obs-studio/libobs-opengl/gl-shader.c

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/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <assert.h>
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#include "graphics/vec2.h"
#include "graphics/vec3.h"
#include "graphics/vec4.h"
#include "graphics/matrix3.h"
#include "graphics/matrix4.h"
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#include "gl-subsystem.h"
#include "gl-shaderparser.h"
static inline void shader_param_init(struct shader_param *param)
{
memset(param, 0, sizeof(struct shader_param));
}
static inline void shader_param_free(struct shader_param *param)
{
bfree(param->name);
da_free(param->cur_value);
da_free(param->def_value);
}
static void gl_get_program_info(GLuint program, const char *file,
char **error_string)
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{
char *errors;
GLint info_len = 0;
GLsizei chars_written = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
if (!gl_success("glGetProgramiv") || !info_len)
return;
errors = bmalloc(info_len+1);
memset(errors, 0, info_len+1);
glGetProgramInfoLog(program, info_len, &chars_written, errors);
gl_success("glGetProgramInfoLog");
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blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
if (error_string)
*error_string = errors;
else
bfree(errors);
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}
static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
GLint *texture_id)
{
struct shader_param param = {0};
param.array_count = var->array_count;
param.name = bstrdup(var->name);
param.type = get_shader_param_type(var->type);
if (param.type == SHADER_PARAM_TEXTURE) {
param.sampler_id = var->gl_sampler_id;
param.texture_id = (*texture_id)++;
} else {
param.changed = true;
}
da_move(param.def_value, var->default_val);
da_copy(param.cur_value, param.def_value);
param.param = glGetUniformLocation(shader->program, param.name);
if (!gl_success("glGetUniformLocation"))
return false;
if (param.type == SHADER_PARAM_TEXTURE)
glUniform1i(param.param, param.texture_id);
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return true;
}
static inline bool gl_add_params(struct gs_shader *shader,
struct gl_shader_parser *glsp)
{
size_t i;
GLint tex_id = 0;
for (i = 0; i < glsp->parser.params.num; i++)
if (!gl_add_param(shader, glsp->parser.params.array+i, &tex_id))
return false;
return true;
}
static inline void gl_add_sampler(struct gs_shader *shader,
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struct shader_sampler *sampler)
{
samplerstate_t new_sampler;
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struct gs_sampler_info info;
shader_sampler_convert(sampler, &info);
new_sampler = device_create_samplerstate(shader->device, &info);
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da_push_back(shader->samplers, &new_sampler);
}
static inline void gl_add_samplers(struct gs_shader *shader,
struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->parser.samplers.num; i++) {
struct shader_sampler *sampler = glsp->parser.samplers.array+i;
gl_add_sampler(shader, sampler);
}
}
static void get_attrib_type(const char *mapping, enum attrib_type *type,
size_t *index)
{
if (strcmp(mapping, "POSITION") == 0) {
*type = ATTRIB_POSITION;
} else if (strcmp(mapping, "NORMAL") == 0) {
*type = ATTRIB_NORMAL;
} else if (strcmp(mapping, "TANGENT") == 0) {
*type = ATTRIB_TANGENT;
} else if (strcmp(mapping, "COLOR") == 0) {
*type = ATTRIB_COLOR;
} else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
*type = ATTRIB_TEXCOORD;
*index = (*(mapping+8)) - '0';
return;
} else if (strcmp(mapping, "TARGET") == 0) {
*type = ATTRIB_TARGET;
}
*index = 0;
}
static inline bool gl_add_attrib(struct gs_shader *shader,
struct gl_parser_attrib *pa)
{
struct shader_attrib attrib = {0};
get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
attrib.attrib = glGetAttribLocation(shader->program, pa->name.array);
if (!gl_success("glGetAttribLocation"))
return false;
if (attrib.attrib == -1)
return false;
if (attrib.type == ATTRIB_TARGET) {
glBindFragDataLocation(shader->program, 0, pa->name.array);
if (!gl_success("glBindFragDataLocation"))
return false;
}
da_push_back(shader->attribs, &attrib);
return true;
}
static inline bool gl_add_attribs(struct gs_shader *shader,
struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->attribs.num; i++) {
struct gl_parser_attrib *pa = glsp->attribs.array+i;
if (!gl_add_attrib(shader, pa))
return false;
}
return true;
}
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static bool gl_shader_init(struct gs_shader *shader,
struct gl_shader_parser *glsp,
const char *file, char **error_string)
{
GLenum type = convert_shader_type(shader->type);
int compiled = 0;
bool success = true;
shader->program = glCreateShaderProgramv(type, 1,
&glsp->gl_string.array);
gl_success("glCreateShaderProgramv");
if (!shader->program)
return false;
blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
blog(LOG_DEBUG, " GL shader string for: %s", file);
blog(LOG_DEBUG, "-----------------------------------");
blog(LOG_DEBUG, "%s", glsp->gl_string.array);
blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
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glGetProgramiv(shader->program, GL_VALIDATE_STATUS, &compiled);
if (!gl_success("glGetProgramiv"))
return false;
if (!compiled)
success = false;
gl_get_program_info(shader->program, file, error_string);
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if (success)
success = gl_add_params(shader, glsp);
if (success)
success = gl_add_attribs(shader, glsp);
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if (success)
gl_add_samplers(shader, glsp);
return success;
}
static struct gs_shader *shader_create(device_t device, enum shader_type type,
const char *shader_str, const char *file, char **error_string)
{
struct gs_shader *shader = bmalloc(sizeof(struct gs_shader));
struct gl_shader_parser glsp;
bool success = true;
memset(shader, 0, sizeof(struct gs_shader));
shader->device = device;
shader->type = type;
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gl_shader_parser_init(&glsp);
if (!gl_shader_parse(&glsp, shader_str, file))
success = false;
else
success = gl_shader_init(shader, &glsp, file, error_string);
if (!success) {
shader_destroy(shader);
shader = NULL;
}
gl_shader_parser_free(&glsp);
return shader;
}
shader_t device_create_vertexshader(device_t device,
const char *shader, const char *file,
char **error_string)
{
struct gs_shader *ptr;
ptr = shader_create(device, SHADER_VERTEX, shader, file, error_string);
if (!ptr)
blog(LOG_ERROR, "device_create_vertexshader (GL) failed");
return ptr;
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}
shader_t device_create_pixelshader(device_t device,
const char *shader, const char *file,
char **error_string)
{
struct gs_shader *ptr;
ptr = shader_create(device, SHADER_PIXEL, shader, file, error_string);
if (!ptr)
blog(LOG_ERROR, "device_create_pixelshader (GL) failed");
return ptr;
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}
void shader_destroy(shader_t shader)
{
size_t i;
if (!shader)
return;
for (i = 0; i < shader->samplers.num; i++)
samplerstate_destroy(shader->samplers.array[i]);
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for (i = 0; i < shader->params.num; i++)
shader_param_free(shader->params.array+i);
if (shader->program) {
glDeleteProgram(shader->program);
gl_success("glDeleteProgram");
}
da_free(shader->samplers);
da_free(shader->params);
bfree(shader);
}
int shader_numparams(shader_t shader)
{
return (int)shader->params.num;
}
sparam_t shader_getparambyidx(shader_t shader, int param)
{
assert(param < shader->params.num);
return shader->params.array+param;
}
sparam_t shader_getparambyname(shader_t shader, const char *name)
{
size_t i;
for (i = 0; i < shader->params.num; i++) {
struct shader_param *param = shader->params.array+i;
if (strcmp(param->name, name) == 0)
return param;
}
return NULL;
}
void shader_getparaminfo(shader_t shader, sparam_t param,
struct shader_param_info *info)
{
info->type = param->type;
info->name = param->name;
}
sparam_t shader_getviewprojmatrix(shader_t shader)
{
return shader->viewproj;
}
sparam_t shader_getworldmatrix(shader_t shader)
{
return shader->world;
}
void shader_setbool(shader_t shader, sparam_t param, bool val)
{
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glProgramUniform1i(shader->program, param->param, (GLint)val);
gl_success("glProgramUniform1i");
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}
void shader_setfloat(shader_t shader, sparam_t param, float val)
{
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glProgramUniform1f(shader->program, param->param, val);
gl_success("glProgramUniform1f");
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}
void shader_setint(shader_t shader, sparam_t param, int val)
{
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glProgramUniform1i(shader->program, param->param, val);
gl_success("glProgramUniform1i");
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}
void shader_setmatrix3(shader_t shader, sparam_t param,
const struct matrix3 *val)
{
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struct matrix4 mat;
matrix4_from_matrix3(&mat, val);
glProgramUniformMatrix4fv(shader->program, param->param, 1, true,
mat.x.ptr);
gl_success("glProgramUniformMatrix4fv");
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}
void shader_setmatrix4(shader_t shader, sparam_t param,
const struct matrix4 *val)
{
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glProgramUniformMatrix4fv(shader->program, param->param, 1, true,
val->x.ptr);
gl_success("glProgramUniformMatrix4fv");
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}
void shader_setvec2(shader_t shader, sparam_t param,
const struct vec2 *val)
{
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glProgramUniform2fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform2fv");
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}
void shader_setvec3(shader_t shader, sparam_t param,
const struct vec3 *val)
{
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glProgramUniform3fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform3fv");
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}
void shader_setvec4(shader_t shader, sparam_t param,
const struct vec4 *val)
{
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glProgramUniform4fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform4fv");
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}
void shader_settexture(shader_t shader, sparam_t param, texture_t val)
{
param->texture = val;
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}
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static void shader_setval_data(shader_t shader, sparam_t param,
const void *val, int count)
{
if (param->type == SHADER_PARAM_BOOL ||
param->type == SHADER_PARAM_INT) {
glProgramUniform1iv(shader->program, param->param, count, val);
gl_success("glProgramUniform1iv");
} else if (param->type == SHADER_PARAM_FLOAT) {
glProgramUniform1fv(shader->program, param->param, count, val);
gl_success("glProgramUniform1fv");
} else if (param->type == SHADER_PARAM_VEC2) {
glProgramUniform2fv(shader->program, param->param, count, val);
gl_success("glProgramUniform2fv");
} else if (param->type == SHADER_PARAM_VEC3) {
glProgramUniform3fv(shader->program, param->param, count, val);
gl_success("glProgramUniform3fv");
} else if (param->type == SHADER_PARAM_VEC4) {
glProgramUniform4fv(shader->program, param->param, count, val);
gl_success("glProgramUniform4fv");
} else if (param->type == SHADER_PARAM_MATRIX4X4) {
glProgramUniformMatrix4fv(shader->program, param->param,
count, false, val);
gl_success("glProgramUniformMatrix4fv");
}
}
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void shader_setval(shader_t shader, sparam_t param, const void *val,
size_t size)
{
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int count = param->array_count;
size_t expected_size = 0;
if (!count)
count = 1;
switch (param->type) {
case SHADER_PARAM_FLOAT: expected_size = sizeof(float); break;
case SHADER_PARAM_BOOL:
case SHADER_PARAM_INT: expected_size = sizeof(int); break;
case SHADER_PARAM_VEC2: expected_size = sizeof(float)*2; break;
case SHADER_PARAM_VEC3: expected_size = sizeof(float)*3; break;
case SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break;
case SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4; break;
}
expected_size *= count;
if (!expected_size)
return;
if (expected_size != size) {
blog(LOG_ERROR, "shader_setval (GL): Size of shader param does "
"not match the size of the input");
return;
}
shader_setval_data(shader, param, val, count);
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}
void shader_setdefault(shader_t shader, sparam_t param)
{
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shader_setval(shader, param, param->def_value.array,
param->def_value.num);
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}