/****************************************************************************** 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 void gl_get_program_info(GLuint program, const char *file, char **error_string) { 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 = bzalloc(info_len+1); glGetProgramInfoLog(program, info_len, &chars_written, errors); gl_success("glGetProgramInfoLog"); 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); 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, ¶m); return true; fail: shader_param_free(¶m); return false; } 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 *shader, 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.attrib = glGetAttribLocation(shader->program, pa->name.array); if (!gl_success("glGetAttribLocation")) return false; if (attrib.attrib == -1) { blog(LOG_ERROR, "glGetAttribLocation: Could not find " "attribute '%s'", pa->name.array); return false; } da_push_back(shader->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->program = glCreateShaderProgramv(type, 1, (const GLchar**)&glsp->gl_string.array); if (!gl_success("glCreateShaderProgramv") || !shader->program) return false; #if 1 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 glGetProgramiv(shader->program, GL_LINK_STATUS, &compiled); if (!gl_success("glGetProgramiv")) return false; if (!compiled) success = false; gl_get_program_info(shader->program, 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; } void gs_shader_destroy(gs_shader_t shader) { size_t i; if (!shader) return; 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"); } da_free(shader->samplers); da_free(shader->params); da_free(shader->attribs); bfree(shader); } int gs_shader_get_num_params(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(gs_shader_t shader) { return shader->viewproj; } gs_sparam_t gs_shader_get_world_matrix(gs_shader_t shader) { return shader->world; } void gs_shader_get_param_info(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) { struct gs_shader *shader = param->shader; glProgramUniform1i(shader->program, param->param, (GLint)val); gl_success("glProgramUniform1i"); } 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"); } 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"); } 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"); } 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"); } 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"); } 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"); } 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"); } 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) { struct gs_shader *shader = param->shader; if (param->type == GS_SHADER_PARAM_BOOL || param->type == GS_SHADER_PARAM_INT) { glProgramUniform1iv(shader->program, param->param, count, val); gl_success("glProgramUniform1iv"); } else if (param->type == GS_SHADER_PARAM_FLOAT) { glProgramUniform1fv(shader->program, param->param, count, val); gl_success("glProgramUniform1fv"); } else if (param->type == GS_SHADER_PARAM_VEC2) { glProgramUniform2fv(shader->program, param->param, count, val); gl_success("glProgramUniform2fv"); } else if (param->type == GS_SHADER_PARAM_VEC3) { glProgramUniform3fv(shader->program, param->param, count, val); gl_success("glProgramUniform3fv"); } else if (param->type == GS_SHADER_PARAM_VEC4) { glProgramUniform4fv(shader->program, param->param, count, val); gl_success("glProgramUniform4fv"); } else if (param->type == GS_SHADER_PARAM_MATRIX4X4) { glProgramUniformMatrix4fv(shader->program, param->param, count, false, val); gl_success("glProgramUniformMatrix4fv"); } } void shader_update_textures(struct gs_shader *shader) { 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); } } 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_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(void*); 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) gs_shader_set_texture(param, *(gs_texture_t*)val); else shader_setval_data(param, val, count); } void gs_shader_set_default(gs_sparam_t param) { gs_shader_set_val(param, param->def_value.array, param->def_value.num); }