/****************************************************************************** Copyright (C) 2013 by Hugh Bailey 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 2 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 . ******************************************************************************/ #include #include #include #include #include #include #include "gl-subsystem.h" #include "gl-shaderparser.h" static inline void shader_param_init(struct gs_shader_param *param) { memset(param, 0, sizeof(struct gs_shader_param)); } static inline void shader_param_free(struct gs_shader_param *param) { bfree(param->name); da_free(param->cur_value); da_free(param->def_value); } 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; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len); if (!gl_success("glGetProgramiv") || !info_len) return; errors = bzalloc(info_len + 1); glGetShaderInfoLog(shader, info_len, &chars_written, errors); gl_success("glGetShaderInfoLog"); blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors); if (error_string) *error_string = errors; else bfree(errors); } static bool gl_add_param(struct gs_shader *shader, struct shader_var *var, GLint *texture_id) { struct gs_shader_param param = {0}; param.array_count = var->array_count; param.name = bstrdup(var->name); param.shader = shader; param.type = get_shader_param_type(var->type); if (param.type == GS_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); da_push_back(shader->params, ¶m); 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; shader->viewproj = gs_shader_get_param_by_name(shader, "ViewProj"); shader->world = gs_shader_get_param_by_name(shader, "World"); return true; } static inline void gl_add_sampler(struct gs_shader *shader, struct shader_sampler *sampler) { gs_samplerstate_t *new_sampler; struct gs_sampler_info info; shader_sampler_convert(sampler, &info); new_sampler = device_samplerstate_create(shader->device, &info); 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_process_attrib(struct gs_shader *program, struct gl_parser_attrib *pa) { struct shader_attrib attrib = {0}; /* don't parse output attributes */ if (!pa->input) return true; get_attrib_type(pa->mapping, &attrib.type, &attrib.index); attrib.name = pa->name.array; pa->name.array = NULL; pa->name.len = 0; pa->name.capacity = 0; da_push_back(program->attribs, &attrib); return true; } static inline bool gl_process_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_process_attrib(shader, pa)) return false; } return true; } 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->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 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, "+++++++++++++++++++++++++++++++++++"); #endif glGetShaderiv(shader->obj, GL_COMPILE_STATUS, &compiled); if (!gl_success("glGetShaderiv")) return false; if (!compiled) { GLint infoLength = 0; glGetShaderiv(shader->obj, GL_INFO_LOG_LENGTH, &infoLength); char *infoLog = malloc(sizeof(char) * infoLength); if (infoLog) { GLsizei returnedLength = 0; glGetShaderInfoLog(shader->obj, infoLength, &returnedLength, infoLog); blog(LOG_ERROR, "Error compiling shader:\n%s\n", infoLog); free(infoLog); } success = false; } gl_get_shader_info(shader->obj, file, error_string); if (success) success = gl_add_params(shader, glsp); /* Only vertex shaders actually require input attributes */ if (success && shader->type == GS_SHADER_VERTEX) success = gl_process_attribs(shader, glsp); if (success) gl_add_samplers(shader, glsp); return success; } static struct gs_shader *shader_create(gs_device_t *device, enum gs_shader_type type, const char *shader_str, const char *file, char **error_string) { struct gs_shader *shader = bzalloc(sizeof(struct gs_shader)); struct gl_shader_parser glsp; bool success = true; shader->device = device; shader->type = type; gl_shader_parser_init(&glsp, type); if (!gl_shader_parse(&glsp, shader_str, file)) success = false; else success = gl_shader_init(shader, &glsp, file, error_string); if (!success) { gs_shader_destroy(shader); shader = NULL; } gl_shader_parser_free(&glsp); return shader; } gs_shader_t *device_vertexshader_create(gs_device_t *device, const char *shader, const char *file, char **error_string) { struct gs_shader *ptr; ptr = shader_create(device, GS_SHADER_VERTEX, shader, file, error_string); if (!ptr) blog(LOG_ERROR, "device_vertexshader_create (GL) failed"); return ptr; } gs_shader_t *device_pixelshader_create(gs_device_t *device, const char *shader, const char *file, char **error_string) { struct gs_shader *ptr; ptr = shader_create(device, GS_SHADER_PIXEL, shader, file, error_string); if (!ptr) blog(LOG_ERROR, "device_pixelshader_create (GL) failed"); 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; 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->obj) { glDeleteShader(shader->obj); gl_success("glDeleteShader"); } da_free(shader->samplers); da_free(shader->params); da_free(shader->attribs); bfree(shader); } int gs_shader_get_num_params(const gs_shader_t *shader) { return (int)shader->params.num; } gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param) { assert(param < shader->params.num); return shader->params.array + param; } gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name) { size_t i; for (i = 0; i < shader->params.num; i++) { struct gs_shader_param *param = shader->params.array + i; if (strcmp(param->name, name) == 0) return param; } return NULL; } gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader) { return shader->viewproj; } gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader) { return shader->world; } void gs_shader_get_param_info(const gs_sparam_t *param, struct gs_shader_param_info *info) { info->type = param->type; info->name = param->name; } void gs_shader_set_bool(gs_sparam_t *param, bool val) { 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) { da_copy_array(param->cur_value, &val, sizeof(val)); } void gs_shader_set_int(gs_sparam_t *param, int val) { da_copy_array(param->cur_value, &val, sizeof(val)); } void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val) { struct matrix4 mat; matrix4_from_matrix3(&mat, val); da_copy_array(param->cur_value, &mat, sizeof(mat)); } void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val) { da_copy_array(param->cur_value, val, sizeof(*val)); } void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val) { da_copy_array(param->cur_value, val->ptr, sizeof(*val)); } void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val) { da_copy_array(param->cur_value, val->ptr, sizeof(*val)); } void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val) { da_copy_array(param->cur_value, val->ptr, sizeof(*val)); } void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val) { param->texture = val; } static inline bool validate_param(struct program_param *pp, size_t expected_size) { 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; } return true; } static void program_set_param_data(struct gs_program *program, struct program_param *pp) { void *array = pp->param->cur_value.array; 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 (pp->param->type == GS_SHADER_PARAM_INT2) { if (validate_param(pp, sizeof(int) * 2)) { glUniform2iv(pp->obj, 1, (int *)array); gl_success("glUniform2iv"); } } else if (pp->param->type == GS_SHADER_PARAM_INT3) { if (validate_param(pp, sizeof(int) * 3)) { glUniform3iv(pp->obj, 1, (int *)array); gl_success("glUniform3iv"); } } else if (pp->param->type == GS_SHADER_PARAM_INT4) { if (validate_param(pp, sizeof(int) * 4)) { glUniform4iv(pp->obj, 1, (int *)array); gl_success("glUniform4iv"); } } 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 (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 (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) { if (pp->param->next_sampler) { program->device->cur_samplers[pp->param->sampler_id] = pp->param->next_sampler; pp->param->next_sampler = NULL; } glUniform1i(pp->obj, pp->param->texture_id); if (pp->param->srgb) device_load_texture_srgb(program->device, pp->param->texture, pp->param->texture_id); else device_load_texture(program->device, pp->param->texture, pp->param->texture_id); } } void program_update_params(struct gs_program *program) { 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) { return true; } 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; if (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; size_t expected_size = 0; if (!count) count = 1; switch ((uint32_t)param->type) { case GS_SHADER_PARAM_FLOAT: expected_size = sizeof(float); break; case GS_SHADER_PARAM_BOOL: case GS_SHADER_PARAM_INT: expected_size = sizeof(int); break; case GS_SHADER_PARAM_INT2: expected_size = sizeof(int) * 2; break; case GS_SHADER_PARAM_INT3: expected_size = sizeof(int) * 3; break; case GS_SHADER_PARAM_INT4: expected_size = sizeof(int) * 4; break; case GS_SHADER_PARAM_VEC2: expected_size = sizeof(float) * 2; break; case GS_SHADER_PARAM_VEC3: expected_size = sizeof(float) * 3; break; 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(struct gs_shader_texture); break; default: expected_size = 0; } expected_size *= count; if (!expected_size) return; if (expected_size != size) { blog(LOG_ERROR, "gs_shader_set_val (GL): Size of shader " "param does not match the size of the input"); return; } if (param->type == GS_SHADER_PARAM_TEXTURE) { struct gs_shader_texture shader_tex; memcpy(&shader_tex, val, sizeof(shader_tex)); gs_shader_set_texture(param, shader_tex.tex); param->srgb = shader_tex.srgb; } else { da_copy_array(param->cur_value, val, size); } } void gs_shader_set_default(gs_sparam_t *param) { gs_shader_set_val(param, param->def_value.array, param->def_value.num); } void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler) { param->next_sampler = sampler; }