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//
//
#include "ShaderProgram.h"
#include "graphics/opengl/gropenglstate.h"
namespace {
/**
* Retrieve the compilation log for a given shader object, and store it in the GLshader_info_log global variable
*
* @param shader_object OpenGL handle of a shader object
*/
SCP_string get_shader_info_log(GLuint shader_object)
{
GLint length;
glGetShaderiv(shader_object, GL_INFO_LOG_LENGTH, &length);
if (length <= 0) {
return SCP_string();
}
SCP_string info_log;
info_log.resize(length);
glGetShaderInfoLog(shader_object, (GLsizei) info_log.size(), nullptr, &info_log[0]);
// Remove trailing null character
info_log.resize(info_log.size() - 1);
return info_log;
}
/**
* Retrieve the compilation log for a given shader object, and store it in the GLshader_info_log global variable
*
* @param program_object OpenGL handle of a shader object
*/
SCP_string get_program_info_log(GLuint program_object)
{
GLint length;
glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &length);
if (length <= 0) {
return SCP_string();
}
SCP_string info_log;
info_log.resize(length);
glGetProgramInfoLog(program_object, (GLsizei) info_log.size(), nullptr, &info_log[0]);
// Remove trailing null character
info_log.resize(info_log.size() - 1);
return info_log;
}
/**
* Pass a GLSL shader source to OpenGL and compile it into a usable shader object.
* Prints compilation errors (if any) to the log.
* Note that this will only compile shaders into objects, linking them into executables happens later
*
* @param shader_source GLSL sourcecode for the shader
* @param shader_type OpenGL ID for the type of shader being used, like GL_FRAGMENT_SHADER_ARB, GL_VERTEX_SHADER_ARB
* @return OpenGL handle for the compiled shader object
*/
GLuint compile_shader_object(const SCP_vector<SCP_string>& shader_source, GLenum shader_type)
{
GLuint shader_object = 0;
GLint status = 0;
SCP_vector<const GLcharARB*> sources;
sources.reserve(shader_source.size());
for (auto it = shader_source.begin(); it != shader_source.end(); ++it) {
sources.push_back(it->c_str());
}
shader_object = glCreateShader(shader_type);
glShaderSource(shader_object, static_cast<GLsizei>(sources.size()), &sources[0], NULL);
glCompileShader(shader_object);
// check if the compile was successful
glGetShaderiv(shader_object, GL_COMPILE_STATUS, &status);
auto info_log = get_shader_info_log(shader_object);
// we failed, bail out now...
if (status == 0) {
// basic error check
mprintf(("%s shader failed to compile:\n%s\n", (shader_type == GL_VERTEX_SHADER) ? "Vertex" : ((shader_type == GL_GEOMETRY_SHADER) ? "Geometry" : "Fragment"), info_log.c_str()));
// this really shouldn't exist, but just in case
if (shader_object) {
glDeleteProgram(shader_object);
}
throw std::runtime_error("Failed to compile shader!");
}
// we succeeded, maybe output warnings too
if (info_log.size() > 5) {
nprintf(("SHADER-DEBUG", "%s shader compiled with warnings:\n%s\n", (shader_type == GL_VERTEX_SHADER) ? "Vertex" : ((shader_type == GL_GEOMETRY_SHADER) ? "Geometry" : "Fragment"), info_log.c_str()));
}
return shader_object;
}
void link_program(GLuint program) {
glLinkProgram(program);
GLint status;
// check if the link was successful
glGetProgramiv(program, GL_LINK_STATUS, &status);
auto log = get_program_info_log(program);
// we failed, bail out now...
if (status == GL_FALSE) {
mprintf(("Shader failed to link:\n%s\n", log.c_str()));
throw std::runtime_error("Failed to compile shader!");
}
// we succeeded, maybe output warnings too
if (log.size() > 5) {
nprintf(("SHADER-DEBUG", "Shader linked with warnings:\n%s\n", log.c_str()));
}
}
GLenum get_gl_shader_stage(opengl::ShaderStage stage) {
switch(stage) {
case opengl::STAGE_VERTEX:
return GL_VERTEX_SHADER;
case opengl::STAGE_GEOMETRY:
return GL_GEOMETRY_SHADER;
case opengl::STAGE_FRAGMENT:
return GL_FRAGMENT_SHADER;
default:
UNREACHABLE("Unhandled shader type found!");
return GL_NONE;
}
}
}
opengl::ShaderProgram::ShaderProgram(const SCP_string& program_name) : _program_id(0), Uniforms(this) {
_program_id = glCreateProgram();
opengl_set_object_label(GL_PROGRAM, _program_id, program_name);
}
opengl::ShaderProgram::~ShaderProgram() {
freeCompiledShaders();
if (_program_id != 0) {
// Make sure this program isn't used at the moment.
GL_state.UseProgram(0);
glDeleteProgram(_program_id);
}
}
opengl::ShaderProgram::ShaderProgram(ShaderProgram&& other) noexcept : _program_id(0), Uniforms(this) {
*this = std::move(other);
}
opengl::ShaderProgram& opengl::ShaderProgram::operator=(ShaderProgram&& other) noexcept {
std::swap(_program_id, other._program_id);
std::swap(Uniforms, other.Uniforms);
return *this;
}
void opengl::ShaderProgram::use() {
GL_state.UseProgram(_program_id);
}
GLuint opengl::ShaderProgram::getShaderHandle() {
return _program_id;
}
void opengl::ShaderProgram::addShaderCode(opengl::ShaderStage stage, const SCP_string& name, const SCP_vector<SCP_string>& codeParts) {
auto shader_obj = compile_shader_object(codeParts, get_gl_shader_stage(stage));
opengl_set_object_label(GL_SHADER, shader_obj, name);
_compiled_shaders.push_back(shader_obj);
glAttachShader(_program_id, shader_obj);
}
void opengl::ShaderProgram::freeCompiledShaders() {
for (auto& compiled_shader : _compiled_shaders) {
glDetachShader(_program_id, compiled_shader);
glDeleteShader(compiled_shader);
}
_compiled_shaders.clear();
}
void opengl::ShaderProgram::linkProgram() {
link_program(_program_id);
// We don't need the shaders anymore
freeCompiledShaders();
}
void opengl::ShaderProgram::initAttribute(const SCP_string& name, opengl_vert_attrib::attrib_id attr_id, const vec4& default_value)
{
auto attrib_loc = glGetAttribLocation(_program_id, name.c_str());
if (attrib_loc == -1)
{
// Not available, ignore
return;
}
_attribute_locations.insert(std::make_pair(attr_id, attrib_loc));
// The shader needs to be in use before glVertexAttrib can be used
use();
glVertexAttrib4f(
attrib_loc,
default_value.xyzw.x,
default_value.xyzw.y,
default_value.xyzw.z,
default_value.xyzw.w
);
}
GLint opengl::ShaderProgram::getAttributeLocation(opengl_vert_attrib::attrib_id attribute) {
auto iter = _attribute_locations.find(attribute);
if (iter == _attribute_locations.end()) {
return -1;
} else {
return iter->second;
}
}
opengl::ShaderUniforms::ShaderUniforms(ShaderProgram* shaderProgram) : _program(shaderProgram) {
Assertion(shaderProgram != nullptr, "Shader program may not be null!");
}
size_t opengl::ShaderUniforms::findUniform(const SCP_string& name)
{
auto iter = _uniform_lookup.find(name);
if (iter == _uniform_lookup.end()) {
return INVALID_SIZE;
} else {
return iter->second;
}
}
void opengl::ShaderUniforms::setTextureUniform(const SCP_string& name, const int texture_unit)
{
Assertion(GL_state.IsCurrentProgram(_program->getShaderHandle()),
"The program must be current before setting uniforms!");
size_t uniform_index = findUniform(name);
bool resident = false;
if (uniform_index != INVALID_SIZE) {
Assert(uniform_index < _uniforms.size());
uniform_bind* bind_info = &_uniforms[uniform_index];
if (bind_info->value == texture_unit) {
return;
}
bind_info->value = texture_unit;
resident = true;
}
if (!resident) {
// uniform doesn't exist in our previous uniform block so queue this new value
uniform_bind new_bind;
new_bind.name = name;
new_bind.value = texture_unit;
_uniforms.push_back(new_bind);
_uniform_lookup[name] = _uniforms.size() - 1;
}
glUniform1i(findUniformLocation(name.c_str()), texture_unit);
}
GLint opengl::ShaderUniforms::findUniformLocation(const SCP_string& name) {
auto iter = _uniform_locations.find(name);
if (iter == _uniform_locations.end()) {
// Lazily initialize the uniform locations when required. This avoids keeping a list of all uniforms in the code
auto location = glGetUniformLocation(_program->getShaderHandle(), name.c_str());
if (location == -1)
{
// This can happen if the uniform has been optimized out by the driver
mprintf(("WARNING: Failed to find uniform '%s'.\n", name.c_str()));
}
_uniform_locations.insert(std::make_pair(name, location));
return location;
}
else {
return iter->second;
}
}
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