added first GLSL code, moved some graphics functions around, and adjusted some existing shader parser code

This commit is contained in:
jp9000
2013-10-06 18:29:29 -07:00
parent fecb5578e3
commit f9d1a4b9ed
9 changed files with 404 additions and 63 deletions

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@@ -0,0 +1,240 @@
/******************************************************************************
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 "gl-subsystem.h"
#include "gl-shaderparser.h"
static void gl_write_type_n(struct gl_shader_parser *glsp,
const char *type, size_t len)
{
if (astrcmp_n(type, "float2", len) == 0)
dstr_cat(&glsp->gl_string, "vec2");
else if (astrcmp_n(type, "float3", len) == 0)
dstr_cat(&glsp->gl_string, "vec3");
else if (astrcmp_n(type, "float4", len) == 0)
dstr_cat(&glsp->gl_string, "vec4");
else if (astrcmp_n(type, "float3x3", len) == 0)
dstr_cat(&glsp->gl_string, "mat3x3");
else if (astrcmp_n(type, "float3x4", len) == 0)
dstr_cat(&glsp->gl_string, "mat3x4");
else if (astrcmp_n(type, "float4x4", len) == 0)
dstr_cat(&glsp->gl_string, "mat4x4");
else if (astrcmp_n(type, "texture2d", len) == 0)
dstr_cat(&glsp->gl_string, "sampler2D");
else if (astrcmp_n(type, "texture3d", len) == 0)
dstr_cat(&glsp->gl_string, "sampler3D");
else if (astrcmp_n(type, "texture_cube", len) == 0)
dstr_cat(&glsp->gl_string, "samplerCube");
else
dstr_ncat(&glsp->gl_string, type, len);
}
static inline void gl_write_type(struct gl_shader_parser *glsp,
const char *type)
{
gl_write_type_n(glsp, type, strlen(type));
}
static inline void gl_write_type_token(struct gl_shader_parser *glsp,
struct cf_token *token)
{
gl_write_type_n(glsp, token->str.array, token->str.len);
}
static void gl_write_var(struct gl_shader_parser *glsp, struct shader_var *var)
{
if (var->var_type == SHADER_VAR_UNIFORM)
dstr_cat(&glsp->gl_string, "uniform ");
else if (var->var_type == SHADER_VAR_CONST)
dstr_cat(&glsp->gl_string, "const ");
gl_write_type(glsp, var->type);
dstr_cat(&glsp->gl_string, " ");
dstr_cat(&glsp->gl_string, var->name);
dstr_cat(&glsp->gl_string, ";\n");
}
static inline void gl_write_params(struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->parser.params.num; i++) {
struct shader_var *var = glsp->parser.params.array+i;
gl_write_var(glsp, var);
}
dstr_cat(&glsp->gl_string, "\n");
}
static void gl_write_storage_var(struct gl_shader_parser *glsp,
struct shader_var *var, const char *storage,
const char *prefix);
/* unwraps a structure that's used for input/output */
static void gl_unwrap_storage_struct(struct gl_shader_parser *glsp,
struct shader_struct *st, const char *storage,
const char *prefix)
{
struct dstr prefix_str;
size_t i;
dstr_init(&prefix_str);
if (prefix)
dstr_copy(&prefix_str, prefix);
dstr_cat(&prefix_str, st->name);
dstr_cat(&prefix_str, "_");
for (i = 0; i < st->vars.num; i++) {
struct shader_var *st_var = st->vars.array+i;
gl_write_storage_var(glsp, st_var, storage, prefix_str.array);
}
dstr_free(&prefix_str);
}
static void gl_write_storage_var(struct gl_shader_parser *glsp,
struct shader_var *var, const char *storage, const char *prefix)
{
struct shader_struct *st = shader_parser_getstruct(&glsp->parser,
var->type);
if (st) {
gl_unwrap_storage_struct(glsp, st, storage, prefix);
} else {
if (storage) {
dstr_cat(&glsp->gl_string, storage);
dstr_cat(&glsp->gl_string, " ");
}
gl_write_type(glsp, var->type);
dstr_cat(&glsp->gl_string, " ");
if (prefix)
dstr_cat(&glsp->gl_string, prefix);
dstr_cat(&glsp->gl_string, var->name);
dstr_cat(&glsp->gl_string, ";\n");
}
}
static inline void gl_write_inputs(struct gl_shader_parser *glsp,
struct shader_func *main)
{
size_t i;
for (i = 0; i < main->params.num; i++) {
struct shader_var *var = main->params.array+i;
gl_write_storage_var(glsp, var, "in", "in_");
}
}
static void gl_write_outputs(struct gl_shader_parser *glsp,
struct shader_func *main)
{
struct shader_var var;
shader_var_init(&var);
var.type = bstrdup(main->return_type);
var.name = bstrdup("return_val");
if (main->return_mapping)
var.mapping = bstrdup(main->return_mapping);
gl_write_storage_var(glsp, &var, "out", "out_");
shader_var_free(&var);
}
static void gl_write_struct(struct gl_shader_parser *glsp,
struct shader_struct *st)
{
size_t i;
dstr_cat(&glsp->gl_string, "struct ");
dstr_cat(&glsp->gl_string, st->name);
dstr_cat(&glsp->gl_string, " {\n");
for (i = 0; i < st->vars.num; i++) {
struct shader_var *var = st->vars.array+i;
dstr_cat(&glsp->gl_string, "\t");
gl_write_var(glsp, var);
}
dstr_cat(&glsp->gl_string, "};\n\n");
}
static inline void gl_write_structs(struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->parser.structs.num; i++) {
struct shader_struct *st = glsp->parser.structs.array+i;
gl_write_struct(glsp, st);
}
}
/*
* NOTE: HLSL-> GLSL intrinsic conversions
* atan2 -> atan
* clip -> (unsupported)
* ddx -> dFdx
* ddy -> dFdy
* fmod -> (unsupported)
* frac -> fract
* lerp -> mix
* lit -> (unsupported)
* log10 -> (unsupported)
* mul -> (change to operator)
* rsqrt -> inversesqrt
* saturate -> (use clamp)
* tex* -> texture
* tex*grad -> textureGrad
* tex*lod -> textureLod
* tex*bias -> (use optional 'bias' value)
* tex*proj -> textureProj
*
* All else can be left as-is
*/
static void gl_write_functions(struct gl_shader_parser *glsp)
{
}
static bool gl_shader_buildstring(struct gl_shader_parser *glsp)
{
struct shader_func *main = shader_parser_getfunc(&glsp->parser, "main");
if (!main) {
blog(LOG_ERROR, "function 'main' not found");
return false;
}
dstr_copy(&glsp->gl_string, "#version 140\n\n");
gl_write_params(glsp);
gl_write_inputs(glsp, main);
gl_write_outputs(glsp, main);
gl_write_structs(glsp);
gl_write_functions(glsp);
// gl_write_main(glsp);
return true;
}
bool gl_shader_parse(struct gl_shader_parser *glsp,
const char *shader_str, const char *file)
{
bool success = shader_parse(&glsp->parser, shader_str, file);
char *str = shader_parser_geterrors(&glsp->parser);
if (str) {
blog(LOG_WARNING, "Shader parser errors/warnings:\n%s\n", str);
bfree(str);
}
return success;
}

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@@ -0,0 +1,51 @@
/******************************************************************************
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/>.
******************************************************************************/
#ifndef GL_SHADER_PARSER_H
#define GL_SHADER_PARSER_H
/*
* Parses shaders into GLSL. Shaders are almost identical to HLSL
* model 5 so it requires quite a bit of tweaking to convert correctly.
* Takes the parsed shader data, and builds a GLSL string out of it.
*/
#include "util/dstr.h"
#include "graphics/shader-parser.h"
struct gl_shader_parser {
struct dstr gl_string;
struct dstr gl_main_func;
struct shader_parser parser;
};
static inline void gl_shader_parser_init(struct gl_shader_parser *glsp)
{
shader_parser_init(&glsp->parser);
dstr_init(&glsp->gl_string);
}
static inline void gl_shader_parser_free(struct gl_shader_parser *glsp)
{
dstr_free(&glsp->gl_string);
shader_parser_free(&glsp->parser);
}
extern bool gl_shader_parse(struct gl_shader_parser *glsp,
const char *shader_str, const char *file);
#endif

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@@ -62,6 +62,8 @@ texture_t device_create_cubetexture(device_t device, uint32_t size,
tex->base.format = color_format;
tex->base.gl_format = convert_gs_format(color_format);
tex->base.gl_internal_format = convert_gs_internal_format(color_format);
tex->base.is_render_target = flags & GS_RENDERTARGET;
tex->base.gen_mipmaps = flags & GS_BUILDMIPMAPS;
tex->size = size;
if (!gl_gen_textures(1, &tex->base.texture))