Replace ARB_separate_shader_objects extension

This replaces the ARB_separate_shader_objects extension with traditional
linked shaders.  I was able to get the existing system to use linked
shaders without having to change any libobs graphics API.

This essentially creates a linked list of shader programs with
references to the shaders they link.  Before draw, it searches that
linked list for a particular pixel/vertex shader pair, and the linked
program associated with it.  If no matching program exists, it creates
the program.
This commit is contained in:
jp9000
2014-09-19 04:33:49 -07:00
parent 6ff5a3ab2c
commit 3967c6354a
5 changed files with 392 additions and 195 deletions

View File

@@ -37,20 +37,25 @@ static inline void shader_param_free(struct gs_shader_param *param)
da_free(param->def_value);
}
static void gl_get_program_info(GLuint program, const char *file,
static inline void shader_attrib_free(struct shader_attrib *attrib)
{
bfree(attrib->name);
}
static void gl_get_shader_info(GLuint shader, const char *file,
char **error_string)
{
char *errors;
GLint info_len = 0;
GLsizei chars_written = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
if (!gl_success("glGetProgramiv") || !info_len)
return;
errors = bzalloc(info_len+1);
glGetProgramInfoLog(program, info_len, &chars_written, errors);
gl_success("glGetProgramInfoLog");
glGetShaderInfoLog(shader, info_len, &chars_written, errors);
gl_success("glGetShaderInfoLog");
blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
@@ -80,23 +85,8 @@ static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
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"))
goto fail;
if (param.type == GS_SHADER_PARAM_TEXTURE) {
glProgramUniform1i(shader->program, param.param,
param.texture_id);
if (!gl_success("glProgramUniform1i"))
goto fail;
}
da_push_back(shader->params, &param);
return true;
fail:
shader_param_free(&param);
return false;
}
static inline bool gl_add_params(struct gs_shader *shader,
@@ -164,7 +154,7 @@ static void get_attrib_type(const char *mapping, enum attrib_type *type,
*index = 0;
}
static inline bool gl_process_attrib(struct gs_shader *shader,
static inline bool gl_process_attrib(struct gs_shader *program,
struct gl_parser_attrib *pa)
{
struct shader_attrib attrib = {0};
@@ -174,18 +164,13 @@ static inline bool gl_process_attrib(struct gs_shader *shader,
return true;
get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
attrib.name = pa->name.array;
attrib.attrib = glGetAttribLocation(shader->program, pa->name.array);
if (!gl_success("glGetAttribLocation"))
return false;
pa->name.array = NULL;
pa->name.len = 0;
pa->name.capacity = 0;
if (attrib.attrib == -1) {
blog(LOG_ERROR, "glGetAttribLocation: Could not find "
"attribute '%s'", pa->name.array);
return false;
}
da_push_back(shader->attribs, &attrib);
da_push_back(program->attribs, &attrib);
return true;
}
@@ -210,9 +195,17 @@ static bool gl_shader_init(struct gs_shader *shader,
int compiled = 0;
bool success = true;
shader->program = glCreateShaderProgramv(type, 1,
(const GLchar**)&glsp->gl_string.array);
if (!gl_success("glCreateShaderProgramv") || !shader->program)
shader->obj = glCreateShader(type);
if (!gl_success("glCreateShader") || !shader->obj)
return false;
glShaderSource(shader->obj, 1, (const GLchar**)&glsp->gl_string.array,
0);
if (!gl_success("glShaderSource"))
return false;
glCompileShader(shader->obj);
if (!gl_success("glCompileShader"))
return false;
#if 0
@@ -223,14 +216,14 @@ static bool gl_shader_init(struct gs_shader *shader,
blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
#endif
glGetProgramiv(shader->program, GL_LINK_STATUS, &compiled);
if (!gl_success("glGetProgramiv"))
glGetShaderiv(shader->obj, GL_COMPILE_STATUS, &compiled);
if (!gl_success("glGetShaderiv"))
return false;
if (!compiled)
success = false;
gl_get_program_info(shader->program, file, error_string);
gl_get_shader_info(shader->obj, file, error_string);
if (success)
success = gl_add_params(shader, glsp);
@@ -293,6 +286,29 @@ gs_shader_t device_pixelshader_create(gs_device_t device,
return ptr;
}
static void remove_program_references(struct gs_shader *shader)
{
struct gs_program *program = shader->device->first_program;
while (program) {
struct gs_program *next = program->next;
bool destroy = false;
if (shader->type == GS_SHADER_VERTEX &&
program->vertex_shader == shader)
destroy = true;
else if (shader->type == GS_SHADER_PIXEL &&
program->pixel_shader == shader)
destroy = true;
if (destroy)
gs_program_destroy(program);
program = next;
}
}
void gs_shader_destroy(gs_shader_t shader)
{
size_t i;
@@ -300,15 +316,20 @@ void gs_shader_destroy(gs_shader_t shader)
if (!shader)
return;
remove_program_references(shader);
for (i = 0; i < shader->attribs.num; i++)
shader_attrib_free(shader->attribs.array+i);
for (i = 0; i < shader->samplers.num; i++)
gs_samplerstate_destroy(shader->samplers.array[i]);
for (i = 0; i < shader->params.num; i++)
shader_param_free(shader->params.array+i);
if (shader->program) {
glDeleteProgram(shader->program);
gl_success("glDeleteProgram");
if (shader->obj) {
glDeleteShader(shader->obj);
gl_success("glDeleteShader");
}
da_free(shader->samplers);
@@ -360,63 +381,46 @@ void gs_shader_get_param_info(gs_sparam_t param,
void gs_shader_set_bool(gs_sparam_t param, bool val)
{
struct gs_shader *shader = param->shader;
glProgramUniform1i(shader->program, param->param, (GLint)val);
gl_success("glProgramUniform1i");
int int_val = val;
da_copy_array(param->cur_value, &int_val, sizeof(int_val));
}
void gs_shader_set_float(gs_sparam_t param, float val)
{
struct gs_shader *shader = param->shader;
glProgramUniform1f(shader->program, param->param, val);
gl_success("glProgramUniform1f");
da_copy_array(param->cur_value, &val, sizeof(val));
}
void gs_shader_set_int(gs_sparam_t param, int val)
{
struct gs_shader *shader = param->shader;
glProgramUniform1i(shader->program, param->param, val);
gl_success("glProgramUniform1i");
da_copy_array(param->cur_value, &val, sizeof(val));
}
void gs_shader_setmatrix3(gs_sparam_t param, const struct matrix3 *val)
{
struct gs_shader *shader = param->shader;
struct matrix4 mat;
matrix4_from_matrix3(&mat, val);
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, mat.x.ptr);
gl_success("glProgramUniformMatrix4fv");
da_copy_array(param->cur_value, &mat, sizeof(mat));
}
void gs_shader_set_matrix4(gs_sparam_t param, const struct matrix4 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, val->x.ptr);
gl_success("glProgramUniformMatrix4fv");
da_copy_array(param->cur_value, val, sizeof(*val));
}
void gs_shader_set_vec2(gs_sparam_t param, const struct vec2 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniform2fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform2fv");
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_vec3(gs_sparam_t param, const struct vec3 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniform3fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform3fv");
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_vec4(gs_sparam_t param, const struct vec4 *val)
{
struct gs_shader *shader = param->shader;
glProgramUniform4fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform4fv");
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_texture(gs_sparam_t param, gs_texture_t val)
@@ -424,50 +428,259 @@ void gs_shader_set_texture(gs_sparam_t param, gs_texture_t val)
param->texture = val;
}
static void shader_setval_data(gs_sparam_t param, const void *val, int count)
static inline bool validate_param(struct program_param *pp,
size_t expected_size)
{
struct gs_shader *shader = param->shader;
if (pp->param->cur_value.num != expected_size) {
blog(LOG_ERROR, "Parameter '%s' set to invalid size %u, "
"expected %u",
pp->param->name,
(unsigned int)pp->param->cur_value.num,
(unsigned int)expected_size);
return false;
}
if (param->type == GS_SHADER_PARAM_BOOL ||
param->type == GS_SHADER_PARAM_INT) {
glProgramUniform1iv(shader->program, param->param, count, val);
gl_success("glProgramUniform1iv");
return true;
}
} else if (param->type == GS_SHADER_PARAM_FLOAT) {
glProgramUniform1fv(shader->program, param->param, count, val);
gl_success("glProgramUniform1fv");
static void program_set_param_data(struct gs_program *program,
struct program_param *pp)
{
void *array = pp->param->cur_value.array;
} else if (param->type == GS_SHADER_PARAM_VEC2) {
glProgramUniform2fv(shader->program, param->param, count, val);
gl_success("glProgramUniform2fv");
if (pp->param->type == GS_SHADER_PARAM_BOOL ||
pp->param->type == GS_SHADER_PARAM_INT) {
if (validate_param(pp, sizeof(int))) {
glUniform1iv(pp->obj, 1, (int*)array);
gl_success("glUniform1iv");
}
} else if (param->type == GS_SHADER_PARAM_VEC3) {
glProgramUniform3fv(shader->program, param->param, count, val);
gl_success("glProgramUniform3fv");
} else if (pp->param->type == GS_SHADER_PARAM_FLOAT) {
if (validate_param(pp, sizeof(float))) {
glUniform1fv(pp->obj, 1, (float*)array);
gl_success("glUniform1fv");
}
} else if (param->type == GS_SHADER_PARAM_VEC4) {
glProgramUniform4fv(shader->program, param->param, count, val);
gl_success("glProgramUniform4fv");
} else if (pp->param->type == GS_SHADER_PARAM_VEC2) {
if (validate_param(pp, sizeof(struct vec2))) {
glUniform2fv(pp->obj, 1, (float*)array);
gl_success("glUniform2fv");
}
} else if (param->type == GS_SHADER_PARAM_MATRIX4X4) {
glProgramUniformMatrix4fv(shader->program, param->param,
count, false, val);
gl_success("glProgramUniformMatrix4fv");
} else if (pp->param->type == GS_SHADER_PARAM_VEC3) {
if (validate_param(pp, sizeof(float) * 3)) {
glUniform3fv(pp->obj, 1, (float*)array);
gl_success("glUniform3fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_VEC4) {
if (validate_param(pp, sizeof(struct vec4))) {
glUniform4fv(pp->obj, 1, (float*)array);
gl_success("glUniform4fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_MATRIX4X4) {
if (validate_param(pp, sizeof(struct matrix4))) {
glUniformMatrix4fv(pp->obj, 1, false,
(float*)array);
gl_success("glUniformMatrix4fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
device_load_texture(program->device, pp->param->texture,
pp->param->texture_id);
}
}
void shader_update_textures(struct gs_shader *shader)
void program_update_params(struct gs_program *program)
{
size_t i;
for (i = 0; i < shader->params.num; i++) {
struct gs_shader_param *param = shader->params.array+i;
if (param->type == GS_SHADER_PARAM_TEXTURE)
device_load_texture(shader->device, param->texture,
param->texture_id);
for (size_t i = 0; i < program->params.num; i++) {
struct program_param *pp = program->params.array + i;
program_set_param_data(program, pp);
}
}
static void print_link_errors(GLuint program)
{
char *errors = NULL;
GLint info_len = 0;
GLsizei chars_written = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
if (!gl_success("glGetProgramiv") || !info_len)
return;
errors = calloc(1, info_len+1);
glGetProgramInfoLog(program, info_len, &chars_written, errors);
gl_success("glGetShaderInfoLog");
blog(LOG_DEBUG, "Linker warnings/errors:\n%s", errors);
free(errors);
}
static bool assign_program_attrib(struct gs_program *program,
struct shader_attrib *attrib)
{
GLint attrib_obj = glGetAttribLocation(program->obj, attrib->name);
if (!gl_success("glGetAttribLocation"))
return false;
if (attrib_obj == -1) {
blog(LOG_ERROR, "glGetAttribLocation: Could not find "
"attribute '%s'", attrib->name);
return false;
}
da_push_back(program->attribs, &attrib_obj);
return true;
}
static inline bool assign_program_attribs(struct gs_program *program)
{
struct gs_shader *shader = program->vertex_shader;
for (size_t i = 0; i < shader->attribs.num; i++) {
struct shader_attrib *attrib = shader->attribs.array + i;
if (!assign_program_attrib(program, attrib))
return false;
}
return true;
}
static bool assign_program_param(struct gs_program *program,
struct gs_shader_param *param)
{
struct program_param info;
info.obj = glGetUniformLocation(program->obj, param->name);
if (!gl_success("glGetUniformLocation"))
return false;
if (info.obj == -1) {
blog(LOG_ERROR, "Program parameter '%s' not found",
param->name);
return false;
}
info.param = param;
da_push_back(program->params, &info);
return true;
}
static inline bool assign_program_shader_params(struct gs_program *program,
struct gs_shader *shader)
{
for (size_t i = 0; i < shader->params.num; i++) {
struct gs_shader_param *param = shader->params.array + i;
if (!assign_program_param(program, param))
return false;
}
return true;
}
static inline bool assign_program_params(struct gs_program *program)
{
if (!assign_program_shader_params(program, program->vertex_shader))
return false;
if (!assign_program_shader_params(program, program->pixel_shader))
return false;
return true;
}
struct gs_program *gs_program_create(struct gs_device *device)
{
struct gs_program *program = bzalloc(sizeof(*program));
int linked = false;
program->device = device;
program->vertex_shader = device->cur_vertex_shader;
program->pixel_shader = device->cur_pixel_shader;
program->obj = glCreateProgram();
if (!gl_success("glCreateProgram"))
goto error_detach_neither;
glAttachShader(program->obj, program->vertex_shader->obj);
if (!gl_success("glAttachShader (vertex)"))
goto error_detach_neither;
glAttachShader(program->obj, program->pixel_shader->obj);
if (!gl_success("glAttachShader (pixel)"))
goto error_detach_vertex;
glLinkProgram(program->obj);
if (!gl_success("glLinkProgram"))
goto error;
glGetProgramiv(program->obj, GL_LINK_STATUS, &linked);
if (!gl_success("glGetProgramiv"))
goto error;
if (linked == GL_FALSE) {
print_link_errors(program->obj);
goto error;
}
if (!assign_program_attribs(program))
goto error;
if (!assign_program_params(program))
goto error;
glDetachShader(program->obj, program->vertex_shader->obj);
gl_success("glDetachShader (vertex)");
glDetachShader(program->obj, program->pixel_shader->obj);
gl_success("glDetachShader (pixel)");
program->next = device->first_program;
program->prev_next = &device->first_program;
device->first_program = program;
if (program->next)
program->next->prev_next = &program->next;
return program;
error:
glDetachShader(program->obj, program->pixel_shader->obj);
gl_success("glDetachShader (pixel)");
error_detach_vertex:
glDetachShader(program->obj, program->vertex_shader->obj);
gl_success("glDetachShader (vertex)");
error_detach_neither:
gs_program_destroy(program);
return NULL;
}
void gs_program_destroy(struct gs_program *program)
{
if (!program)
return;
if (program->device->cur_program == program) {
program->device->cur_program = 0;
glUseProgram(0);
gl_success("glUseProgram (zero)");
}
da_free(program->attribs);
da_free(program->params);
if (program->next)
program->next->prev_next = program->prev_next;
*program->prev_next = program->next;
glDeleteProgram(program->obj);
gl_success("glDeleteProgram");
bfree(program);
}
void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
{
int count = param->array_count;
@@ -484,7 +697,7 @@ void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
case GS_SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break;
case GS_SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4;break;
case GS_SHADER_PARAM_TEXTURE: expected_size = sizeof(void*); break;
default: expected_size = 0;
default: expected_size = 0;
}
expected_size *= count;
@@ -500,7 +713,7 @@ void gs_shader_set_val(gs_sparam_t param, const void *val, size_t size)
if (param->type == GS_SHADER_PARAM_TEXTURE)
gs_shader_set_texture(param, *(gs_texture_t*)val);
else
shader_setval_data(param, val, count);
da_copy_array(param->cur_value, val, size);
}
void gs_shader_set_default(gs_sparam_t param)