File: Shader.cpp

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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;
	}
}