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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Rendering/Shaders/Shader.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/LuaShaderContainer.h"
#include "Rendering/Shaders/GLSLCopyState.h"
#include "Rendering/GL/myGL.h"
#include "System/SafeUtil.h"
#include "System/StringUtil.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Sync/HsiehHash.h"
#include "System/Log/ILog.h"
#include "System/Config/ConfigHandler.h"
#include <algorithm>
#include <array>
#ifdef DEBUG
#include <cstring> // strncmp
#endif
/*****************************************************************/
#define LOG_SECTION_SHADER "Shader"
LOG_REGISTER_SECTION_GLOBAL(LOG_SECTION_SHADER)
// use the specific section for all LOG*() calls in this source file
#ifdef LOG_SECTION_CURRENT
#undef LOG_SECTION_CURRENT
#endif
#define LOG_SECTION_CURRENT LOG_SECTION_SHADER
/*****************************************************************/
CONFIG(bool, UseShaderCache).defaultValue(true).description("If already compiled shaders should be shared via a cache.");
/*****************************************************************/
static bool glslIsValid(GLuint obj)
{
assert(glIsShader(obj) || glIsProgram(obj));
GLint status = 0;
if (glIsShader(obj))
glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
else
glGetProgramiv(obj, GL_LINK_STATUS, &status);
return (status != 0);
}
static std::string glslGetLog(GLuint obj)
{
const bool isShader = glIsShader(obj);
assert(glIsShader(obj) || glIsProgram(obj));
int infologLength = 0;
int maxLength = 0;
if (isShader)
glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &maxLength);
else
glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &maxLength);
std::string infoLog;
infoLog.resize(maxLength);
if (isShader)
glGetShaderInfoLog(obj, maxLength, &infologLength, &infoLog[0]);
else
glGetProgramInfoLog(obj, maxLength, &infologLength, &infoLog[0]);
infoLog.resize(infologLength);
return infoLog;
}
std::string Shader::GetShaderSource(const std::string& srcData)
{
// if this is present, assume srcData is the source text
if (srcData.find("void main()") != std::string::npos)
return srcData;
// otherwise assume srcData is the name of a file
std::string soPath = "shaders/" + srcData;
std::string soSource;
CFileHandler soFile(soPath);
if (soFile.FileExists()) {
soSource.resize(soFile.FileSize());
soFile.Read(&soSource[0], soFile.FileSize());
} else {
LOG_L(L_ERROR, "[%s] file \"%s\" not found (srcData=%s)", __func__, soPath.c_str(), srcData.c_str());
}
return soSource;
}
std::string Shader::GetShaderVersionDirective(std::string& srcText)
{
std::string version;
const size_t pos = srcText.find("#version ");
if (pos != std::string::npos) {
const size_t eol = srcText.find('\n', pos) + 1;
version = std::move(srcText.substr(pos, eol - pos));
srcText.erase(pos, eol - pos);
}
return version;
}
/*****************************************************************/
namespace Shader {
static NullShaderObject nullShaderObject_(0, "");
static NullProgramObject nullProgramObject_("NullProgram");
NullShaderObject* nullShaderObject = &nullShaderObject_;
NullProgramObject* nullProgramObject = &nullProgramObject_;
/*****************************************************************/
unsigned int IShaderObject::GetHash() const {
unsigned int hash = 127;
hash = HsiehHash((const void*) srcText.data(), srcText.size(), hash); // srcTextHash is not worth it, only called on reload
hash = HsiehHash((const void*)modDefStrs.data(), modDefStrs.size(), hash);
hash = HsiehHash((const void*)rawDefStrs.data(), rawDefStrs.size(), hash); // rawDefStrsHash is not worth it, only called on reload
return hash;
}
bool IShaderObject::ReloadFromTextOrFile()
{
std::string newText = std::move(GetShaderSource(srcData));
if (newText != srcText) {
srcText = std::move(newText);
return true;
}
return false;
}
/*****************************************************************/
void IProgramObject::Release(bool deleteShaderObjs) {
if (deleteShaderObjs) {
// if false, do not assume these are heap-allocated
for (IShaderObject*& so: shaderObjs) {
delete so;
}
}
glid = 0;
hash = 0;
valid = false;
bound = false;
uniformStates.clear();
shaderObjs.clear();
luaTextures.clear();
log.clear();
}
bool IProgramObject::LoadFromLua(const std::string& filename) {
return Shader::LoadFromLua(this, filename);
}
void IProgramObject::MaybeReload(bool linking)
{
// if no change to any flag, skip the (expensive) reload
if (shaderFlags.HashSet() && !shaderFlags.Updated())
return;
Reload(!shaderFlags.HashSet(), linking);
PrintDebugInfo();
}
void IProgramObject::PrintDebugInfo()
{
#if 0
LOG_L(L_DEBUG, "Uniform States for program-object \"%s\":", name.c_str());
LOG_L(L_DEBUG, "Defs:\n %s", (shaderFlags.GetString()).c_str());
LOG_L(L_DEBUG, "Uniforms:");
for (const auto& p : uniformStates) {
const int uloc = GetUniformLocation(p.second.GetName());
if (!p.second.IsInitialized()) {
LOG_L(L_DEBUG, "\t%s: uninitialized (loc=%i)", (p.second.GetName()).c_str(), curUsed);
} else {
LOG_L(L_DEBUG, "\t%s: x=float:%f;int:%i y=%f z=%f used=%i", (p.second.GetName()).c_str(), p.second.GetFltValues()[0], p.second.GetIntValues()[0], p.second.GetFltValues()[1], p.second.GetFltValues()[2], curUsed);
}
}
#endif
}
void IProgramObject::AddTextureBinding(const int texUnit, const std::string& luaTexName)
{
LuaMatTexture luaTex;
if (!LuaOpenGLUtils::ParseTextureImage(nullptr, luaTex, luaTexName))
return;
luaTextures[texUnit] = luaTex;
}
void IProgramObject::BindTextures() const
{
for (const auto& p: luaTextures) {
glActiveTexture(GL_TEXTURE0 + p.first);
(p.second).Bind();
}
glActiveTexture(GL_TEXTURE0);
}
/*****************************************************************/
GLSLProgramObject::GLSLProgramObject(const std::string& poName): IProgramObject(poName) {
glid = glCreateProgram();
}
void GLSLProgramObject::Enable() {
MaybeReload(false);
EnableRaw();
}
void GLSLProgramObject::EnableRaw() {
glUseProgram(glid);
IProgramObject::Enable();
}
void GLSLProgramObject::DisableRaw() {
IProgramObject::Disable();
glUseProgram(0);
}
bool GLSLProgramObject::CreateAndLink() {
bool shadersValid = true;
assert(glid == 0);
if ((glid = glCreateProgram()) == 0)
return false;
for (IShaderObject*& so: shaderObjs) {
// NOTE:
// cso will call glDeleteShader when it goes out of scope
// this is fine according to the GL docs and saves us from
// having to delete every attached shader when Release'ing
//
// "If a shader object is deleted while it is attached to a program object, it will be
// flagged for deletion, and deletion will not occur until glDetachShader is called to
// detach it from all program objects to which it is attached."
auto gso = static_cast<GLSLShaderObject*>(so);
auto cso = std::move(gso->CreateAndCompileShaderObject(log));
if (!cso.valid) {
shadersValid = false;
continue;
}
glAttachShader(glid, cso.id);
}
if (!shadersValid)
return false;
glLinkProgram(glid);
// append the linker-log
log.append(glslGetLog(glid));
return (glslIsValid(glid));
}
bool GLSLProgramObject::CopyUniformsAndValidate(unsigned int tgtProgID, unsigned int srcProgID)
{
// NB: false while Link()'ing, any linker output is also logged here
bool isValid = valid;
if (isValid) {
// fill in uniform states first, then validate (ATI drivers in
// particular expect samplers to already be bound to different
// TU's; see 4715 and 5815)
GLSLCopyState(tgtProgID, srcProgID, &uniformStates);
isValid = Validate();
}
if (!log.empty()) {
const char* pon = name.c_str();
const char* fmt = "[GLSL-PO::%s(tgt=%u src=%u)] program-object: %s, validation-log:\n%s\n";
LOG_L(L_WARNING, fmt, __func__, tgtProgID, srcProgID, pon, log.c_str());
}
return isValid;
}
bool GLSLProgramObject::Validate() {
GLint validated = 0;
glValidateProgram(glid);
glGetProgramiv(glid, GL_VALIDATE_STATUS, &validated);
// append the validation-log
log.append(glslGetLog(glid));
#if 0
// check if there are unset uniforms left
GLsizei numUniforms = 0;
GLsizei maxUniformNameLength = 0;
glGetProgramiv(glid, GL_ACTIVE_UNIFORMS, &numUniforms);
glGetProgramiv(glid, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxUniformNameLength);
if (maxUniformNameLength <= 0)
return valid;
std::string bufname(maxUniformNameLength, 0);
for (int i = 0; i < numUniforms; ++i) {
GLsizei nameLength = 0;
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(glid, i, maxUniformNameLength, &nameLength, &size, &type, &bufname[0]);
bufname[nameLength] = 0;
if (nameLength == 0)
continue;
if (strncmp(&bufname[0], "gl_", 3) == 0)
continue;
if (uniformStates.find(hashString(&bufname[0])) != uniformStates.end())
continue;
LOG_L(L_WARNING, "[GLSL-PO::%s] program-object %s has unset uniform %s", __func__, name.c_str(), &bufname[0]);
}
#endif
return (validated != 0);
}
void GLSLProgramObject::Release(bool deleteShaderObjs) {
const unsigned int _glid = glid;
IProgramObject::Release(deleteShaderObjs);
glDeleteProgram(_glid);
shaderFlags.Clear();
}
void GLSLProgramObject::Link() {
MaybeReload(true);
assert(glIsProgram(glid));
}
void GLSLProgramObject::Reload(bool force, bool linking) {
const unsigned int _glid = glid;
const unsigned int _hash = hash;
const bool isValid = valid;
const bool useCache = isValid && configHandler->GetBool("UseShaderCache");
// early-exit in case of an empty program (TODO: glDeleteProgram it?)
if (!ReloadState(force || !isValid || (_glid == 0))) {
valid = false;
return;
}
CShaderHandler::ShaderCache& shaderCache = shaderHandler->GetShaderCache();
const auto& CachedProg = [&](unsigned int hc) { return ((useCache)? shaderCache.Find(hc): 0); };
const auto& UpdateProg = [&](unsigned int hc) { return ((glid = CachedProg(hc)) != 0 || CreateAndLink()); };
// recompile if post-reload <hash> has no entry in cache (id 0), validate on success
// then add the pre-reload <_hash, _glid> program pair unless it already has an entry
// TODO: get rid of validation warnings (deprecated vars, etc) forcing the "|| true"
valid = (UpdateProg(hash) && (CopyUniformsAndValidate(glid, _glid) || true)); // NOLINT{readability-simplify-boolean-expr}
if (useCache && shaderCache.Push(_hash, _glid))
return;
// cache was unused or already contained a program for <_hash>
// (e.g. if reloading did not change the hash), so better hope
// that (cache[_hash] == _glid) != glid
if (hash == _hash)
return;
glDeleteProgram(_glid);
}
bool GLSLProgramObject::ReloadState(bool reloadShaderObjs) {
log.clear();
ClearUniformLocations();
SetShaderDefinitions(shaderFlags.GetString());
if (reloadShaderObjs)
ReloadShaderObjects();
RecalculateShaderHash();
return (!shaderObjs.empty());
}
void GLSLProgramObject::ClearUniformLocations() {
// clear all uniform locations
for (auto& usPair: uniformStates) {
usPair.second.SetLocation(GL_INVALID_INDEX);
}
}
void GLSLProgramObject::SetShaderDefinitions(const std::string& defs) {
// NOTE: this does not preserve the #version pragma
for (IShaderObject*& so: shaderObjs) {
so->SetDefineStrings(defs);
}
}
void GLSLProgramObject::ReloadShaderObjects() {
// reload shaders from text or file
for (IShaderObject*& so: shaderObjs) {
so->ReloadFromTextOrFile();
}
}
void GLSLProgramObject::RecalculateShaderHash() {
// calculate shader hash from flags and source-text
hash = shaderFlags.UpdateHash();
for (const IShaderObject* so: shaderObjs) {
hash ^= so->GetHash();
}
}
int GLSLProgramObject::GetUniformLoc(const char* name) const { return (glGetUniformLocation(glid, name)); }
int GLSLProgramObject::GetUniformType(int idx) const {
GLint size = 0;
GLenum type = 0;
// NB: idx can not be a *location* returned by glGetUniformLoc except on Nvidia
glGetActiveUniform(glid, idx, 0, nullptr, &size, &type, nullptr);
assert(size == 1); // arrays aren't handled yet
return type;
}
void GLSLProgramObject::SetUniform(UniformState* us, int v0 ) { if (us->Set(v0 )) glUniform1i(us->GetLocation(), v0 ); }
void GLSLProgramObject::SetUniform(UniformState* us, int v0, int v1 ) { if (us->Set(v0, v1 )) glUniform2i(us->GetLocation(), v0, v1 ); }
void GLSLProgramObject::SetUniform(UniformState* us, int v0, int v1, int v2 ) { if (us->Set(v0, v1, v2 )) glUniform3i(us->GetLocation(), v0, v1, v2 ); }
void GLSLProgramObject::SetUniform(UniformState* us, int v0, int v1, int v2, int v3) { if (us->Set(v0, v1, v2, v3)) glUniform4i(us->GetLocation(), v0, v1, v2, v3 ); }
void GLSLProgramObject::SetUniform(UniformState* us, float v0 ) { if (us->Set(v0 )) glUniform1f(us->GetLocation(), v0 ); }
void GLSLProgramObject::SetUniform(UniformState* us, float v0, float v1 ) { if (us->Set(v0, v1 )) glUniform2f(us->GetLocation(), v0, v1 ); }
void GLSLProgramObject::SetUniform(UniformState* us, float v0, float v1, float v2 ) { if (us->Set(v0, v1, v2 )) glUniform3f(us->GetLocation(), v0, v1, v2 ); }
void GLSLProgramObject::SetUniform(UniformState* us, float v0, float v1, float v2, float v3) { if (us->Set(v0, v1, v2, v3)) glUniform4f(us->GetLocation(), v0, v1, v2, v3 ); }
// uniform-states can cache at most 16 (int or float) values,
// longer arrays would need more clever checks or an array of
// length N might fail to be uploaded if one of longer length
// (but containing the same first element) was set previously
#define SET_VAL(cnt, max, usSet, glSet) if (((cnt) < 0) || ((cnt) > (max)) || usSet((v) )) glSet(us->GetLocation(), std::abs(cnt), (v));
#define SET_MAT(cnt, max, usSet, glSet) if (((cnt) < 0) || ((cnt) > (max)) || usSet((v), transp)) glSet(us->GetLocation(), std::abs(cnt), transp, (v));
void GLSLProgramObject::SetUniform2v(UniformState* us, const int* v, int cnt) { SET_VAL(cnt, 8, us->Set2v, glUniform2iv); }
void GLSLProgramObject::SetUniform3v(UniformState* us, const int* v, int cnt) { SET_VAL(cnt, 5, us->Set3v, glUniform3iv); }
void GLSLProgramObject::SetUniform4v(UniformState* us, const int* v, int cnt) { SET_VAL(cnt, 4, us->Set4v, glUniform4iv); }
void GLSLProgramObject::SetUniform2v(UniformState* us, const float* v, int cnt) { SET_VAL(cnt, 8, us->Set2v, glUniform2fv); }
void GLSLProgramObject::SetUniform3v(UniformState* us, const float* v, int cnt) { SET_VAL(cnt, 5, us->Set3v, glUniform3fv); }
void GLSLProgramObject::SetUniform4v(UniformState* us, const float* v, int cnt) { SET_VAL(cnt, 4, us->Set4v, glUniform4fv); }
void GLSLProgramObject::SetUniformMatrix2x2(UniformState* us, const float* v, int cnt, bool transp) { SET_MAT(cnt, 1, us->Set2x2, glUniformMatrix2fv); }
void GLSLProgramObject::SetUniformMatrix3x3(UniformState* us, const float* v, int cnt, bool transp) { SET_MAT(cnt, 1, us->Set3x3, glUniformMatrix3fv); }
void GLSLProgramObject::SetUniformMatrix4x4(UniformState* us, const float* v, int cnt, bool transp) { SET_MAT(cnt, 1, us->Set4x4, glUniformMatrix4fv); }
#undef SET_MAT
#undef SET_VAL
GLSLShaderObject::CompiledShaderObject::~CompiledShaderObject() { glDeleteShader(id); }
GLSLShaderObject::CompiledShaderObject GLSLShaderObject::CreateAndCompileShaderObject(std::string& programLog)
{
CompiledShaderObject cso;
// ReloadFromTextOrFile must have been called
assert(!srcText.empty());
std::string sourceStr = srcText;
std::string defFlags = rawDefStrs + "\n" + modDefStrs;
// extract #version pragma and put it on the first line (only allowed there)
// version pragma in definitions overrides version pragma in source (if any)
std::string srcVersionStr = std::move(GetShaderVersionDirective(sourceStr));
std::string defVersionStr = std::move(GetShaderVersionDirective(defFlags));
if (!defVersionStr.empty())
srcVersionStr = defVersionStr;
if (!srcVersionStr.empty())
EnsureEndsWith(&srcVersionStr, "\n");
if (!defFlags.empty())
EnsureEndsWith(&defFlags, "\n");
std::array<const GLchar*, 7> sources = {
"// SHADER VERSION\n",
srcVersionStr.c_str(),
"// SHADER FLAGS\n",
defFlags.c_str(),
"// SHADER SOURCE\n",
"#line 1\n",
sourceStr.c_str()
};
glShaderSource(cso.id = glCreateShader(type), sources.size(), &sources[0], nullptr);
glCompileShader(cso.id);
if (!(cso.valid = glslIsValid(cso.id))) {
const std::string& shaderLog = glslGetLog(cso.id);
const std::string& shaderName = (srcData.find("void main()") != std::string::npos)? "unknown" : srcData;
LOG_L(L_WARNING, "[GLSL-SO::%s] shader-object: %s, compilation-log:\n%s\n", __func__, shaderName.c_str(), shaderLog.c_str());
LOG_L(L_WARNING, "\n%s%s%s%s%s%s%s", sources[0], sources[1], sources[2], sources[3], sources[4], sources[5], sources[6]);
programLog.append(shaderLog);
}
return cso;
}
}
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