numstoragebuffers);
char namebuffer[2048] = { '\0' };
int nextstoragebufferbinding = 0;
for (int sindex = 0; sindex < numstoragebuffers; sindex++)
{
UniformInfo u = {};
u.baseType = UNIFORM_STORAGEBUFFER;
u.access = ACCESS_READ;
GLsizei namelength = 0;
glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, sindex, 2048, &namelength, namebuffer);
u.name = std::string(namebuffer, namelength);
u.count = 1;
if (!fillUniformReflectionData(u))
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.dataSize = oldu->second.dataSize;
u.buffers = oldu->second.buffers;
}
else
{
u.dataSize = sizeof(int) * 1;
u.data = malloc(u.dataSize);
u.ints[0] = -1;
u.buffers = new love::graphics::Buffer * [u.count];
memset(u.buffers, 0, sizeof(Buffer*)* u.count);
}
// Unlike local uniforms and attributes, OpenGL doesn't auto-assign storage
// block bindings if they're unspecified in the shader. So we overwrite them
// regardless, here.
u.ints[0] = nextstoragebufferbinding++;
glShaderStorageBlockBinding(program, sindex, u.ints[0]);
BufferBinding binding;
binding.bindingindex = u.ints[0];
binding.buffer = 0;
if (binding.bindingindex >= 0)
{
int activeindex = (int)activeStorageBufferBindings.size();
activeStorageBufferBindings.push_back(binding);
auto p = std::make_pair(activeindex, -1);
if (u.access & ACCESS_WRITE)
{
p.second = (int)activeWritableStorageBuffers.size();
activeWritableStorageBuffers.push_back(u.buffers[0]);
}
storageBufferBindingIndexToActiveBinding[binding.bindingindex] = p;
}
uniforms[u.name] = u;
for (int i = 0; i < u.count; i++)
{
if (u.buffers[i] == nullptr)
continue;
Volatile* v = dynamic_cast<Volatile*>(u.buffers[i]);
if (v != nullptr)
v->loadVolatile();
}
sendBuffers(&u, u.buffers, u.count, true);
}
}
// 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())
{
if (p.second.data != nullptr)
free(p.second.data);
if (p.second.baseType == UNIFORM_SAMPLER || p.second.baseType == UNIFORM_STORAGETEXTURE)
{
for (int i = 0; i < p.second.count; i++)
{
if (p.second.textures[i] != nullptr)
p.second.textures[i]->release();
}
delete[] p.second.textures;
}
else if (isBuffer(p.second.baseType))
{
for (int i = 0; i < p.second.count; i++)
{
if (p.second.buffers[i] != nullptr)
p.second.buffers[i]->release();
}
delete[] p.second.buffers;
}
}
}
gl.useProgram(activeprogram);
}
bool Shader::loadVolatile()
{
OpenGL::TempDebugGroup debuggroup("Shader load");
// love::graphics::Shader sets up the shader code-side of this.
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
if (gfx != nullptr)
splitUniformsPerDraw = !gfx->getCapabilities().features[Graphics::FEATURE_PIXEL_SHADER_HIGHP];
// zero out active texture list
textureUnits.clear();
textureUnits.push_back(TextureUnit());
activeStorageBufferBindings.clear();
storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), std::make_pair(-1, -1));
activeStorageBufferBindings.clear();
activeWritableStorageBuffers.clear();
for (const auto &stage : stages)
{
if (stage.get() != nullptr)
((ShaderStage*)stage.get())->loadVolatile();
}
program = glCreateProgram();
if (program == 0)
throw love::Exception("Cannot create shader program object.");
if (!debugName.empty() && (GLAD_VERSION_4_3 || GLAD_ES_VERSION_3_2))
glObjectLabel(GL_PROGRAM, program, -1, debugName.c_str());
for (const auto &stage : stages)
{
if (stage.get() != nullptr)
glAttachShader(program, (GLuint) stage->getHandle());
}
// 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 (graphics::getConstant((BuiltinVertexAttribute) i, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
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();
if (current == this)
{
// make sure glUseProgram gets called.
current = nullptr;
attach();
}
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.push_back(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;
}
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;
for (const auto &stage : stages)
{
if (stage.get() == nullptr)
continue;
const std::string &stagewarnings = stage->getWarnings();
if (!stagewarnings.empty() && ShaderStage::getConstant(stage->getStageType(), stagestr))
warnings += std::string(stagestr) + std::string(" shader:\n") + stagewarnings;
}
warnings += getProgramWarnings();
return warnings;
}
void Shader::attach()
{
if (current != this)
{
Graphics::flushBatchedDrawsGlobal();
gl.useProgram(program);
current = this;
// retain/release happens in Graphics::setShader.
// Make sure all textures are bound to their respective texture units.
for (int i = 0; i < (int) textureUnits.size(); i++)
{
const TextureUnit &unit = textureUnits[i];
if (unit.active)
{
if (unit.isTexelBuffer)
gl.bindBufferTextureToUnit(unit.texture, i, false, false);
else
gl.bindTextureToUnit(unit.type, unit.texture, i, false, false);
}
}
for (size_t i = 0; i < storageTextureBindings.size(); i++)
{
const auto &binding = storageTextureBindings[i];
glBindImageTexture((GLuint) i, binding.gltexture, 0, GL_TRUE, 0, binding.access, binding.internalFormat);
}
for (auto bufferbinding : activeStorageBufferBindings)
gl.bindIndexedBuffer(bufferbinding.buffer, BUFFERUSAGE_SHADER_STORAGE, bufferbinding.bindingindex);
// send any pending uniforms to the shader program.
for (const auto &p : pendingUniformUpdates)
updateUniform(p.first, p.second, true);
pendingUniformUpdates.clear();
}
}
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);
}
const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const
{
return builtinUniformInfo[(int)builtin];
}
void Shader::updateUniform(const UniformInfo *info, int count)
{
updateUniform(info, count, false);
}
void Shader::updateUniform(const UniformInfo *info, int count, bool internalupdate)
{
if (current != this && !internalupdate)
{
pendingUniformUpdates.push_back(std::make_pair(info, count));
return;
}
if (!internalupdate)
flushBatchedDraws();
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 || type == UNIFORM_STORAGETEXTURE || type == UNIFORM_TEXELBUFFER)
{
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_UINT)
{
switch (info->components)
{
case 1:
glUniform1uiv(location, count, info->uints);
break;
case 2:
glUniform2uiv(location, count, info->uints);
break;
case 3:
glUniform3uiv(location, count, info->uints);
break;
case 4:
glUniform4uiv(location, count, info->uints);
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);
}
}
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)
{
Shader::sendTextures(info, textures, count, false);
}
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count, bool internalUpdate)
{
bool issampler = info->baseType == UNIFORM_SAMPLER;
bool isstoragetex = info->baseType == UNIFORM_STORAGETEXTURE;
if (!issampler && !isstoragetex)
return;
bool shaderactive = current == this;
if (!internalUpdate && shaderactive)
flushBatchedDraws();
count = std::min(count, info->count);
// Bind the textures to the texture units.
for (int i = 0; i < count; i++)
{
love::graphics::Texture *tex = textures[i];
bool isdefault = tex == nullptr;
if (tex != nullptr)
{
if (!validateTexture(info, tex, internalUpdate))
continue;
}
else
{
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType);
}
tex->retain();
if (info->textures[i] != nullptr)
info->textures[i]->release();
info->textures[i] = tex;
if (isstoragetex)
{
GLuint gltex = (GLuint) tex->getHandle();
int bindingindex = info->ints[i];
auto &binding = storageTextureBindings[bindingindex];
if (isdefault && (info->access & ACCESS_WRITE) != 0)
{
binding.texture = nullptr;
binding.gltexture = 0;
}
else
{
binding.texture = tex;
binding.gltexture = gltex;
if (shaderactive)
glBindImageTexture(bindingindex, binding.gltexture, 0, GL_TRUE, 0, binding.access, binding.internalFormat);
}
}
else
{
GLuint gltex = (GLuint) tex->getHandle();
int texunit = info->ints[i];
if (shaderactive)
gl.bindTextureToUnit(info->textureType, gltex, texunit, false, false);
// Store texture id so it can be re-bound to the texture unit later.
textureUnits[texunit].texture = gltex;
}
}
}
void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count)
{
Shader::sendBuffers(info, buffers, count, false);
}
void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count, bool internalUpdate)
{
bool texelbinding = info->baseType == UNIFORM_TEXELBUFFER;
bool storagebinding = info->baseType == UNIFORM_STORAGEBUFFER;
if (!texelbinding && !storagebinding)
return;
bool shaderactive = current == this;
if (!internalUpdate && shaderactive)
flushBatchedDraws();
count = std::min(count, info->count);
// Bind the textures to the texture units.
for (int i = 0; i < count; i++)
{
love::graphics::Buffer *buffer = buffers[i];
bool isdefault = buffer == nullptr;
if (buffer != nullptr)
{
if (!validateBuffer(info, buffer, internalUpdate))
continue;
}
else
{
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
if (texelbinding)
buffer = gfx->getDefaultTexelBuffer(info->dataBaseType);
else
buffer = gfx->getDefaultStorageBuffer();
}
buffer->retain();
if (info->buffers[i] != nullptr)
info->buffers[i]->release();
info->buffers[i] = buffer;
if (texelbinding)
{
GLuint gltex = (GLuint) buffer->getTexelBufferHandle();
int texunit = info->ints[i];
if (shaderactive)
gl.bindBufferTextureToUnit(gltex, texunit, false, false);
// Store texture id so it can be re-bound to the texture unit later.
textureUnits[texunit].texture = gltex;
}
else if (storagebinding)
{
GLuint glbuffer = (GLuint)buffer->getHandle();
int bindingindex = info->ints[i];
if (shaderactive)
gl.bindIndexedBuffer(glbuffer, BUFFERUSAGE_SHADER_STORAGE, bindingindex);
auto activeindex = storageBufferBindingIndexToActiveBinding[bindingindex];
if (activeindex.first >= 0)
activeStorageBufferBindings[activeindex.first].buffer = glbuffer;
if (activeindex.second >= 0)
activeWritableStorageBuffers[activeindex.second] = isdefault ? nullptr : buffer;
}
}
}
void Shader::flushBatchedDraws() const
{
if (current == this)
Graphics::flushBatchedDrawsGlobal();
}
bool Shader::hasUniform(const std::string &name) const
{
return uniforms.find(name) != uniforms.end();
}
ptrdiff_t Shader::getHandle() const
{
return program;
}
int Shader::getVertexAttributeIndex(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;
}
void Shader::setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture)
{
const BuiltinUniform builtins[3] = {
BUILTIN_TEXTURE_VIDEO_Y,
BUILTIN_TEXTURE_VIDEO_CB,
BUILTIN_TEXTURE_VIDEO_CR,
};
love::graphics::Texture *textures[3] = {ytexture, cbtexture, crtexture};
for (int i = 0; i < 3; i++)
{
const UniformInfo *info = builtinUniformInfo[builtins[i]];
if (info != nullptr)
sendTextures(info, &textures[i], 1, true);
}
}
void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH)
{
if (current != this)
return;
BuiltinUniformData data;
data.transformMatrix = gfx->getTransform();
data.projectionMatrix = gfx->getDeviceProjection();
// The normal matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
{
Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
const float *e = normalmatrix.getElements();
for (int i = 0; i < 3; i++)
{
data.normalMatrix[i].x = e[i * 3 + 0];
data.normalMatrix[i].y = e[i * 3 + 1];
data.normalMatrix[i].z = e[i * 3 + 2];
data.normalMatrix[i].w = 0.0f;
}
}
// Store DPI scale in an unused component of another vector.
data.normalMatrix[0].w = (float) gfx->getCurrentDPIScale();
// Same with point size.
data.normalMatrix[1].w = gfx->getPointSize();
data.screenSizeParams.x = viewportW;
data.screenSizeParams.y = viewportH;
// The shader does pixcoord.y = gl_FragCoord.y * params.z + params.w.
// This lets us flip pixcoord.y when needed, to be consistent (drawing
// with no RT active makes the pixel coordinates y-flipped.)
if (gfx->isRenderTargetActive())
{
// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
data.screenSizeParams.z = 1.0f;
data.screenSizeParams.w = 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.
data.screenSizeParams.z = -1.0f;
data.screenSizeParams.w = viewportH;
}
data.constantColor = gfx->getColor();
gammaCorrectColor(data.constantColor);
// This branch is to avoid always declaring the whole array as highp in the
// vertex shader and mediump in the pixel shader for love's default shaders,
// on systems that don't support highp in pixel shaders. The default shaders
// use the transform matrices in vertex shaders and screen size params in
// pixel shaders. If there's a single array containing both and each shader
// stage declares a different precision, that's a compile error.
if (splitUniformsPerDraw)
{
GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
if (location >= 0)
glUniform4fv(location, 12, (const GLfloat *) &data);
GLint location2 = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW_2];
if (location2 >= 0)
glUniform4fv(location2, 1, (const GLfloat *) &data.screenSizeParams);
}
else
{
GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
if (location >= 0)
glUniform4fv(location, 13, (const GLfloat *) &data);
}
}
int Shader::getUniformTypeComponents(GLenum type) const
{
switch (type)
{
case GL_INT:
case GL_UNSIGNED_INT:
case GL_FLOAT:
case GL_BOOL:
return 1;
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
case GL_FLOAT_VEC2:
case GL_FLOAT_MAT2:
case GL_BOOL_VEC2:
return 2;
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
case GL_FLOAT_VEC3:
case GL_FLOAT_MAT3:
case GL_BOOL_VEC3:
return 3;
case GL_INT_VEC4:
case GL_UNSIGNED_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;
default:
m.columns = m.rows = 0;
break;
}
return m;
}
void Shader::computeUniformTypeInfo(GLenum type, UniformInfo &u)
{
u.isDepthSampler = false;
u.components = getUniformTypeComponents(type);
u.baseType = UNIFORM_UNKNOWN;
switch (type)
{
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
u.baseType = UNIFORM_INT;
u.dataBaseType = DATA_BASETYPE_INT;
break;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
u.baseType = UNIFORM_UINT;
u.dataBaseType = DATA_BASETYPE_UINT;
break;
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
u.baseType = UNIFORM_FLOAT;
u.dataBaseType = DATA_BASETYPE_FLOAT;
break;
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:
u.baseType = UNIFORM_MATRIX;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.matrix = getMatrixSize(type);
break;
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
u.baseType = UNIFORM_BOOL;
u.dataBaseType = DATA_BASETYPE_BOOL;
break;
case GL_SAMPLER_2D:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_2D;
break;
case GL_SAMPLER_2D_SHADOW:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_2D;
u.isDepthSampler = true;
break;
case GL_INT_SAMPLER_2D:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_2D;
break;
case GL_UNSIGNED_INT_SAMPLER_2D:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_2D;
break;
case GL_SAMPLER_2D_ARRAY:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_2D_ARRAY;
break;
case GL_SAMPLER_2D_ARRAY_SHADOW:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_2D_ARRAY;
u.isDepthSampler = true;
break;
case GL_INT_SAMPLER_2D_ARRAY:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_2D_ARRAY;
break;
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_2D_ARRAY;
break;
case GL_SAMPLER_3D:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_VOLUME;
break;
case GL_INT_SAMPLER_3D:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_VOLUME;
break;
case GL_UNSIGNED_INT_SAMPLER_3D:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_VOLUME;
break;
case GL_SAMPLER_CUBE:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_CUBE;
break;
case GL_SAMPLER_CUBE_SHADOW:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_CUBE;
u.isDepthSampler = true;
break;
case GL_INT_SAMPLER_CUBE:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_CUBE;
break;
case GL_UNSIGNED_INT_SAMPLER_CUBE:
u.baseType = UNIFORM_SAMPLER;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_CUBE;
break;
case GL_SAMPLER_BUFFER:
u.baseType = UNIFORM_TEXELBUFFER;
u.dataBaseType = DATA_BASETYPE_FLOAT;
break;
case GL_INT_SAMPLER_BUFFER:
u.baseType = UNIFORM_TEXELBUFFER;
u.dataBaseType = DATA_BASETYPE_INT;
break;
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
u.baseType = UNIFORM_TEXELBUFFER;
u.dataBaseType = DATA_BASETYPE_UINT;
break;
case GL_IMAGE_2D:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_2D;
break;
case GL_INT_IMAGE_2D:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_2D;
break;
case GL_UNSIGNED_INT_IMAGE_2D:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_2D;
break;
case GL_IMAGE_2D_ARRAY:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_2D_ARRAY;
break;
case GL_INT_IMAGE_2D_ARRAY:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_2D_ARRAY;
break;
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_2D_ARRAY;
break;
case GL_IMAGE_3D:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_VOLUME;
break;
case GL_INT_IMAGE_3D:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_VOLUME;
break;
case GL_UNSIGNED_INT_IMAGE_3D:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_VOLUME;
break;
case GL_IMAGE_CUBE:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_FLOAT;
u.textureType = TEXTURE_CUBE;
break;
case GL_INT_IMAGE_CUBE:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_INT;
u.textureType = TEXTURE_CUBE;
break;
case GL_UNSIGNED_INT_IMAGE_CUBE:
u.baseType = UNIFORM_STORAGETEXTURE;
u.dataBaseType = DATA_BASETYPE_UINT;
u.textureType = TEXTURE_CUBE;
break;
default:
break;
}
}
} // opengl
} // graphics
} // love