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#define NCINE_INCLUDE_OPENGL
#include "../CommonHeaders.h"
#include "Shader.h"
#include "GL/GLShaderProgram.h"
#include "RenderResources.h"
#include "BinaryShaderCache.h"
#include "../Application.h"
#include "../tracy.h"
#include "../../Main.h"
#if defined(WITH_EMBEDDED_SHADERS)
# include "shader_strings.h"
#else
# include <IO/FileSystem.h>
using namespace Death::IO;
#endif
using namespace Death::Containers::Literals;
namespace nCine
{
namespace
{
static const char BatchSizeDefine[] = "BATCH_SIZE";
static const char DefineFormatString[] = "#define {} ({})\n";
static const char ResetLineString[] = "#line 0\n";
static const std::int32_t MaxShaderStrings = 8;
GLShaderProgram::Introspection shaderToShaderProgramIntrospection(Shader::Introspection introspection)
{
switch (introspection) {
default:
case Shader::Introspection::Enabled:
return GLShaderProgram::Introspection::Enabled;
case Shader::Introspection::NoUniformsInBlocks:
return GLShaderProgram::Introspection::NoUniformsInBlocks;
case Shader::Introspection::Disabled:
return GLShaderProgram::Introspection::Disabled;
}
}
bool isBatchedVertex(Shader::DefaultVertex vertex)
{
switch (vertex) {
case Shader::DefaultVertex::BATCHED_SPRITES:
case Shader::DefaultVertex::BATCHED_SPRITES_NOTEXTURE:
case Shader::DefaultVertex::BATCHED_MESHSPRITES:
case Shader::DefaultVertex::BATCHED_MESHSPRITES_NOTEXTURE:
//case Shader::DefaultVertex::BATCHED_TEXTNODES:
return true;
default:
return false;
}
}
std::size_t populateShaderStrings(ArrayView<StringView> strings, ArrayView<char> backingStore, const char* content, std::int32_t batchSize, ArrayView<const StringView> defines)
{
std::size_t lastOffset = 0, lastIndex = 0;
if (batchSize > 0 || !strings.empty()) {
if (batchSize > 0) {
std::size_t length = formatInto({ &backingStore[lastOffset], backingStore.size() }, DefineFormatString, BatchSizeDefine, batchSize);
strings[lastIndex++] = { &backingStore[lastOffset], length };
lastOffset += length + 1;
}
for (auto define : defines) {
std::size_t charsLeft = backingStore.size() - lastOffset;
if (lastIndex >= arraySize(strings) - 3 && arraySize(DefineFormatString) + define.size() >= charsLeft) {
break;
}
std::size_t length = formatInto({ &backingStore[lastOffset], charsLeft }, DefineFormatString, define, 1);
strings[lastIndex++] = { &backingStore[lastOffset], length };
lastOffset += length + 1;
}
strings[lastIndex++] = ResetLineString;
}
if (content != nullptr) {
strings[lastIndex++] = content;
}
return lastIndex;
}
}
Shader::Shader()
: Object(ObjectType::Shader), glShaderProgram_(std::make_unique<GLShaderProgram>(GLShaderProgram::QueryPhase::Immediate))
{
}
Shader::Shader(const char* shaderName, LoadMode loadMode, Introspection introspection, const char* vertex, const char* fragment, std::int32_t batchSize)
: Shader()
{
const bool hasLoaded = loadMode == LoadMode::String
? LoadFromMemory(shaderName, introspection, vertex, fragment, batchSize)
: LoadFromFile(shaderName, introspection, vertex, fragment, batchSize);
if (!hasLoaded) {
LOGE("Shader \"{}\" cannot be loaded", shaderName);
}
}
Shader::Shader(const char* shaderName, LoadMode loadMode, const char* vertex, const char* fragment, std::int32_t batchSize)
: Shader()
{
const bool hasLoaded = loadMode == LoadMode::String
? LoadFromMemory(shaderName, vertex, fragment, batchSize)
: LoadFromFile(shaderName, vertex, fragment, batchSize);
if (!hasLoaded) {
LOGE("Shader \"{}\" cannot be loaded", shaderName);
}
}
Shader::Shader(LoadMode loadMode, const char* vertex, const char* fragment, std::int32_t batchSize)
: Shader(nullptr, loadMode, vertex, fragment, batchSize)
{
}
Shader::Shader(const char* shaderName, LoadMode loadMode, Introspection introspection, DefaultVertex vertex, const char* fragment, std::int32_t batchSize)
: Shader()
{
const bool hasLoaded = loadMode == LoadMode::String
? LoadFromMemory(shaderName, introspection, vertex, fragment, batchSize)
: LoadFromFile(shaderName, introspection, vertex, fragment, batchSize);
if (!hasLoaded) {
LOGE("Shader \"{}\" cannot be loaded", shaderName);
}
}
Shader::Shader(const char* shaderName, LoadMode loadMode, DefaultVertex vertex, const char* fragment, std::int32_t batchSize)
: Shader()
{
const bool hasLoaded = loadMode == LoadMode::String
? LoadFromMemory(shaderName, vertex, fragment, batchSize)
: LoadFromFile(shaderName, vertex, fragment, batchSize);
if (!hasLoaded) {
LOGE("Shader \"{}\" cannot be loaded", shaderName);
}
}
Shader::Shader(LoadMode loadMode, DefaultVertex vertex, const char* fragment, int batchSize)
: Shader(nullptr, loadMode, vertex, fragment, batchSize)
{
}
Shader::Shader(const char* shaderName, LoadMode loadMode, Introspection introspection, const char* vertex, DefaultFragment fragment, std::int32_t batchSize)
: Shader()
{
const bool hasLoaded = loadMode == LoadMode::String
? LoadFromMemory(shaderName, introspection, vertex, fragment, batchSize)
: LoadFromFile(shaderName, introspection, vertex, fragment, batchSize);
if (!hasLoaded) {
LOGE("Shader \"{}\" cannot be loaded", shaderName);
}
}
Shader::Shader(const char* shaderName, LoadMode loadMode, const char* vertex, DefaultFragment fragment, std::int32_t batchSize)
: Shader()
{
const bool hasLoaded = loadMode == LoadMode::String
? LoadFromMemory(shaderName, vertex, fragment, batchSize)
: LoadFromFile(shaderName, vertex, fragment, batchSize);
if (!hasLoaded) {
LOGE("Shader \"{}\" cannot be loaded", shaderName);
}
}
Shader::Shader(LoadMode loadMode, const char* vertex, DefaultFragment fragment, std::int32_t batchSize)
: Shader(nullptr, loadMode, vertex, fragment, batchSize)
{
}
Shader::~Shader()
{
RenderResources::UnregisterBatchedShader(glShaderProgram_.get());
}
bool Shader::LoadFromMemory(const char* shaderName, Introspection introspection, const char* vertex, const char* fragment, std::int32_t batchSize, ArrayView<const StringView> defines)
{
ZoneScopedC(0x81A861);
if (shaderName != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(shaderName, std::strlen(shaderName));
}
glShaderProgram_->Reset(); // reset before attaching new shaders
glShaderProgram_->SetBatchSize(batchSize);
glShaderProgram_->SetObjectLabel(shaderName);
StringView strings[MaxShaderStrings]; std::size_t stringsCount; char backingStore[256];
stringsCount = populateShaderStrings(strings, backingStore, vertex, batchSize, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_VERTEX_SHADER, arrayView(strings, stringsCount), {});
stringsCount = populateShaderStrings(strings, backingStore, fragment, -1, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_FRAGMENT_SHADER, arrayView(strings, stringsCount), {});
glShaderProgram_->Link(shaderToShaderProgramIntrospection(introspection));
return IsLinked();
}
bool Shader::LoadFromMemory(const char* shaderName, const char* vertex, const char* fragment, std::int32_t batchSize)
{
return LoadFromMemory(shaderName, Introspection::Enabled, vertex, fragment, batchSize);
}
bool Shader::LoadFromMemory(const char* vertex, const char* fragment, std::int32_t batchSize)
{
return LoadFromMemory(nullptr, vertex, fragment, batchSize);
}
bool Shader::LoadFromMemory(const char* shaderName, Introspection introspection, DefaultVertex vertex, const char* fragment, std::int32_t batchSize, ArrayView<const StringView> defines)
{
ZoneScopedC(0x81A861);
if (shaderName != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(shaderName, std::strlen(shaderName));
}
glShaderProgram_->Reset(); // reset before attaching new shaders
glShaderProgram_->SetBatchSize(batchSize);
glShaderProgram_->SetObjectLabel(shaderName);
LoadDefaultShader(vertex, batchSize);
StringView strings[MaxShaderStrings]; std::size_t stringsCount; char backingStore[256];
stringsCount = populateShaderStrings(strings, backingStore, fragment, -1, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_FRAGMENT_SHADER, arrayView(strings, stringsCount), {});
glShaderProgram_->Link(shaderToShaderProgramIntrospection(introspection));
return IsLinked();
}
bool Shader::LoadFromMemory(const char* shaderName, DefaultVertex vertex, const char* fragment, std::int32_t batchSize)
{
const Introspection introspection = (isBatchedVertex(vertex) ? Introspection::NoUniformsInBlocks : Introspection::Enabled);
return LoadFromMemory(shaderName, introspection, vertex, fragment, batchSize);
}
bool Shader::LoadFromMemory(DefaultVertex vertex, const char* fragment, std::int32_t batchSize)
{
return LoadFromMemory(nullptr, vertex, fragment, batchSize);
}
bool Shader::LoadFromMemory(const char* shaderName, Introspection introspection, const char* vertex, DefaultFragment fragment, std::int32_t batchSize, ArrayView<const StringView> defines)
{
ZoneScopedC(0x81A861);
if (shaderName != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(shaderName, std::strlen(shaderName));
}
glShaderProgram_->Reset(); // reset before attaching new shaders
glShaderProgram_->SetBatchSize(batchSize);
glShaderProgram_->SetObjectLabel(shaderName);
StringView strings[MaxShaderStrings]; std::size_t stringsCount; char backingStore[256];
stringsCount = populateShaderStrings(strings, backingStore, vertex, batchSize, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_VERTEX_SHADER, arrayView(strings, stringsCount), {});
LoadDefaultShader(fragment);
glShaderProgram_->Link(shaderToShaderProgramIntrospection(introspection));
return IsLinked();
}
bool Shader::LoadFromMemory(const char* shaderName, const char* vertex, DefaultFragment fragment, std::int32_t batchSize)
{
return LoadFromMemory(shaderName, Introspection::Enabled, vertex, fragment, batchSize);
}
bool Shader::LoadFromMemory(const char* vertex, DefaultFragment fragment, std::int32_t batchSize)
{
return LoadFromMemory(nullptr, vertex, fragment, batchSize);
}
bool Shader::LoadFromFile(const char* shaderName, Introspection introspection, StringView vertexPath, StringView fragmentPath, std::int32_t batchSize, ArrayView<const StringView> defines)
{
ZoneScopedC(0x81A861);
if (shaderName != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(shaderName, std::strlen(shaderName));
}
glShaderProgram_->Reset(); // reset before attaching new shaders
glShaderProgram_->SetBatchSize(batchSize);
glShaderProgram_->SetObjectLabel(shaderName);
StringView strings[MaxShaderStrings]; std::size_t stringsCount; char backingStore[256];
stringsCount = populateShaderStrings(strings, backingStore, {}, batchSize, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_VERTEX_SHADER, arrayView(strings, stringsCount), vertexPath);
stringsCount = populateShaderStrings(strings, backingStore, {}, -1, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_FRAGMENT_SHADER, arrayView(strings, stringsCount), fragmentPath);
glShaderProgram_->Link(shaderToShaderProgramIntrospection(introspection));
return IsLinked();
}
bool Shader::LoadFromFile(const char* shaderName, StringView vertexPath, StringView fragmentPath, std::int32_t batchSize)
{
return LoadFromFile(shaderName, Introspection::Enabled, vertexPath, fragmentPath, batchSize);
}
bool Shader::LoadFromFile(StringView vertexPath, StringView fragmentPath, std::int32_t batchSize)
{
return LoadFromFile(nullptr, vertexPath, fragmentPath, batchSize);
}
bool Shader::LoadFromFile(const char* shaderName, Introspection introspection, DefaultVertex vertex, StringView fragmentPath, std::int32_t batchSize, ArrayView<const StringView> defines)
{
ZoneScopedC(0x81A861);
if (shaderName != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(shaderName, std::strlen(shaderName));
}
glShaderProgram_->Reset(); // reset before attaching new shaders
glShaderProgram_->SetBatchSize(batchSize);
glShaderProgram_->SetObjectLabel(shaderName);
LoadDefaultShader(vertex, batchSize);
StringView strings[MaxShaderStrings]; std::size_t stringsCount; char backingStore[256];
stringsCount = populateShaderStrings(strings, backingStore, {}, -1, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_FRAGMENT_SHADER, arrayView(strings, stringsCount), fragmentPath);
glShaderProgram_->Link(shaderToShaderProgramIntrospection(introspection));
return IsLinked();
}
bool Shader::LoadFromFile(const char* shaderName, DefaultVertex vertex, StringView fragmentPath, std::int32_t batchSize)
{
const Introspection introspection = (isBatchedVertex(vertex) ? Introspection::NoUniformsInBlocks : Introspection::Enabled);
return LoadFromFile(shaderName, introspection, vertex, fragmentPath, batchSize);
}
bool Shader::LoadFromFile(DefaultVertex vertex, StringView fragmentPath, std::int32_t batchSize)
{
return LoadFromFile(nullptr, vertex, fragmentPath, batchSize);
}
bool Shader::LoadFromFile(const char* shaderName, Introspection introspection, StringView vertexPath, DefaultFragment fragment, std::int32_t batchSize, ArrayView<const StringView> defines)
{
ZoneScopedC(0x81A861);
if (shaderName != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(shaderName, std::strlen(shaderName));
}
glShaderProgram_->Reset(); // reset before attaching new shaders
glShaderProgram_->SetBatchSize(batchSize);
glShaderProgram_->SetObjectLabel(shaderName);
StringView strings[MaxShaderStrings]; std::size_t stringsCount; char backingStore[256];
stringsCount = populateShaderStrings(strings, backingStore, {}, batchSize, defines);
glShaderProgram_->AttachShaderFromStringsAndFile(GL_VERTEX_SHADER, arrayView(strings, stringsCount), vertexPath);
LoadDefaultShader(fragment);
glShaderProgram_->Link(shaderToShaderProgramIntrospection(introspection));
return IsLinked();
}
bool Shader::LoadFromFile(const char* shaderName, StringView vertexPath, DefaultFragment fragment, std::int32_t batchSize)
{
return LoadFromFile(shaderName, Introspection::Enabled, vertexPath, fragment, batchSize);
}
bool Shader::LoadFromFile(StringView vertexPath, DefaultFragment fragment, std::int32_t batchSize)
{
return LoadFromFile(nullptr, vertexPath, fragment, batchSize);
}
bool Shader::LoadFromCache(const char* shaderName, std::uint64_t shaderVersion, Introspection introspection)
{
ZoneScopedC(0x81A861);
if (shaderName != nullptr) {
// When Tracy is disabled the statement body is empty and braces are needed
ZoneText(shaderName, std::strlen(shaderName));
}
glShaderProgram_->Reset();
glShaderProgram_->SetObjectLabel(shaderName);
return RenderResources::GetBinaryShaderCache().LoadFromCache(shaderName, shaderVersion, glShaderProgram_.get(), shaderToShaderProgramIntrospection(introspection));
}
bool Shader::SaveToCache(const char* shaderName, std::uint64_t shaderVersion) const
{
return RenderResources::GetBinaryShaderCache().SaveToCache(shaderName, shaderVersion, glShaderProgram_.get());
}
bool Shader::SetAttribute(const char* name, std::int32_t stride, void* pointer)
{
GLVertexFormat::Attribute* attribute = glShaderProgram_->GetAttribute(name);
if (attribute != nullptr) {
attribute->SetVboParameters(stride, pointer);
}
return (attribute != nullptr);
}
bool Shader::IsLinked() const
{
return glShaderProgram_->IsLinked();
}
unsigned int Shader::RetrieveInfoLogLength() const
{
return glShaderProgram_->RetrieveInfoLogLength();
}
void Shader::RetrieveInfoLog(std::string& infoLog) const
{
glShaderProgram_->RetrieveInfoLog(infoLog);
}
bool Shader::GetLogOnErrors() const
{
return glShaderProgram_->GetLogOnErrors();
}
void Shader::SetLogOnErrors(bool shouldLogOnErrors)
{
glShaderProgram_->SetLogOnErrors(shouldLogOnErrors);
}
void Shader::SetGLShaderProgramLabel(const char* label)
{
glShaderProgram_->SetObjectLabel(label);
}
void Shader::RegisterBatchedShader(Shader& batchedShader)
{
RenderResources::RegisterBatchedShader(glShaderProgram_.get(), batchedShader.glShaderProgram_.get());
}
bool Shader::LoadDefaultShader(DefaultVertex vertex, int batchSize)
{
#if !defined(WITH_EMBEDDED_SHADERS)
StringView vertexShader;
switch (vertex) {
case DefaultVertex::SPRITE:
vertexShader = "sprite_vs.glsl"_s;
break;
case DefaultVertex::SPRITE_NOTEXTURE:
vertexShader = "sprite_notexture_vs.glsl"_s;
break;
case DefaultVertex::MESHSPRITE:
vertexShader = "meshsprite_vs.glsl"_s;
break;
case DefaultVertex::MESHSPRITE_NOTEXTURE:
vertexShader = "meshsprite_notexture_vs.glsl"_s;
break;
//case DefaultVertex::TEXTNODE:
// vertexShader = "textnode_vs.glsl"_s;
// break;
case DefaultVertex::BATCHED_SPRITES:
vertexShader = "batched_sprites_vs.glsl"_s;
break;
case DefaultVertex::BATCHED_SPRITES_NOTEXTURE:
vertexShader = "batched_sprites_notexture_vs.glsl"_s;
break;
case DefaultVertex::BATCHED_MESHSPRITES:
vertexShader = "batched_meshsprites_vs.glsl"_s;
break;
case DefaultVertex::BATCHED_MESHSPRITES_NOTEXTURE:
vertexShader = "batched_meshsprites_notexture_vs.glsl"_s;
break;
//case DefaultVertex::BATCHED_TEXTNODES:
// vertexShader = "batched_textnodes_vs.glsl";
// break;
}
if (batchSize > 0) {
char sourceString[48];
std::size_t length = formatInto(sourceString, DefineFormatString, BatchSizeDefine, batchSize);
StringView vertexStrings[2] = { { sourceString, length }, ResetLineString };
return glShaderProgram_->AttachShaderFromStringsAndFile(GL_VERTEX_SHADER, vertexStrings, fs::CombinePath({ theApplication().GetDataPath(), "Shaders"_s, vertexShader }));
} else {
return glShaderProgram_->AttachShaderFromFile(GL_VERTEX_SHADER, fs::CombinePath({ theApplication().GetDataPath(), "Shaders"_s, vertexShader }));
}
#else
const char* vertexShader = nullptr;
// Skipping the initial new line character of the raw string literal
switch (vertex) {
case DefaultVertex::SPRITE:
vertexShader = ShaderStrings::sprite_vs + 1;
break;
case DefaultVertex::SPRITE_NOTEXTURE:
vertexShader = ShaderStrings::sprite_notexture_vs + 1;
break;
case DefaultVertex::MESHSPRITE:
vertexShader = ShaderStrings::meshsprite_vs + 1;
break;
case DefaultVertex::MESHSPRITE_NOTEXTURE:
vertexShader = ShaderStrings::meshsprite_notexture_vs + 1;
break;
//case DefaultVertex::TEXTNODE:
// vertexShader = ShaderStrings::textnode_vs + 1;
// break;
case DefaultVertex::BATCHED_SPRITES:
vertexShader = ShaderStrings::batched_sprites_vs + 1;
break;
case DefaultVertex::BATCHED_SPRITES_NOTEXTURE:
vertexShader = ShaderStrings::batched_sprites_notexture_vs + 1;
break;
case DefaultVertex::BATCHED_MESHSPRITES:
vertexShader = ShaderStrings::batched_meshsprites_vs + 1;
break;
case DefaultVertex::BATCHED_MESHSPRITES_NOTEXTURE:
vertexShader = ShaderStrings::batched_meshsprites_notexture_vs + 1;
break;
//case DefaultVertex::BATCHED_TEXTNODES:
// vertexShader = ShaderStrings::batched_textnodes_vs + 1;
// break;
}
if (batchSize > 0) {
char sourceString[48];
std::size_t length = formatInto(sourceString, DefineFormatString, BatchSizeDefine, batchSize);
StringView vertexStrings[3] = { { sourceString, length }, ResetLineString, vertexShader };
return glShaderProgram_->AttachShaderFromStringsAndFile(GL_VERTEX_SHADER, vertexStrings, {});
} else {
return glShaderProgram_->AttachShaderFromString(GL_VERTEX_SHADER, vertexShader);
}
#endif
}
bool Shader::LoadDefaultShader(DefaultFragment fragment)
{
#if !defined(WITH_EMBEDDED_SHADERS)
StringView fragmentShader;
switch (fragment) {
case DefaultFragment::SPRITE:
fragmentShader = "sprite_fs.glsl"_s;
break;
//case DefaultFragment::SPRITE_GRAY:
// fragmentShader = "sprite_gray_fs.glsl"_s;
// break;
case DefaultFragment::SPRITE_NOTEXTURE:
fragmentShader = "sprite_notexture_fs.glsl"_s;
break;
//case DefaultFragment::TEXTNODE_ALPHA:
// fragmentShader = "textnode_alpha_fs.glsl"_s;
// break;
//case DefaultFragment::TEXTNODE_RED:
// fragmentShader = "textnode_red_fs.glsl"_s;
// break;
}
return glShaderProgram_->AttachShaderFromFile(GL_FRAGMENT_SHADER, fs::CombinePath({ theApplication().GetDataPath(), "Shaders"_s, fragmentShader }));
#else
const char* fragmentShader = nullptr;
// Skipping the initial new line character of the raw string literal
switch (fragment) {
case DefaultFragment::SPRITE:
fragmentShader = ShaderStrings::sprite_fs + 1;
break;
//case DefaultFragment::SPRITE_GRAY:
// fragmentShader = ShaderStrings::sprite_gray_fs + 1;
// break;
case DefaultFragment::SPRITE_NOTEXTURE:
fragmentShader = ShaderStrings::sprite_notexture_fs + 1;
break;
//case DefaultFragment::TEXTNODE_ALPHA:
// fragmentShader = ShaderStrings::textnode_alpha_fs + 1;
// break;
//case DefaultFragment::TEXTNODE_RED:
// fragmentShader = ShaderStrings::textnode_red_fs + 1;
// break;
}
return glShaderProgram_->AttachShaderFromString(GL_FRAGMENT_SHADER, fragmentShader);
#endif
}
}
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